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Priest Leveling: 30-49 Holy

Project High Heals
Holy Priest 1-29

Today we’re going to take a look at the next level range for Holy Priests. I’ve been doing quite well on my Holy Priest, Psynister. In the project High Heals portfolio he’s intended to do most of his leveling via dungeons, though that has slowed down for him a bit since getting to Outlands. Queues are taking quite a while, and it’s actually DPS slots that are hard to fill. I guess everyone’s busy leveling tanks and healers right now.

That’s the short and sweet update on Psynister, now lets take a closer look at how to level your own Holy Priest.

Playing a Holy Priest
As I mentioned in the first Holy Priest post, I was a little concerned about leveling a Priest and doing so with a healing spec. Most of that came from their low level problems with mana, but also because I knew my damage was going to suck. My recent experience leveling a Shadow Priest helped me overcome the first of those, while I found the second to not be nearly as bad as I was anticipating.

I don’t hesitate to say that low level PvP as Holy really sucked. I did a pretty fair amount of PvP on Psynister, though of coarse not as much as I did random dungeons. I found that in early PvP I just didn’t have the output on either the healing or killing side of of the fence to really do much of anything. Either my heals were crap, or I ran out of mana too fast to really be useful, or the opponents saw me healing and focused me down. Life in PvP as Holy is freaking hard.

Healing dungeons is, of course, where I definitely shined. Most dungeons I can heal almost entirely with Power Word: Shield and Renew, with a few Heal casts thrown in from time to time to help keep the tank topped off “just in case”. When the group was doing well with agro I had no problems at all. When DPS started to pull threat though, things got pretty chaotic and my mana issues really started to show. In dungeons where AoE damage exists it’s just downright brutal. Priests don’t have access to AoE healing at this level, the best you can do is throw bubbles/renew on multiple targets and hope for the best, but that drains your mana quick. (There’s another answer, called Lightwell, but I’ll get in to that later.)

Otherwise, I found playing a Holy Priest to be very fun in Dungeons, not so much in PvP, but also surprisingly powerful in questing.

Holy-Specific Tips
Leveling as Holy isn’t too dissimilar from leveling as any other spec, it’s all in how you go about doing it. The most important thing to remember early on is not to waste your mana. Once you’ve got the mana management under control there’s no stopping you.

Questing – Your biggest hurdle in questing is your damage. You get almost nothing to buff your damage output as Holy, because you’re basically designed to be a healer. Using the Glyph of Smite becomes key for that reason, because increasing your damage output means you’re also spending less mana. Originally I had taken the Engineering profession to make use of explosives as a way to both increase my damage and decrease my mana consumption, but it didn’t take me long to figure out that it wasn’t necessary so I switched his professions.

Healing – Power Word: Shield and Renew are your best friends in this level range. I usually trade off between using those two, casting the next when the first wears off. Flash Heal is usually a waste of your mana, so you really want to save this for when there’s a real emergency. Heal is a great spell that I do use quite a bit thanks to its low mana cost. Mana is still an issue in the lower portion of this level range, so do your best not to using healing spells when they aren’t needed. You don’t have to top everyone off all the time if they’re not taking enough damage to require it.

Remember that your job as a healer is to help your group live long enough to kill the mobs. It’s not your job to see that everyone in the group has full health all the time, and it’s not your job to make sure nobody ever dies, you’re just there to keep people up until victory is achieved. Heal those who need healing in order for the group to be victorious. If you have a high DPS player who’s constantly pulling threat and causing you to spent a ton of mana to keep both them and the tank alive, let them die. You’re not there to enable morons, so save your mana for heals that matter and resurrect him when it’s over.

PvP – In PvP you’re usually going to need to rely more on your expensive heals and cut back on the slow, cheap heals. Bubbles and Flash Heals are very common in PvP, so expect to see your mana fluctuate a lot. In the 40′s you’re going to face Rogues, Warriors, Feral Druids, and Ret Paladins that are going to destroy you and everyone else. Melee DPS is incredibly powerful in the 40′s, so much so that I’m almost to the point that I refuse to even take part in PvP if my character is in the 40′s brackets.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 30-39

  • Shackle Undead (32): Shackles the target undead enemy for up to 50 seconds. The shackled unit is unable to move, attack, or cast spells. Any damage caused will release the target. Only one target can be shackled at a time.
  • Shadow Word: Death (32): A word of dark binding that inflicts Shadow damage to the target. Deals three times as much damage to targets below 25% health. If the target is not killed by SW:Death, the caster takes damage equal to the damage inflicted upon the target.
  • Levitate (34): Allows the friendly party or raid target to levitate, floating a few feet above the ground. While levitating, the target will fall at a reduced speed and travel over water. Any damage will cancel the effect. Lasts 10 minutes.
  • Mind Vision (36): Allows the caster to see through the target’s eyes for 1 minute. Will not work if the target is in another instance or on another continent.
  • Greater Heal (38): A slow casting spell that heals a single target for 992 to 1152.
  • Mind Control (38): Controls a humanoid mind up to level 52, but increases the time between its attacks by 25%. Lasts up to 30 seconds.

I went ahead and listed Shackle Undead just because it’s really the only form of CC that you have access to. You’re not very likely to cast this while you’re leveling save for a few zones scattered here and there. There are a few dungeons that it’s useful in, such as Scholomance and Stratholme, but most of the time this spell is pretty useless. But, when you find yourself healing a group in Strath and the stupid tank refuses to taunt the stinking skeletons flinging Frostbolts at your face, a shackle will shut them down.

SW:Death is a great spell for finishing off targets who are low on health. The real benefit of the spell though is when you combine it with the Glyph of Spirit Tap, which causes SW:Death to restore 12% of your total mana when you kill a target with SW:Death. I suggest you grab that glyph the second you train this spell and start practicing the art of stealing all the killing blows. Just make sure you don’t accidentally kill yourself when casting it.

Levitate is a pretty cool buff, I especially like it for being able to walk on water. If you’ve ever read my Mage guides, you’ll also know I have a deep love for things that let me jump off of cliffs or dismount in midair and survive, so I love casting this thing all the time. The only drawback – you can’t jump when it’s active and that bugs me something fierce.

Mind Vision is a really cool spell, one that I absolutely love for PvP. Need to find out where your EFC is going to so you can heal him? Mind Vision! Need to know where the EFC is hiding so you can direct the assault team? Mind Vision! Need to help a group of clueless PUG’s in LFG find their way back to the group? Mind Vision!!! I use LFG a lot, and I’m real big on farming low level content for drops, mats, or to rush lowbies through it. This means I’m very familiar with almost every dungeon map and can guide people to the group through almost any of them. I had to do it twice in Scholomance as many players who started in late BC or after have never even been there.

Greater Heal takes a while to cast, but it’s the single largest heal we have. I typically use this on a tank who’s low on hit points, right after I bubble him, or when he’s currently immune to a new bubble and needs a large heal.

Mind Control is one of the most enjoyable spells we have. There are few things I love doing more in PvP than making someone jump off of a cliff and die. In PvE I like to use it in dungeons to injure certain adds, pull additional mobs, or provide my own group with buffs from the mob. You probably won’t use it a whole lot as a healer outside of PvP, but it can definitely be fun to play with. In places like Alterac Valley, it’s especially fun to Mind Control the enemy tank or healer and then watch your mini-boss destroy people.

