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Pandacho

Resto healing in Highmaul (N/H): general strategies, talents, glyphs

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Table of Content:

GENERAL CONCERNS

COMMON TALENTS AND GLYPHS

ENCOUNTER SPECIFICS:

KARGATH BLADEFIST

THE BUTCHER

TECTUS

BRACKENSPORE

TWIN OGRON

KO'RAGH

IMPERATOR MAR'GOK

 

This post contains my thoughts regarding resto shaman healing in Highmaul Normal and Heroic.

 

My guild hasn’t done any Mythic Raiding yet, so you shouldn’t apply anything written here to Mythic without checking.

 

All the strategies, talents and spells choices are calculated for a ‘standard’ healers setup: 3-4 healers for 20N and 4 healers for 20H, no overgear (my raid average ilvl was 647, healers average 644). This is important to consider because if you overgear and / or overheal (more healers than you need), most of the strategies and talent choices lose their importance - you just heal through the damage with whatever spells.

 

Our Healer Team composition: Restoration Druid, Restoration Shaman, Holy Paladin, Priest (Holy / Disc, depending on the fight).

 

 

GENERAL CONCERNS (top)

 

If there are situations during a raid where you feel that all your heals are going nowhere, try to make some changes to your healing frames. If you are using an add-on for your Healing Frames and not the default Blizz UI, you should be able to track the following:

 

1. HoTs from other Healers
2. Shields from Disc Priests
3. Damage Mitigation CDs from Tanks
4. Raidwide Damage Mitigation and Healing CDs

 

Actually for Number 4, I prefer to use WeakAuras - I track a lot of information on my Healing Frames and I have to cut something from all this or things get too messy.

 

You can find the WeakAura for tracking Raidwide CDs in our WA thread.

 

If you can see what other Healers are doing during the fight, it makes it much easier to choose the ‘right’ targets for your heals and not get into situations when you Riptide somebody who already has a Druid’s HoT and a Priest’s Shield. Same with Raid CDs: if your raid is not too communicative, you don’t want to be in a situation where you drop your HTT while a Holy Priest has already begun to channel Divine Hymn.

 

If you are still struggling with mana issues, check that you have a Spirit enchant on your weapon (even if it’s 630 ilvl) and the DMF trinket. Remember that you can always chose Elemental Blast in your Talents for help in refilling mana. Bring mana potions with you. I know that it’s obvious, but from my experience of checking logs, a lot of the people complaining about mana issues did not use mana potions during encounters.

 

 

COMMON TALENTS AND GLYPHS: (top)

 

TIER 1:

 

STONE BULWARK TOTEM

 

Unlike in MoP, I can’t see any appropriate usage for SBT in Highmaul.

 

How does it work?

 

When you summon it, it grants you a 10-second Shield that absorbs (Spell power * 0.875 * 4) damage. After that 10-second period is over, it casts a smaller shield of (Spell power * 0.875) on you every 5 seconds (overriding the previous shield, even the large, initial one, if it is still active). This smaller shield absorbs exactly 4 times less damage than the first shield and lasts for 10 seconds.

 

So for example, for my current Spell Power 4748 (647 ilvl), I will get a shield that absorbs 16618 damage and after the initial 10 seconds, a smaller shield that absorbs 4154 damage 4 times over a 20 second period.

 

From what it seems, its worth maybe a bit more than one Riptide or one Healing Wave.
We don’t have spiky damage in WoD that forces us to use every bit of constant damage mitigation because we wouldn’t be able to cast a healing spell in time. So, from my PoV, we should use talents that allow us to mitigate a big amount of unpredictable damage or to ignore predictable damage when we have to continue casting.

 

NATURE’S GUARDIAN

 

I would advise taking it for people who get ‘tunnel vision.’ smile.png

 

If you always get caught by fire on Twin Ogrons or Suppression Field on Ko’ragh, take NG - it will give you a couple of seconds to run away and heal yourself when you actually might already be dead. Obviously, it’s much better to move out of stuff and avoid unnecessary damage but, well, nobody is perfect! ^^

 

ASTRAL SHIFT

 

Perfect talent if you are able to plan your actions.