Level 40-49

  • Prayer of Healing (44): A powerful prayer heals the friendly target’s party members within 30 yards for 367 to 387.
  • Binding Heal (48): Heals a friendly target and the caster for 564 to 724. Low threat.

Prayer of Healing is your first real AoE healing spell. It’s not great, but it’s pretty much like casting Heal on everyone at the same time. The good thing is, you’re getting that healing out to the whole team, the bad thing is, the heal itself is relatively weak. At this level range though, it will likely save you from a wipe if you need it. A very important note about this spell though, especially for PvP, is that it does not require line of sight to heal your team, so you can use it to heal through walls.

Binding Heal is a great spell. It costs the same amount of mana and cast time as Flash Heal so it’s definitely not cheap, but it heals for just a little bit less than Flash Heal and that healing hits both you and your target. It’s like poor man’s AoE, healing two targets instead of an actual area. The special thing to note about Binding Heal is that both of its heals essentially count as individual healing effects for the purpose of most procs that trigger off of healing or critical effects.

Leveling a Holy Priest

  • Questing Single Mob: Mind Blast, (HW: Chastise), Holy Fire, Smite spam, SW: Death
  • Questing Multi-Mob: [target 1] Shadow Word: Pain, Devouring Plague, [target 2] Mind Blast, Holy Fire, Smite spam, [when possible] SW: Death

Questing Single Mob
I pull with Mind Blast mostly because it’s cheap on mana and it has a short cast time. I often follow that up with Holy Word: Chastise to take advantage of it’s stunning effect while I cast the next spell, but with a 30 second cooldown it’s not always available and I don’t worry about it. Holy Fire does good damage with a short cast time, and it applies a DoT debuff. That debuff allows the Glyph of Smite to activate which increases Smite damage, which you’ll cast repeatedly (spam) until the target is dead or near death. At that point you want to finish off the target with Shadow Word: Death. Another of our glyphs, Glyph of Spirit Tap, restores 12% of your base mana over time when you kill a target with SW:Death.

If you’re healing in a dungeon you’ll use a similar rotation for damage if your tank has a lot of survivability and doesn’t need much healing. Whether you’re going to deal damage in dungeons or not, you still want to snipe every killing blow you can with SW:Death casts so that you can get the 12% mana regeneration from the Glyph of Spirit Tap. If you’re not using that glyph, then you don’t need to worry about getting the killing blows, but if you have mana issues then this is your most reliable solution.

Questing Multi-Mob
When I’m facing multiple mobs as Holy I do go ahead and use my DoT’s, but only on a single target. DoT the first target, burn the second one down, and then finish off the first with Smite spam. If you pull more than two, then still just DoT the first target and then leave him alone while you focus on the others so that your DoT’s can actually deal their damage and be worth the mana it costs to cast them.

The higher you get in level though, the less useful those DoT’s become. Now that I’m in Outland I find that casting those DoT’s doesn’t deal anywhere near enough damage to justify their mana cost, and they do very little in the way of actually helping me through the encounter or killing mobs faster. Damage is damage, but I don’t know that I’m actually saving any time at all by using them.

At this level rang, though, the DoT’s are at least pretty decent so go ahead and use them, but feel free to use your mana on bubbles/heals instead and just burn them down one at a time.

How to Heal: 49 Holy Priest
When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 49 version of the spell, unmodified by talents or gear.

Healing Spells
Flash Heal: 28% base mana, 1.5 second cast, heals for 744-864
Power Word: Shield: 34% base mana, instant cast, absorbs damage
Renew: 17% base mana, instant cast, heals 145 every 3 sec for 12 sec.
Heal: 9% base mana, 3 second cast, heals for 372-432
Greater Heal: 27% base mana, 3 second cast, heals for 992-1152
Prayer of Healing: 26% base mana, 2.5 second cast, heals party members within 30 yards for 367-387
Binding Heal: 28% base mana, 1.5 second cast, heals target and caster for 564-724

Resurrect: 60% base mana, 10 second cast, non-combat resurrection
Cure Disease: 16% base mana, instant cast, removes 1 disease
Dispel Magic: 16% base mana, instant cast, removes 2 harmful magic effects

Your most expensive spell as a healer continues to be PW:Shield. The damage that it absorbs is pretty significant even though you’re not using a Discipline spec. I do use this quite a bit, but rarely will I use it on anyone other than the tank or myself. Flash Heal and Binding Heal are tied for the next highest base mana cost, and for cast time as well. Flash Heal restores more health to the single target, but Binding Heal restores almost the same amount of health and does so to both you and your target making it my usual preference if I’ve taken any damage at all.

Greater Heal is next on the list of highest mana cost, but it’s the single largest heal you have available to you. Talent points can cause some of your other heals (Flash and Binding) to reduce both the cast time and mana cost of this spell which can really help if you need to put out a lot of healing a short amount of time. It does have a long cast time, but the heal is worth it if you have either a bubble or a renew up to help bide the time you need to get this big boy off.

Prayer of Healing comes next, and thank the Light we finally have some AoE heals! Granted, it doesn’t heal for all that much, but it’s a shorter cast time than Heal and restores roughly the same amount of health as a Heal, except it does it to your entire party. Also, this heal does not require line of sight to heal your party, which is extremely useful in PvP especially. You can use this when fighting bosses in AV by standing on the other side of a wall or even outside the building all together. You can use it in Arenas when you’re pillar humping, or in WSG when your flag carrier is on the roof and you’re down in the flag room.

Talent Spec: 49 Holy Priest

  • Holy Concentration (+2) 3/3: Increases the amount of mana regenerated from Spirit while in combat by an additional 30%.
  • Divine Touch 2/2: Your Renew will instantly heal the target for 10% of the total periodic effect.
  • Lightwell 1/1: Creates a Holy Lightwell. Friendly players can click the Lightwell to restore health of 6 seconds. Attacks done to you equal to 30% of your total health will cancel the effect. Lightwell lasts for 3 minutes or 10 charges.
  • Spirit of Redemption 1/1: Upon death, the priest becomes the Spirit of Redemption for 15 seconds. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
  • Serendipity 2/2: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts 20 seconds.
  • Inspiration 2/2: Reduces your target’s physical damage taken by 20% for 15 seconds after getting a critical effect form your Flash Heal, Heal, Greater Heal, Binding Heal, Penance, Prayer of Mending, Prayer of Healing, or Circle of Healing spell.
  • Chakra 1/1: When activated, your next Heal, Flash Heal, Greater Heal, Binding Heal, Prayer of Healing, Prayer of Mending, Mind Spike or Smite will put you into a Chakra state (see below).

With mana problems still plaguing you, Holy Concentration can be a real Light-sent blessing by increases your mana regeneration during combat. I chose to go with Divine Touch next since Renew was still one of my primary forms of healing at that level, and having it heal for 10% of its effect right when you cast it gives us both a small form of instant healing as well as allowing the rotation of bubble > renew > bubble to be even more effective.

I decided to pick up Lightwell next because I finally started to get into situations where healing more than one person at a time was really important and not just because people were being stupid. When you get into dungeons in your 30′s and 40′s, particularly Scholomance, you’re going to start facing AoE damage a lot more. You’ll see some of that in instances like Shadowfang Keep earlier, and Maraudon later on as well. While Lightwell doesn’t actually provide any AoE healing, it does allow your entire party to get their own HoT effect on demand by clicking to activate it, and it really has become a wonderful addition to my healing abilities.