 

AS reduces all damage for 40%. You should use it when the raid is taking heavy damage from boss mechanics. Force Novas, Expel Magic: Frost, Cleave… Almost every boss uses abilities that you can mitigate with this talent.

 

TIER 2:

 

Actually the only talent in this tier that can help us in Highmaul is WINDWALK TOTEM.

There are no adds that have to be rooted in any fight here and even on trash most of mobs are casters, so it’s more efficient to CC, stun or interrupt them.

 

TIER 5:

 

In my opinion, the only reasonable choice for most of the fights in this tier would be RUSHING STREAMS.

 

ANCESTRAL GUIDANCE was nerfed so heavily in WoD, that even while having a 2 min CD, as a major raid CD it converts only 20% of your direct healing to healing on up to 3 nearby injured raid members. It’s such a minor amount of healing that I wouldn’t recommend it for any fight.

 

CONDUCTIVITY is a very situational talent, simply because it demands a big part of the raid to stay in one spot long enough to fully utilise it. The only fight in Highmaul where people are mostly stacked in one spot is The Butcher. I personally think that additional healing from RS is still better than a possibility not to cast HR on CD. But it’s up to you.

 

TIER 7:

 

CLOUDBURST TOTEM or HIGH TIDE

You should choose whatever is more comfortable for your play style. I checked both of talents in all the Highmaul fights and have to say that there is no significant difference in output numbers if you understand these talents mechanic and plan your behaviour in encounters.

 

There are a couple of encounters where one of the talents may be slightly more beneficial and I mentioned this in Encounter Specifics, but generally, just play with what you are feeling more comfortable.

 

Remember that while there are talents that seems preferable to take with CBT or HT, they are not mandatory.

For example, you can take Echo of the Elements with High Tide, because Unleashed Life empowers your Chain Heal too and additional Riptide without CD will help you to manage High Tide usage easier.

Or, it's not mandatory to take Totemic Persistence with Cloudburst totem if you prefer not to drop Water totems together but one by one.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING STREAM TOTEM - all fights in Highmaul, except for The Butcher and Mar'goc with Arcane spells have a magic damage component that may be reduced with this Glyph. Even in the Kargath fight, where the boss has only physical abilities, the adds and Pillars add a magic damage component.

 

GLYPH OF HEALING WAVE - with the new healing style in WoD, we are using HW a lot. So why not get free self heals? tongue.png

 

GLYPH OF SPIRITWALKER’S FOCUS - reduces the cooldown of Spiritwalker's Grace by 60 seconds but reduces its duration by 7 seconds. I prefer it above Glyph of Spiritwalker's Grace.

The reason for this is that in almost all the fights in Highmaul, we have ground abilities from which we have to move out or knockbacks after which we have to run back to our spots. Mostly they are short but frequent. I see many situations where 8 seconds casting on the move every 60 seconds can be more beneficial than being able to cast on move every 2 minutes.

 

 

ENCOUNTER SPECIFICS (top)

 

 

KARGATH BLADEFIST (top)

 

This is the fight with very low raid damage in both Normal and Heroic versions.

 

TALENTS:

 

Tier 1: Doesn’t matter

 

Tier 2: Doesn’t matter

 

Tier 3:

Call of the Elements or Totemic Persistence.

If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice. I prefer Totemic Persistence with CBT because it gives you the flexibility to use other Water Totems without ruining your CBT timings.

You can use Call of Elements in this fight too but there is no specific advantage to it. CoE is very good when you have to use a utility Totem twice in a row due to fight mechanics (Tremor, Windwalk, Capacitor, etc.) or when the overall damage is so high, that even one more HST could help. There’s nothing like this on Kargath.

 

Tier 4:
Elemental Mastery: we don’t need additional CDs for this fight.
Ancestral Swiftness: no real need for additional Haste or instant casts.
Echo of the Elements: I would say that this is our talent of choice on Kargath. A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output.

 

Tier 5:
Rushing Streams.
No reason for Conductivity - the raid is never stacked.

 

Tier 6:
Unleashed Fury:
your choice if you are aiming for single target healing in this fight. Not valuable if you chose High Tide in Tier 7.
Primal Elementalist: An acceptable choice. There is nothing to heal for most of the fight, so you could use elementals for DPS!
Elemental Blast: I can’t see any reason for having mana issues in this fight, so I wouldn’t take this talent.

 

Tier 7:
Cloudburst Totem:
This is my preferred Talent for this fight. Damage on the Raid is low, so it feels better to single target heal while CBT will redistribute our healing to the raid.
High Tide: The only reason to take this talent on Kargath, in my opinion, is when you are assigned to go upstairs. It’s problematic enough to time CBT there, people are running all over the place, so it might be easier to Riptide the group and Chain Heal them.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING STREAM TOTEM
GLYPH OF HEALING WAVE
GLYPH OF SPIRITWALKER’S FOCUS
(you can take something else instead but I don’t see anything really useful)

 

 

THE BUTCHER (top)

 

This is the fight with very high raid damage in both Normal and Heroic versions, especially for soaking groups.

My guild uses a very specific tactic for this boss:

We have two healers for 2 soaking groups (5+5 people) - myself (Restoration Shaman) and Disc Priest. Our Restoration Druid stays on the raid full time while our Holy Paladin prioritizes the Tanks. Sub-30%, our Healers come into the soaking groups to help minimise the damage, 2 healers in each group.

 

TALENTS:

 

Tier 1: I take Nature’s Guardian for accidental (or not accidental Sub-30%) Cleave damage.
 

Tier 2: Doesn’t matter

 

Tier 3:

Call of Elements or Totemic Persistence.

If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.

I prefer High Tide for The Butcher. According to my assignment, I will have at least 5 heavily injured people during the entire fight. It’s clearly worth the constant use of Chain Heal.

So Call of Elements is my choice here. The overall damage is very high, so even one more HST could help.

 

Tier 4:
Elemental Mastery:
I wouldn’t take it. The other two talents are much more useful.
Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.

 

Tier 5:
Rushing Streams
or Conductivity.
I prefer Rushing Streams but if you are good in handling Conductivity full time on melee - why not?

You can find the WeakAura for tracking HR with Conductivity talent in our WA thread.

 

Tier 6:
Elemental Blast
: I would say that this is our talent of choice for the Butcher. The fight is very intense and we’ll need every possible bit of mana.

 

Tier 7:
Cloudburst Totem:
you can choose this it if you prefer single target healing. If you are using spells wisely, CBT will nicely redistribute your healing to all the injured people.
High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING WAVE
GLYPH OF SPIRITWALKER’S FOCUS
(for knockbacks)

Other possibilities:
GLYPH OF FLAME SHOCK (a bit more of passive self healing)
GLYPH OF RIPTIDE - if you don’t have a Resto Druid in the raid, it can be a possibility. If you can’t manage your High Tide CH targets without blanketing the raid, it’s a possibility too. But frankly, the amount of Riptides you'll have with the EotE talent should be enough to fully utilize High Tide.

 

 

TECTUS (top)

 

This is a fight with very intense movement for the entire raid, including healers.

The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.

We have the assignments for raid healing CDs during Tectonic Upheaval for every Healer too.

 

TALENTS:

 

Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.

 

Tier 2: Doesn’t matter

 

Tier 3: Call of Elements or Totemic Persistence.

If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.

Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.

Call of Elements can be a good choice too. One more HST in the moments when you have to run from Crystalline Barrage or around Earthen Pillar could definitely help.

 

Tier 4:
Elemental Mastery:
You can take it if feeling like one more CD is needed but it will burn your mana really fast.

Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.

Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.

 

Tier 5:

Rushing Streams is the only choice here really.

 

Tier 6:
Unleashed Fury
or Elemental Blast.

If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.

If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.

 

Tier 7:
Cloudburst Totem
: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING STREAM TOTEM
GLYPH OF HEALING WAVE
GLYPH OF SPIRITWALKER’S FOCUS
(so much movement)

Other possibilities:
GLYPH OF FLAME SHOCK (a bit more of passive self healing)
GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.