I decided to go ahead and pick up Spirit of Redemption (or Fail Angel as it’s often called) next, mostly because I was getting th crap kicked out of me in PvP and wanted some options to heal when things went bad for us, and also because I had a string of random queues where the freaking tanks had no idea what a taunt was nor how to generate AoE threat which meant my face was served up as an appetizer. Being able to heal even after you’re dead seems like more of a raid tool, but it really does help in other situations as well.

Serendipity is the talent I mentioned earlier in the article that allows you to reduce the casting time and mana cost of your Greater Heal or Prayer of Healing. The main reason I took this was, again, because of our otherwise lack of AoE healing abilities. When things get hairy I try to Flash Heal/Binding Heal the two most injured target, and then either use Greater Heal on a target near death or Prayer of Healing for a smaller heal on the whole group. Doing this gives me the ability to dish out a solid amount of healing across the entire party in a fairly short amount of time. I do find it more useful in PvP than in LFG, and it would be even more useful in a raid.

Inspiration is a talent that I skipped early on because I had no need to reduce damage on my tanks when they almost never took any damage in the first place. The further I got though, the more useful something like this would be, so I picked it up. Whenever you get a crit with almost any of your healing spells, the target gains 10% damage reduction for 15 seconds.

And the last talent we get in this level bracket is Chakra, which is a completely new feature in this expansion. When you cast one of the triggering spells (listed in the description above), you enter a Chakra state related to the triggering spell. This Chakra state is basically a buff that stays active until cancelled. I’ll give more detail in the next section, but basically using Chakra either makes you better at single target healing, AoE healing, or better at dealing damage while questing.

Substitution: Serendipity isn’t for everyone, and its not nearly as useful in 5 mans as it is in raids or PvP just because of the nature of what it does and how you have to trigger it. If you don’t want to take this on a character you’re just questing on or doing a lot of LFG, then switch these two points out for Tome of Light which will reduce the cooldown on your Holy Word spells by 15%, allowing you to use HW:Chastise (in particular) more frequently.

Glyphs

Prime Glyphs

Now that we get some instant healing to Renew from our talent points, the instant heal from the Glyph of PW:Shield seems an even better fit. I still did the majority of my healing through this level range with nothing more than bubbles and Renew, and I love this glyph. Renew is still another great option, and it is the one that I chose for my second slot at level 50, but until then I think PW:Shield is the better option.

Major Glyphs

  • Glyph of Spirit Tap: When you kill a target with your SW:Death and yield experience or honor, you instantly receive 12% of your total mana over 12 seconds.
  • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.
  • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.

You’ll have to make a decision at level 32 as to whether you want to switch immediately to Spirit Tap or hold off until level 50 when you get your second set of glyph slots. If mana is still your main problem, then make the switch to Spirit Tap. If you’re doing just fine with your mana, then keep Smite if you’re going to do a lot of questing. If you’re more into dungeon running then Spirit Tap is probably your best choice, but Psychic Scream is still a really good option if you find there’s a need for AoE fear to be used.

My personal preference is to switch to Spirit Tap at level 32, and then add Smite back in when you reach level 50.

Minor Glyphs

Minors being minors, they all pretty well suck. Levitate is the most important one to me, personally, because I hate dealing with reagents, and it provides the most literal benefit. Reducing the casting cost of buffs is all fine and good, but you almost never need to reapply them during combat (outside of PvP) which means if you’re worried about the mana cost then you can just sit down right after buffing everyone and drink back to full.

Chakra
At this level you can only activate half of the real usefulness of Chakra, simply because the other half requires another talent point which you won’t get until level 51. However, Chakra is still useful by itself and it is important to know what it does and how to use it effectively. Since the next guide will include that talent point we’re missing, I’ll go back over Chakra and its interaction with the other half of it next time.

There are three Chakra states that you can enter, and which one you enter is triggered by a different group of spells. Each state also provides it’s own benefit.

Chakra State: Serenity
Trigger Spells: Heal, Flash Heal, Greater Heal, Binding Heal
Effect: Increases the critical effect chance of your direct healing spells by 10%, and causes your direct heals to refresh the duration of your Renew on the target.

Serenity is the version that I use most often when healing dungeons. Making our direct heals 10% more likely to crit means more chances to proc other effects such as Inspiration, not to mention the increased healing in general that comes with that crit chance. It also allows direct heals to refresh Renew which means I can essentially recast Renew on my tank by casting Heal on them, which is only half the mana cost.

Chakra State: Sanctuary
Trigger Spells: Prayer of Healing, Prayer of Mending
Effect: Increases the healing done by your area of effect spells and Renew by 15% and reduces the cooldown of your Circle of healing by 2 seconds.

I don’t use Sanctuary all that often, but really only because I don’t see a ton of AoE damage. It does make Renew 15% better which is great, but I find Serendipity to be more useful in general. In this level range our only AoE heal is Prayer of Healing, so the only real benefit we receive is the extra healing from Renew compared to Serenity buffing all of our direct heals.

Chakra State: Chastise
Trigger Spells: Smite, Mind Spike
Effect: Increases your total damage done by Shadow and Holy spells by 15%.

Chastise is great for questing. It finally provides us with a damage buff that we’ve been missing all this time. And it’s basically a 15% damage increase across the board for us since it buffs both Holy and Shadow. It’s odd that a talent so deep in the Holy tree would buff Shadow spells, but who am I to argue with extra damage, right?

Gearing Up Your Priest
For Holy you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. Next up is going to have to be Spirit because Priests will do struggle with mana at low levels. Haste comes next as it makes your Renew tick faster and it also allows your heals to cast faster which is really useful when your best filler heal has a base cast time of three seconds.

Cloth is your only option for gear of course, and lucky for us all cloth gear is caster gear, so it shouldn’t be too hard to find. Weapons can be kind of hit and miss, though there are quite a few good staves that drop in dungeons. You can find some decent off-hand weapons from dungeons these days as well, but one-handed caster weapons are pretty rare at low levels.

Even though I have access to some of my Hand Me Down gear, a mace with +22 Intellect being one of them, I didn’t use them on the Priest because I wanted to be as pure as I could to what another player might be since Priests are well known for their mana issues right now.

Macros

#showtooltip
/startattack
/cast Smite
/run UIErrorsFrame:Clear()

I use this type of macro for all of my attacks (Smite, Holy Fire, Mind Blast, SW:Pain, Devouring Plague) mostly so that I have an auto-target and auto-attack built into the spell cast.

#showtooltip
/cast [@focus] Power Word: Shield

This is my “heal with sammich” macro, it allows me to cast my bubble directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off.

I use a variation of this for Renew, Heal, Flash Heal, Greater Heal, Binding Heal…basically all of my healing spells, as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor. LFG can be pretty boring these days when you have a tank with fully enchanted heirlooms who also knows how to play their class well, and I use these when I’m bored and don’t feel like clicking Healbot.

 

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Priest Leveling: 1-29 Holy

Today I give you the second of the Project High Heals leveling guides, focusing today on my Holy Priest, Psynister. At the time of my writing this he is currently sitting at level 60, while my Resto Shaman is taking it easy at level 44.

Up to this point Psynister’s focus has been to level mostly via dungeons. Each of the Project High Heals toons will be leveled fully in their healing spec(s), with each of the four healing classes having a specific type of leveling that they focus on the most, though they all participate in all of the different experience earning methods. I’ve done a really good job of keeping Psynister in dungeons, but he can burn through quest mobs with ease as well.

Playing a Holy Priest
The Holy Priest was one that I was both looking forward to and hesitant about at the same time. On the one hand, I recently leveled a Shadow Priest and am well aware of their mana issues at low levels but confident in my ability to overcome them, while on the other hand Holy is pretty well known as the “just for heals” spec of the Priest so I thought questing was going to suck. Boy, was I wrong.

I did find that low level PvP really sucks as Holy. Sure, I can bubble and I can heal, but my bubbles don’t go very far and while my heals aren’t too bad it’s rare to find a PvP match where I’m not focus fired after the first 3 minutes.

Dungeon healing though was a lot of fun. Bubbles are strong, Renew is a beast, and even at level 60 I get to DPS for some of the fights, healing with nothing more than an occasional bubble/renew or a free, instant Flash of Light when my talents proc. Priests have mana issues at low levels, so that was my main concern about dungeons and also part of why I chose the Priest for the dungeon focus. What I found was that during my 20′s the Undead Racial pretty well took care of any mana issues I had. In the 30′s I didn’t really struggle much at all. In the 40′s I only had mana issues while questing and even then only if I pulled multiple mobs with high cost DoT’s. From the 50′s on – mana issues? What are mana issues?

My biggest challenge in healing dungeons is AoE damage. Before you’re able to employ Chakra as an AoE heal your only option is either spamming bubbles, spamming renew, or getting people click on the Lightwell. I’ve had two dungeons where people actually clicked on it, but both of those went extremely well when they used it.

The hardest thing about healing with a Priest is figuring out which of those eighteen billion healing spells you’re supposed to use and which you aren’t, and when you should use them and when you shouldn’t. But in the 1-29 bracket those many options aren’t opened to you yet, so for now your job is easy.

Holy-Specific Tips
The main thing I want to mention about Holy is that it really does play just like the opposite of Shadow. When leveling as Shadow your DoT’s are amazing, but when leveling Holy your DoT’s are an amazing waste of your mana. Almost all of the Shadow-based spells are a complete waste of both time and mana as a Holy spec, with an exception made for Mind Blast (while leveling) and Shadow Word: Death (which you don’t get until your 30′s).

Healing a dungeon as Holy is simple. In this bracket, with all of two heirlooms to my name, I healed dungeons with Power Word: Shield and Renew, and that’s basically all I needed. I would cast Heal on occasion when I couldn’t bubble, and stupid DPS who liked to pull would require an occasional Flash Heal, but most of my tank healing was strictly bubbles and Renew. I didn’t cast the two at the same time, I used either one or the other.

Mana can become an issue though, especially if there are problems with threat. If you have to heal multiple people then someone’s likely going to die. PW:Shield and Renew are both fairly high on mana cost, so spamming them on the whole party can dry you out quick. I wiped twice in Stockades on my Priest because people were pulling multiple groups and I had no chance of healing them all. Not that I could have done any better at all on my Resto Shaman, but at that level you just don’t have the tools to handle damage on several targets at once while having the mana to back it all up.

Mana is the real key to your success at this level, and the key to that is not over healing. The primary example of that is PW:Shield and Renew. Outside of PvP there is no reason to have both of these spells up on the same target at the same time; not in this level bracket, at least. Renew heals for enough by itself to essentially work just like the bubble does. If you do need some extra healing on him, use your slow cast, low cost spells to top him off. If you know that your Renew isn’t going to be enough because extra mobs just got pulled, then go ahead and apply your bubble before Renew is done ticking so that the extra healing can build up in the background while the mobs are chewing away at the bubble.

Don’t feel like you have to keep your tank, or the rest of the party for that matter, at full health all the time. Pay attention to how much damage he takes and how fast to adjust your healing accordingly. If you have a tank who take almost no damage at all then don’t bother healing them until they’re near half health, and even then just toss a Renew and let it tick to full. If you have a tank that’s just getting demolished who seems like he’s going to die every two seconds then you need to be more active on the healing front.

If your party takes a little damage, don’t worry about it. Either top them off when someone goes afk, or when loot is being rolled on after a boss, or just let them stay where they are. You’re there to keep people alive, not to keep them at full health every step of the way.

The next thing in relation to mana is getting that mana back. I don’t hesitate to say that the Undead racial of Cannibalize was the single most helpful thing I could have done. When the tank goes to pull a new group and I’m at or below 60% of my mana I give him a bubble and then use my racial on one of the mobs we just killed. Every two minutes I get 40% of my health and mana back for munching on a dead humanoid/undead mob, and that is fantastic.

I also dealt with some of these mana potions by making my Resto Shaman an alchemist and making a good deal of mana potions, which also come in very handy. Since I had plenty of mats I made at least a stack of each type of mana potion while I was leveling her Alchemy, and then sent them out to the healers. On average I used 3-5 of each potion, total, for the level bracket they’re meant for. My Shaman never used one outside of PvP, but my Priest used them now and then in his 20′s and 30′s.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 1-10

  • Smite (1): Smite an enemy for 33 to 37 Holy damage.
  • Flash Heal (3): Heals a friendly target for 316 to 366.
  • Shadow Word: Pain (4): A word of darkness that causes 1326 Shadow damage over 18 sec.
  • Power Word: Shield (5): Draws on the soul of the friendly target to shield them, absorbing damage. Lasts 15 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
  • Inner Fire (7): A burst of Holy energy fills the caster, increasing the armor value from items by 60% and spell power by 23.
  • Renew (8): Heals the target for 62 every 3 sec for 12 sec.
  • Mind Blast (9): Blasts the target for 65 to 67 Shadow damage.

Smite is your spammable attack, the one you’ll use most for your questing. Flash Heal is a powerful and fast, but expensive heal that is best used in emergency situations. Shadow Word: Pain is a pretty strong DoT spell, but as Holy it’s not very valuable and rarely worth its high mana cost.

Power Word: Shield is your bubble, and one of the main keys to your early dungeon healing success, also great for both questing and PvP, especially since it cancels pushback while casting. Inner Fire is a nice spell power buff which is pretty hard to come by at this level, which also has a nice boost to your armor providing extra survivability. This buff no longer has a duration, so once you put it up it will stay up until you die, cancel it, or change specs.

Renew is the other important heal that you have at this level, often healing the target for even more damage per tick than they’re taking. Its mana cost is a little bit on the high side, so make sure you’re not needlessly overwriting it or removing the need for its healing by using a bubble on the target at the same time. Last up is Mind Blast which is a Shadow spell, but this one is cheap on mana, has a fast cast time, and deals some pretty decent damage as well. I often use this to pull with.

By choosing Restoration as your specialization at level 10 you receive all of the following:

  • Holy Word: Chastise (10): Chastise the target for 29 to 31 Holy damage, and disorients them for 3 sec.
  • Spiritual Healing (10): Healing increased by 15%.
  • Meditation (10): Allows 50% of your mana regeneration from Spirit to continue while in combat.
  • Absolution (10): Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
  • When you first get Holy Word: Chastise it’s a little uncertain whether it’s a great spell or a poor spell. The effect is cool, the damage is somewhat low, it’s instant cast which is great, but it also has a ridiculous 30 second cooldown. I generally end up using this one as a chance to interrupt spell casters with the disorient effect, or to finish off mobs that run when low on health (until we get Shadow Word: Death in the 30′s).