 

 

BRACKENSPORE (top)

 

By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
I have to say that a resto shaman with Cloudburst totem assigned to Mushrooms can do miracles ^^. I was able to pull 11% of total healing from CBT on this fight.

 

TALENTS:

 

Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.

 

Tier 2: doesn’t matter

 

Tier 3: Call of Elements or Totemic Persistence.
If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
Call of Elements can be a choice too. One more HST on Infesting Spores - why not?

 

Tier 4:
Elemental Mastery
: no need really and it burns your mana too quick.
Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
Echo of the Elements: I like it on this fight. More UL for mushrooms!

 

Tier 5:
Rushing Streams
talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.

 

Tier 6:
Unleashed Fury
or Elemental Blast.
I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.

 

Tier 7:
Cloudburst totem
: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
High Tide: good talent if you are healing the raid.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING STREAM TOTEM
GLYPH OF HEALING WAVE

Other possibilities:
GLYPH OF FLAME SHOCK (a bit more of passive self healing)
GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.

 

 

TWIN OGRON (top)

 

This is the fight with intensive movement for all the raid, including healers.

By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.

 

TALENTS:

 

Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.

 

Tier 2: doesn’t matter

 

Tier 3: Call of Elements or Totemic Persistence.
If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
Many people prefer CBT for this fight because of movement it demands.
Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.

 

Tier 4:
Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.

 

Tier 5:
Rushing Streams
talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.

 

Tier 6:
Unleashed Fury
or Elemental Blast.
I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.

 

Tier 7:
Cloudburst totem
: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING STREAM TOTEM
GLYPH OF HEALING WAVE
GLYPH OF SPIRITWALKER’S FOCUS
(so much movement)

Other possibilities:
GLYPH OF FLAME SHOCK (a bit more of passive self healing)
GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!

 

 

KO’RAGH (top)

 

This is the fight with a high damage from both the boss mechanics and not paying attention.
One of the fights where you should use shaman utilities.
Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.

 

TALENTS:

 

Tier 1:

Nature’s Guardian, if you are not very good in moving out of things.
Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.

 

Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.

 

Tier 3: Call of Elements or Totemic Persistence.
If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.

 

Tier 4:
Ancestral Swiftness
: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.

 

Tier 5:
Rushing Streams
talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.

 

Tier 6:
Unleashed Fury
or Elemental Blast.
I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.

 

Tier 7:
Cloudburst totem
: chose it if you like it. smile.png
High Tide: just the same.
Both talents are valuable for this fight.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING STREAM TOTEM
GLYPH OF HEALING WAVE
GLYPH OF PURIFY SPIRIT
(Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)

Other possibilities:
GLYPH OF SPIRITWALKER’S FOCUS
GLYPH OF FLAME SHOCK
(a bit more of passive self healing)
GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!

 

 

IMPERATOR MAR’GOK (top)

 

This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.

 

TALENTS:

 

Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.

 

Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.

 

Tier 3:
Call of Elements
or Totemic Persistence.
If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.

 

Tier 4:
Ancestral Swiftness
or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.

 

Tier 5:
Rushing Streams
talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.

 

Tier 6:
Elemental Blast
.
The encounter is more than 10 min. long. You will definitely run out of mana without this talent.

 

Tier 7:
Cloudburst totem
or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.

 

MAJOR GLYPHS:

 

GLYPH OF HEALING WAVE
GLYPH OF SPIRITWALKER’S FOCUS

Other possibilities:
GLYPH OF FLAME SHOCK (a bit more of passive self healing)
GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!

(top)

Edited by Pandacho
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Good Job

 

Glyphs:

Glyph of Healing Stream doesnt mitigate arcane or shadow damage.

Glyph Chain Heal is worth considering on a few fights

Not sure I'd ever bother with flame shock

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I didn't mean Glyph of Healing Stream to be used to mitigate Arcane damage, but Natural. Thanks, I'll remove it from Imperator (Wanted to finish already and did not check properly Copy+Paste from the previous boss :-/)

 

I wouldn't advise for Glyph of Chaining (? I believe that you meant it) on any fight in Highmaul. Most of the encounter areas are small enough to count benefit from longer distance heal higher than 3 sec.'penalty' on CH cast. I can't point on any encounter where you need double distance, but there are fights when you could definitely use sequential cast of 3-4 Chain Heals.