    Spiritual Healing is pretty straight forward, you become 15% better at keeping people alive. Meditation is similarly simple, giving you 50% better mana regeneration during combat, and it’s one of the reasons why Spirit is an important stat for us. Absolution is pretty cool, it makes Dispel magic remove 2 Magic debuffs from your target instead of 1.

    Level 11-20

    • Psychic Scream (11): The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 sec. Damage caused may interrupt the effect.
    • Power Word: Fortitude (14): Power infuses all party and raid members, increasing their Stamina for 1 hour. If the target is in your party or raid, all party and raid members will be affected.
    • Resurrection (14): Brings a dead ally back to life with 35% health and mana. Cannot be cast when in combat.
    • Heal (16): Heal your target for 159 to 183.
    • Holy Fire (18): Consumes the enemy in Holy flames that cause 46 to 58 Holy damage and an additional 21 Holy damage over 7 sec.

    Psychic Scream is an ability you want to get familiar with using, yet you need to be really careful of using it when in groups unless you have the glyph for it. It’s an AoE fear that hits up to 5 targets, and I really love this spell. When you’re in dungeons though, generally people hate you for casting this. Using the glyph removes the running away part and instead makes them cower in place for its duration.

    Power Word: Fortitude is the Priest’s signature buff, providing the whole party/raid with an increase to their Stamina. Resurrection is your rez, pretty much the same as every other non-combat rez in the game. Heal is your cheap, cost effect heal that has a long cast time. This is your filler heal, used to keep people up or topped off when there’s no reason to bother with other heals. Apply this liberally to tanks in low level LFG.

    Holy Fire is last up on the list, it’s a great spell that deals both direct damage as well as damage over time. When using the right glyphs you also get an increase in damage to your Smite if the target has your Holy Fire DoT active on them.

    Level 21-29

    • Cure Disease (22): Removes 1 disease from the friendly target.
    • Fade (24): Fade out, temporarily reducing all your threat for 10 sec.
    • Dispel Magic (26): Dispels magic on the target, removing 2 harmful spell from yourself or 1 beneficial spell from an enemy.
    • Devouring Plague (28): Afflicts the target with a disease that causes 1240 Shadow damage over 24 sec. 15% of damage caused by the Devouring Plague heals the caster. This spell can only affect one target at a time.

    Cure Disease does just that, removes a disease from your target. There aren’t a ton of diseases early on, and most of those aren’t very important anyway, but it’s best for you to get used to it now so that when it does matter you know how to use it. Fade isn’t all that important to us unless you’re dealing with a tank with poor threat. I get the most use out of this, as Holy, but using it in PvP to make pets leave me alone.

    Dispel Magic is a nice, versatile dispel. It can be used on both friendly targets and enemies, either clearing harmful debuffs from your team or removing beneficial buffs from your enemies. Devouring Plague is last up on the list. It’s a strong DoT that also heals you for a portion of the damage that it deals. Unfortunately, it too has a high mana cost and is best used by Shadow Priests.

    Leveling a Holy Priest

    • Questing Single Mob: Mind Blast, Holy Fire, Smite spam
    • Questing Multi-Mob: [target 1] Shadow Word: Pain, Devouring Plague, [target 2] Mind Blast, Holy Fire, Smite spam

    Questing Single Mob
    For single mobs it’s a simple matter of just burning them down with Smite spam. I like to pull with Mind Blast, personally, mostly because I like to get extra damage out of Smite by using Holy Fire’s debuff. Normally I would suggest pulling with a spell like Smite because of its longer cast time, but I don’t feel it’s necessary and found that I prefer pulling with Mind Blast so that’s what I do.

    Questing Multi-Mob
    When I’m facing multiple mobs as Holy I do go ahead and use my DoT’s, but only on a single target. DoT the first target, burn the second one down, and then finish off the first with Smite spam. If you pull more than two, then still just DoT the first target and then leave him alone while you focus on the others so that your DoT’s can actually deal their damage and be worth the mana it costs to cast them.

    How to Heal: 29 Holy Priest
    When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 29 version of the spell, unmodified by talents or gear.

    Healing Spells
    Flash Heal: 28% base mana, 1.5 second cast, heals for 316-366
    Power Word: Shield: 34% base mana, instant cast, absorbs damage
    Renew: 17% base mana, instant cast, heals 62 every 3 sec for 12 sec.
    Heal: 9% base mana, 3 second cast, heals for 159-183

    Resurrect: 60% base mana, 10 second cast, non-combat resurrection
    Cure Disease: 16% base mana, instant cast, removes 1 disease
    Dispel Magic: 16% base mana, instant cast, removes 2 harmful magic effects

    As you can see here, PW:Shield is your most expensive spell that you’ll cast during combat. It’s a great spell, fantastic for healing, but it’s expensive and it doesn’t actually heal anything by default (you can glyph it to do so). Next up is Flash Heal, which is also expensive but it’s your single largest heal in this level range. Again, you don’t want to cast it any more than you have to, but when you have to it’s there for you and it pack a decent punch.

    Renew is next up on the list, and even with no haste at all you can see that it heals for (62 x (12/3=4) = 248) 248 over 12 seconds. The drawback of course is that you have to wait the full 12 seconds before you get that healing. Finally we have Heal which is your cheapest and least effect per-cast heal. Don’t dismiss this one for the low healing value though, because that cheap mana cost makes it one of the best healing options available to you. If you don’t need a big heal right away then Heal is much better than Flash Heal for its low mana cost alone.

    Talent Spec: 29 Holy Priest

    • Improved Renew 2/2: Increases the amount healed by your Renew by 10%.
    • Divine Fury 3/3: Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.5 sec.
    • Surge of Light 2/2: You have a 6% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and cost no mana.
    • Desperate Prayer 1/1: Instantly heals the caster for 30% of their total health.
    • Empowered Healing 2/3: Increases the healing done by your Flash Heal, Heal, Binding Heal and Greater Heal by 10%.
    • Holy Concentration 1/2: Increases the amount of mana regeneration from Spirit while in combat by an additional 15%.

    I started off with Improved Renew mostly so that I could combat those low level mana problems. If Renew heals for more then that means you have fewer heals that you have to cast, so more mana you get to save. This is one of your best investments early on. Divine Fury is another great spell, reducing the cast time on two of your primary questing attacks as well as two of your heals (you don’t get Greater Heal in this level range, though). If you’re going to quest as Holy at all, you want this talent.

    Surge of Light is a really great spell, giving some of your spells (see above) a chance to proc a free, instant Flash of Light. I love this both for questing since it can proc from my Smite spam, as well as dungeon healing (especially when multiple people are taking damage), and it’s fantastic for PvP. I especially love it in PvP when it procs off of a Flash Heal and then procs another Flash Heal, giving me three of this bad boy in a row for the price of one.

    Desperate Prayer was a personal choice and one that a lot of Holy Priests don’t bother taking, especially while leveling. I took this first and foremost because I enjoy PvP while I’m leveling and a free, instant heal for 30% of my health is nothing to sneeze at in PvP. I also took it because there had been several times that I was healing a dungeon where a single heal on me would have prevented a wipe. If you don’t want to put a point here then I suggest you finish off Empowered Healing instead.

    Empowered Healing is a great boost to your healing efficiency, plain and simple. Holy Concentration I took for the mana regen alone. Mana is what it’s all about at this level, and more regeneration was more important to me than Lightwell or even getting some instant healing out of Renew.

    Glyphs

    Prime Glyphs

    My preference for your first glyph is Power Word: Shield because I think at an early level that it provides the most overall benefit and one of the few forms of instant healing you can get. I kept low level tanks alive by alternating casts of PW:Shield and Renew, and this was one of the more beneficial effects for doing that.

    Renew would be my second option for additional healing from it. I do like using Renew and it is really powerful, but I did’t feel that it needed to be any more powerful at that level. Not that more healing is ever a bad thing, but that it wasn’t necessary.

    Major Glyphs

    • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.
    • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.

    You have two great choices for your first Major glyph. Smite is the big winner if you’re going to do a lot of questing. It’s one of the very few things you can do to increase your damage output as Holy. Psychic Scream though is also great, especially if you’re leaning more towards dungeons. I started off with Scream and eventually switched it over to Smite at which point I did a little questing with my wife’s mage and completely pissed her off when I used Scream and sent her target running behind her while she was trying to cast.

    For those of you who don’t know my wife, pissing her off means you better duck because there’s going to be a heavy object flying at your head in a matter of seconds. Don’t worry, the stapler just barely grazed me this time.

    Minor Glyphs

    Our options for minors is pretty much crap at this level. I prefer Fortitude since I’m a healer and have almost no problem with threat in the first place, though Fading isn’t bad if you’re more into PvP and want to avoid those hunter and warlock pets. Personally, I just skipped the minor glyph until 34 and used Levitate instead, then added Fortitude at level 50.

    Gearing Up Your Priest
    For Holy you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. Next up is going to have to be Spirit because Priests will do struggle with mana at low levels. Haste comes next as it makes your Renew tick faster and it also allows your heals to cast faster which is really useful when your best filler heal has a base cast time of three seconds.

    Cloth is your only option for gear of course, and lucky for us all cloth gear is caster gear, so it shouldn’t be too hard to find. Weapons can be kind of hit and miss, though there are quite a few good staves that drop in dungeons. You can find some decent off-hand weapons from dungeons these days as well, but one-handed caster weapons are pretty rare at low levels.

    Even though I have access to some of my Hand Me Down gear, a mace with +22 Intellect being one of them, I didn’t use them on the Priest because I wanted to be as pure as I could to what another player might be since Priests are well known for their mana issues right now.

    Macros

    #showtooltip
    /startattack
    /cast Smite
    /run UIErrorsFrame:Clear()

    I use this type of macro for all of my attacks (Smite, Holy Fire, Mind Blast, SW:Pain, Devouring Plague) mostly so that I have an auto-target and auto-attack built into the spell cast.

    #showtooltip
    /cast [@focus] Power Word: Shield

    This is my “heal with sammich” macro, it allows me to cast my bubble directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off. I use a variation of this for Renew, Heal, and Flash Heal as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor.

     

    Shaman Leveling: 1-29 Restoration

    Today I give you the first of the Project High Heals leveling guides, focusing today on my Restoration Shaman, Bottledwatah. At the time of my writing this she is currently sitting in her low 40′s in level, with my Holy Priest at level 30 and likely to catch up with her fairly soon.

    My Shaman’s focus for this project is generalization, she’s meant to participate in all aspects of leveling pretty evenly. So far she’s done a fairly good job with that, though I have slowed down somewhat on the BG queues and questing is definitely taking longer to do in the Resto spec. I’ll get into more detail on that later on in the article.

    Playing a Restoration Shaman
    The Resto Shaman has been a really interesting experience so far. While I was in my teens and 20′s I was both a fantastic healer as well as an exceptional damage dealer while in my Resto spec. It was rare to see me come out of BG without being at the top of the charts in several areas, including killing blows and damage done.

    Healing dungeons with her is actually a lot of fun, and I like that the style of healing even comes off differently than all of the other healers. Earth Shield is a fantastic spell that’s similar to a Priest’s bubble (sort of) except that instead of preventing damage it heals the target after they receive damage. This is especially good because early on you only have access to one, long-cast healing spell so you really need those Earth Shield heals thrown in to keep your tank alive. With only a couple of heirlooms available (since I’m not on my main server), I’m not as fantastically OP as I would be otherwise, so I’m not bored when healing on my Shaman.

    A question I see a lot when I mention that I’m leveling multiple healers right now is “how does Class X do on mana?” As far as the Shaman is concerned, there’s no such thing as mana issues. In an average dungeon where morons aren’t pulling extra mobs or doing stupid crap, it’s rare that I see my mana drop below 90% unless I decide to help kill things, which I often do. Even then, the only time I have ever run out of mana on her is when I fought a level 56 Rare Spawn at level 40, and I was almost 16 minutes into the fight when I ran out only because I was casting Flame Shock every cooldown and dropping fire totems to try to kill it. I’m sure I could have finished him off in another half hour or so even being OOM, but instead I had my wife come kill it for me since I was only passing through the zone anyway.

    Resto-Specific Tips
    Resto Shamans are great at staying high on mana (so far, at least) and their heals are really powerful. I find that I can pretty well constantly cast my Healing Wave while keeping Earth Shield up on my tank and never have mana issues. And, unless the tank is under-geared or has over pulled, he’s not going to die either. It’s not that Shaman heals are over powered though, it’s that things just flow really well and it’s easy to stay on top of it when you pay attention.

    Playing a Resto Shaman isn’t boring though, because even though it’s easy to keep your tank alive, that does involve a lot of casting. I find that my Shaman is constantly casting but never running out of mana, while my Priest is only rarely casting but often goes OOM. Some of the talents I suggest further on in the article cause your heals to be more effective and/or cost less mana when combined with damaging spells like Shocks, and utilizing those talents help keep things more interesting without negatively impacting my performance.

    As far as tips are concerned, always keep your shields up both on yourself and on your tank. I personally like to use the Power Auras [Curse link] addon to keep track of shields and charges, but use whatever works best for you to be sure you aren’t robbing your tank of heals or yourself of mana.

    Also, don’t dismiss your melee potential simply because you’re a caster. I have a blast in PvP watching someone close into melee with me thinking that’s going to give them the advantage when all it really does is give me free heals from my Earth Shield and allow me to use Primal Strike to bash their faces and avoid getting spell locked. I still use Primal Strike for questing, PvP, and LFG as well.

    Important Spells & Abilities
    Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

    Level 1-10

    • Lightning Bolt (1): Casts a bolt of lightning at the target for 39 to 43 Nature damage.
    • Primal Strike (3): An instant weapon strike that causes 10 additional damage.
    • Strength of Earth Totem (4): This totem increases the Strength and Agility of all party and raid members within 40 yards.
    • Earth Shock (5): Instantly shocks the target with concussive force, causing 49 to 51 Nature damage and reducing melee and ranged attack speed by 20% for 8 seconds.
    • Healing Wave (7): Heals a friendly target for 150 to 170.
    • Lightning Shield (8): The caster is surrounded by 3 balls of lightning. When a spell, melee or ranged attack hits the caster, the attacker will be struck for Nature damage. This expends one lightning ball. Only one ball will fire every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.
    • Flametongue Weapon (10): Imbue the Shaman’s Weapon with fire, increasing total spell damage by 408(?).