I advise sometimes for Glyph of Chaining to people who just can't stop themselves from CH 'spamming', but this is a technical 'solution' for specific problem, and wouldn't be my general advice for healing in raid.

 

The amount of healing helpful glyphs in Highmaul is really limited. So I mentioned Glyph of Flame Shock. It doesn't mess with your raid healing and if you can't find anything else worth glyphing, well...

Edited by Pandacho

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your evaluation of SBT seems a little suspect to me

 

using your values, SBT will absorb 33236 damage assuming it gets fully utilized.  Astral shift would have to mitigate ~83k damage over its six second lifespan to be equivalent.  There's not that many situations where shift would save you but SBT wouldn't imo, and SBT can be used quite a bit more often (especially if you take call of the elements.)

 

Nature's guardian imo is right out; unlike the other two options it won't save you from damage that would otherwise kill you, and most fights won't really let you leverage its biggest strength (the short cooldown.)

 

I like glyph of chaining; it will be useful (imo) until we have enough mana that its limitation on number of casts becomes functionally important (T17 set bonuses, probably.)  Offhand, fights where chaining provides a large benefit include ko'ragh, kargath (assuming you aren't in the crowd) imperator and twins, and potentially tectus.  My understanding is that the glyph will result in chainheal picking more efficient targets, even if it would heal four people in range anyway.

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Cheze, you can use whatever you think is right for you :)

As I mentioned in the very first sentence of the post - it's my personal opinion.

 

I explained too why in my opinion SBT is not a good option for me in Highmaul - the amount of damage it could mitigate in 30 sec could be easily passive healed with Glyph of Healing Wave, ticks from HST, HR or whatever over time. There is no rush to top ourselves anymore, so I would prefer more mitigation in specific situations above 'constant' mitigation of low damage.

 

I would argue about of Glyph of Chaining though. I think that we have to learn to use our spells wisely and to plan our healing ahead instead of limit the amount of casts in artificial way and not being able to cast several CH in row when it's needed.

Glyph of Chaining is not a crutch for mana managing - its purpose is to increase the range of CH spell when your raid is very spread during encounter. You can definitely use it for whatever purpose that you want, but I personally can't recommend it for the raid healing. :)

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Thanks for your post Pandacho, there is a lot of interesting discussion here. I've pinned it, so people can keep on seeing the post :)

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I recognise that this is a discussion about Normal and Heroic. However, with people now going into Mythic, I was wondering how people are feeling about it.

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Will there be a BRF version of this that would be awesome!!!

Yes, I will write a BRF version, hopefully on this week-end. Had to postpone it a lot due to high pressure at work and family stuff.

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      Resto Shaman - Usable cooldowns

      Import string :  https://wago.io/EJcuns5Kz
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      Druid 
      Druid - Healing Tool

      Import string :  https://wago.io/Vy8U_sLeX
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      Druid - Cooldowns

      Import string : https://wago.io/NkXd5octG
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      Paladin
      Paladin - Healing tool

      Import string : https://wago.io/VyuEFj9Yf
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      Paladin - Cooldowns

      Import string : https://wago.io/4k3EqiqtM
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      Priest
      Holy Priest - Healing Tool

      Import string :  https://wago.io/4y2JojcYM
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      Holy Priest - Cooldowns

      Import string :  https://wago.io/VkRaio5Yz
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      Holy Priest - Holy Word Tracker *Additional*

      Import string : https://wago.io/V11doicYM
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      Holy Priest - Trail of light Talent Tracker *Additional*

      Import string :  https://wago.io/EyclhaZuZ
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      Disc Priest - Healing Tool

      Import string :  https://wago.io/NJm2ci9FG
      ____________________________________________________________________________________________________
       