    Lightning Bolt is your bread and butter spam attack while you’re questing. Primal Strike is an instant melee attack that I really enjoy using as a caster. Even though Shamans have access to shields I like to use a staff instead because it has better melee damage while I’m questing while still having healing stats on it.

    Strength of Earth Totem ends up being my most common Earth Totem so far, mostly because the other Earth totems don’t do jack for my spell casting and I’ve had a ton of non-casters in my LFG groups. Earth Shock is one of your bread and butter attacks, it’s an instant burst of damage which also provides a nice attack speed reduction to the target for a bit of additional survivability either for you or for your tank.

    Healing Wave is your spammable heal, having a fairly long cast time but a reasonably low mana cost. I cast this one the most to keep my tanks topped off when Earth Shield charges aren’t enough to heal them on their own.

    At level eight you receive Lightning Shield which you’ll use right up until you get Water Shield and then you can remove this from your bars for good. Flametongue Weapon is your weapon imbue of choice for the time being and will be until level 54. Wowhead tells me that 408 Spell Power is the value at level 29, but that sounds way too high to me so I think the numbers are wrong.

    By choosing Restoration as your specialization at level 10 you receive all of the following:
    Earth Shield: Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target. This effect can only occur once every few seconds. 9 charges. Lasts 10 minutes. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
    Purification: Increases the effectiveness of your healing spells by 25%, and reduces the casting time of your Healing Wave and Greater Healing Wave spells.
    Meditation: Allows 50% of your mana regeneration from Spirit to continue while in combat.
    Mastery: Deep Healing: Increases the potency of your healing spells by 24%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases healing by up to an additional 3%.

    Earth Shield is the biggest benefit, which of course is why they give it to you. It’s a fantastic spell and I love having it at such a low level. Purification is the standard buff for choosing any spec, increasing the effectiveness of what you do with the spec; however, it also reduces the cast time of Healing Wave which is pretty big. Meditation is just one of the mana factors that contributes to the Resto Shaman having such great mana management.

    You won’t be able to benefit from Deep Healing any time soon, but it seems like a pretty decent buff to have once it does open up, making you more effective at healing targets that are low on health which is kind of the point.

    Level 11-20

    • Ancestral Spirit (12): Returns the spirit to the body, restoring a dead target to life with 45% of maximum health and mana. Cannot be cast when in combat.
    • Flametongue Totem (12): This totem increases the spell power of all party and raid members within 40 yards by 6%. Lasts 5 minutes.
    • Flame Shock (14): Instantly sears the target with fire, causing 28 Fire damage immediately and 48 Fire damage over 18 seconds.
    • Ghost Wolf (16): Turns the Shaman into a Ghost Wolf, increaes speed by 30%. As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed.
    • Wind Shear (16): Disrupts the target’s concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school form being cast for 2 seconds. Also lowers your threat, making the enemy less likely to attack you.
    • Cleanse Spirit (18): Removes one Curse effect from a friendly target.
    • Earthbind Totem (18): This totem slows the movement speed of enemies within 10 yards of the totem. Lasts for 45 seconds.
    • Healing Surge (20): Heals a friendly target for 299 to 341.
    • Healing Stream Totem (20): Summons a totem with 5 health at the feet of the caster for 5 minutes that heals party members every 2 seconds.
    • Water Shield (20): The caster is surrounded by 3 globes of water, graning 15 mana per 5 seconds. When a spell, melee or ranged attack hits the caster, mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.

    Ancestral Spirit is how you resurrect those freaking punk DPS who feel like they can pull the entire instance with their face just because they’re a hunter/warlock with heirlooms on, when in fact they just fail at fulfilling their role. Not that I’m bitter or anything…

    Flametongue Totem is great for spell casters, making it my primary Fire Totem. Flame Shock isn’t huge for us as Resto, but I do like to use it when I’m solo questing and on bosses in LFG. During large pulls I’ll also try to spread Flame Shock around to make use of Fire Nova, but only if I have a tank with good survivability. Since Resto does really well on mana at this level I don’t mind adding DPS into my rotation and my damage while solo is pretty low in a healing spec so I make use of Flame Shock quite a bit.

    Ghost Wolf is a wonderful movement speed buff, allowing us to take on the form of a wolf to move faster. That second sentence in the description above means that you cannot go below 100% movement speed while in Ghost Wolf form. So you move at 130% normally with the buff, and you cannot be slowed below the 100%. Note that that applies to effects, not conditions, so you’ll still be slowed by things such as being in water. It can be used indoors which is fantastic, but it does have a cast time for Resto until you’re pushing 85.

    Wind Shear is primarily used for its spell interrupting feature, though it does also reduce your threat in a group setting. I primarily use this on crowd control spells being cast on my party (like the Sleep spell cast by the Druids in Wailing Caverns) or to counter healing spells. In PvP you can use it on Player Pets that I haven’t generated threat against to cause them to stop attacking me. An experienced PvP player will quickly put them back on you, but you’d be surprised how many players don’t notice. Cleanse Spirit can remove Curse debuffs cast on you or your party, which is actually pretty common.

    Earthbind Totem is somewhat situational. It’s a great totem for PvP, especially to slow Flag Carriers or pursuers of your Flag Carrier, or for allowing you to escape a deadly situation. In PvE it can slow mobs who run away when they’re low on health or it can be used to get some distance between you and your attackers to get a heal cast if you’re in danger of dying.

    Healing Stream Totem is a decent AoE healing effect, but to be quite honest I almost never bother casting it at this level since only my tank should be taking damage anyway and if not then HST probably isn’t even to heal the damage they’re taking. Healing Surge on the other hand is a great, fast healing spell. It does have a high mana cost, though, so you don’t want to cast it any more than you have to and with your other healing abilities you should be fine casting it only during emergencies.

    Water Shield is your primary shield for yourself, where Earth Shield is usually on your tank. For solo questing I switch back and forth between the two as needed.

    Level 21-29

    • Frost Shock (22): Instantly shocks the target with frost, causing 46 to 48 Frost damage and slowing movement speed by 50%. Lasts 8 seconds. Causes a high amount of threat.
    • Water Walking (24): Allows the friendly target to walk across water for 10 minutes. Any damage will cancel the effect.
    • Chain Lightning (28): Hurls a lightning bolt at the enemy, dealing 55 to 61 Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by 30%. Affects 3 total targets.
    • Fire Nova (28): Causes the shaman’s active Flametongue, Magma, or Fire Elemental Totem to emit a wave of flames, inflicting Fire damage to enemies within 10 yards of the totem.

    Frost Shock is another spell that I mention primarily for its usefulness in PvP. In PvE it’s really only useful if you need to stop runners or when mobs are coming after you and the tank hasn’t taunted.

    Water Walking is a cool utility spell that allows you to move on water. It’s great for certain PvP Battlegrounds and has some small usefulness in certain dungeons as well. For PvE can save you a little travel time prior to having a flying mount by letting you cut across water without being slowed down.

    Chain Lightning is our first AoE spell, and an interesting one in that it’s more multi-target than AoE. You’ll only really use this one in LFG or perhaps in PvP, unless you’re a AoE crazed leveler like myself in which case you’ll use it all the time. If you do use this one often then you’ll want to be sure to use Water Shield to keep your mana supply high.