       
    • By Friedbones
      Hello all.
      I decided yesterday to try to setup my resto spec on my shaman.  Normally, I tend to play dps specs but after an interesting encounter during an invasion yesterday, I decided to try my hand at the healing aspect of my shaman.
      Here is my current resto armory setup:  https://worldofwarcraft.com/en-us/character/kul-tiras/agneese
      I figured I should ask before I leap into this.  I currently have Elvui installed but wanted to see if Vuhdo would be a better substitution for the Elvui frames for healing.    I know I need to setup Weakauras, but have yet to do so.   Therefore, some basic questions I have are:
      1.  How to disable a conflict between Vuhdo and Eluvi frames?
      2.  If I use only Vuhdo frames and not Elvui frames, can that be set differently for dps specs too?
      3.  Since I move with my mouse, all my spells are on my G910 keyboard.  This keyboard has 9 extra "G" keys that I can put a simple macro on to use spells with or without modifyers.  I also am interested in how to setup perhaps two different skills that complement/synergize with each other on one key (even if I have to press said key twice).
      Any help would be appreciated.  Please keep in mind I am a total novice when it comes to healing so simplicity while I learn is appreciated.   Thanks in advance.  :)
       
    • By BrightwingMain
      Just throwing this shower thought out there because why not.
      Would it be possible with reasonable amount of resources and time that you have available, to create couple of generic general gameplay/map guides for Heroes of the Storm? There are already a couple for other games, although mostly pretty old ones. Things like general guidelines for tanking, healing and stutter stepping as well as map guides of what heroes are which priority and how the maps play out? You already have some maps covered at the "map specific advice", but as the "new hero guide format" cuts the map specific advice part off, would adding such thing be possible. Not that I would be desperately in need of one, but if I had to guess, a lot of people would be glad to get them available.
    • By SephBlades
      Hello fellow heroes.
      I was wondering if you got any strategic key spots for deploying the turrets in this new map.
      I am asking because when i get Hanamura i mostly go Brightwing with the bribe talent so i can pick up fast the turret and "Z" back to a fellow hero.
       
      Thank you in advance for your time :)
    • By HerrDave
      Some backstory - I started as a protection warrior so I could pull a load of mobs and AoE them into a puddle over time without being liquefied myself.
      I went like this from 1-100 without a hitch. Switched to Arms because of my fascination with Blademasters and Blackhand and I was promptly curb-stomped into oblivion.

      From what I've experienced, Arms has incredibly bursty unpredictable damage which can either annihilate a target or grant you no procs whatsoever making for long gaps in the fight during which you will do negligible damage.

      The only self-healing abilities you have are:
      Second Wind - Restores 6% of your maximum health ever 1 second after 5 seconds without taking damage.
      Victory Rush - Heals you for 30% of your maximum health, only useable after killing an enemy.
      Touch of Zakajz - 3%-6%-9% of mortal strike's damage is returned to you as health.

      If during a fight a monster starts out DPSing you, the fight is already over and you are graced with the choice of fleeing or dying because your defensive cooldowns aren't the best thing in the world.
      This becomes very evident when attempting to solo rares or even packs of mobs larger than three at 110.

      There are two builds for Arms circling the web.
      In short these are their gimmicks.
      ______________________________________________________
      Focused Rage
      Pros
      -Excellent burst damage
      -Great for sniping stragglers in PvP
      Cons
      -Very clunky use of Focused Rage
      -Only shines in Colossus Smash windows
      -Very Poor AoE, cooldown based
      ______________________________________________________
      Mortal Combo
      Pros
      -More rage to use without FR
      -Consistent damage
      -Some freedom with talents
      Cons
      -Stale rotation (You don't build towards something)
      -Sub-par AoE
      -Poor burst damage
      ______________________________________________________

      TL:DR
      I had an astonishingly hard time as an Arms warrior, even fighting two enemies at a time I would come very close to dying.
      My damage was GREAT but only during the windows provided by battle cry/avatar combo.
      My survivability sucked, my damage sucked, my AoE sucked, and I ended going back to Protection to progress.

      I REALLY want to like Arms, but it just falls on its face every time I try to use it.

      I call to you Arms warriors, you brave few - what is the trick to the specialization?
      What is the purpose / focus of the spec?