    Fire Nova is our first literal AoE spell, dealing damage in a ring around targets with our Flame Shock debuff. You can have up to three Flame Shocks up at a time (due to it’s cooldown and duration) which will cause Fire Nova to burst in a ring around all three of them. In theory it’s a great AoE tool because a single spell is like three AoE’s in one, but in practice it kind of sucks since you have to have Flame Shock active for it to do anything and using Fire Nova damages the targets that have the debuff as well, so by killing targets you’re also killing your potential.

    Leveling a Resto Shaman

    • Questing Single Mob: Lightning Bolt, Lightning Bolt, Earth Shock, Primal Strike, Lightning Bolt, Earth Shock
    • Questing Multi-Mob: Chain Lightning, Flame Shock, Lightning Bolt, Primal Strike, Flame Shock, Chain Lightning

    Questing Single Mob
    As a healer, you’re obviously missing the burst damage of a DPS spec, but that doesn’t mean you can’t still unleash some serious hurt. Start off with either a dual Lightning Bolt or a Lightning Bolt followed by a Chain Lightning to take advantage of your cast times without suffering pushback from being attacked. From there I usually stick to shocks and Primal Strike since I hate dealing with pushback while I’m trying to cast. If your damage isn’t all that great and mobs take a while to kill use Flame Shock instead of the first Earth Shock and consider casting Searing Totem right before you pull.

    Questing Multi-Mob
    If you know that your’e going to face multiple mobs, or multiple groups of mobs, go ahead and cast your totems before you get started on the actual combat. Just remember not to drop aggressive totems (like Searing) until you’re within range for it to hit your target(s) and you’re ready for combat to start.

    Facing multiple mobs as Resto is both good and bad. On the one hand, Resto has crazy good survivability and you can easily take on multiple mobs. On the other hand, your damage is pretty weak so killing all of those mobs can take a long time. If you don’t mind a little sustained combat then go ahead and slay the masses, otherwise stick to single targets when you can.

    If you do want to face multiple mobs, then this is the rotation that I suggest. If there aren’t at least three mobs, lean more towards Lightning Bolt than Chain Lightning so that you don’t run yourself out of mana. Otherwise your primary objective is to get Flame Shock on three targets and then use Fire Nova to burn them all down.

    You definitely want to use Earth Shield in these situations, switching to Water Shield only when you know you can take enough hits to get enough mana back to make it worth your time. I usually keep Earth Shield up until I’m down to a single mob and then switch to Water Shield to get some mana back while I finish them off.

    How to Heal: 29 Restoration Shaman
    When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 29 version of the spell, unmodified by talents or gear.

    Healing Spells
    Earth Shield: 19% base mana, instant cast, heals when attacked
    Healing Wave: 9% base mana, 2.5 sec. cast, heals 150-170
    Healing Surge: 27% base mana, 1.5 sec. cast, heals 299-341
    Healing Stream Totem: 3% base mana, instant cast, heals for ~28 every 2 seconds
    Cleanse Spirit: 14% base mana, instant cast, removes one Curse effect
    Ancestral Spirit: 72% base mana, 10 sec. cast, resurrect target with 35% of their health and mana

    These are the six “healing” spells that you have you have available at level 29. You have two passive/reactive heals (Earth Shield, Healing Stream Totem), two direct heals (Healing Wave, Healing Surge), one decurse (Cleanse Spirit), and a non-combat resurrection (Ancestral Spirit).

    The two you’ll use most often are Earth Shield and Healing Wave. Earth Shield will take care of most of your healing in this bracket and you should keep it up on your tank at all times. When solo questing you should switch back and forth between Earth Shield and Water Shield as needed. Healing Wave is cheap to cast and it heals for a decent amount given the power of Earth Shield.

    Healing Surge costs three times as much as Healing Wave and heals for only twice the amount, but it is a full second faster to cast. Use this one when you need a big heal in a short amount of time, typically when your tank is taking a ton of damage and Earth Shield isn’t enough to keep him up.

    I drop Healing Stream Totem when I’m fighting bosses, but I only really do it out of habit. There are only a few instances in low level play where there’s any amount of AoE damage in a dungeon where the totem would really be useful, and most of those the AoE damage is either so high that the totem doesn’t really help or so low that you don’t really need it in the first place. But, it is really cheap and the heals from it do add up over time so it’s not a bad spell it’s just not great either.

    For the vast majority of dungeons I heal the whole thing with Earth Shield and Healing Wave. Once I get a feel for how much damage my tank is going to actually take I decide from there whether I’m going to need to spam Healing Waves, stay on my toes for emergency Healing Surge casts, or if I’m going to slip into DPS mode with nothing but Earth Shield and an occasional Healing Wave.

    Make use of your talents. For example, we get mana returned via Water Shield when we crit with Healing Wave, so don’t be afraid to cast it for lack of mana. Also, make frequent use of your Shocks, particularly Earth Shock, when healing dungeons. Firstly because Earth Shock reduces the attack speed of the target you hit with it (thus protecting your tank), and secondly because casting Shocks reduces the mana cost and increases the effectiveness of the next healing spell we cast after the Shock. It’s a great way to get a cheaper Healing Surge off if you need a big heal but not necessarily right away.

    Talent Spec: 29 Restoration Shaman

    • Spark of Life 3/3: Increases your healing done by 6% and your healing received by 15%.
    • Tidal Focus 2/3: Reduces the mana cost of your healing spells by 4%.
    • Improved Water Shield 2/2: You have a 100% chance to instantly gain mana as if you consumed a Water Shield Orb when you gain a critical effect from your Healing Wave, Greater healing Wave, or Riptide spells, a 60% chance when you gain a critical effect from your Healing Surge spell, and a 30% chance when you gain a critical effect from your Chain Heal spell.
    • Focused Insight 3/3: After casting any Shock spell, your next heal’s mana cost is reduced by 75% of the cost of the Shock spell, and its healing effectiveness is increased by 30%.
    • Nature’s Swiftness 1/1: When activated, your next Nature spell with a base cast time less than 10 seconds becomes an instant cast spell.

    Spark of Life is pretty simple, it makes your heals 6% stronger. It also has that spiffy side effect of increasing the healing you yourself receive by 15% which is one of the reasons why you can survive things as Resto that others cannot. Tidal Focus gets only two of its three points right now simply because we’re moving down the tree. It reduces the mana cost of your heals which is great even if not entirely necessary at this level range.

    Improved Water Shield is fantastic for LFG, allowing you to regain mana when you crit with your heals where normally you would need to get hit for Water Shield to take effect. As you can see from the percentage chance of getting that mana return on your crits, it really pays off to stick to your longer cast time spells for a higher chance of mana return and why I can spam Healing Wave for days.

    Focused Insight is a really interesting talent, causing your Shocks to reduce the mana cost of your heals while also making them more powerful. I typically use Earth Shock to trigger these since ES applies an attack speed debuff which is good for my tanks, and then follow it up with either a Healing Wave because the tank doesn’t need much healing, or with a Healing Surge since the mana cost is significantly reduced.

    Nature’s Swiftness is an interesting spell. The traditional use for it is to make one of your heals instant cast for when things turn ugly. However, in the leveling game where emergencies are pretty rare I actually end up using this most often to cast DPS spells, such as Chain Lightning, instantly instead.The only time I’ve used it in a dungeon so far was in Gnomer where an ignorant Hunter/Warlock/Mage (I forget which it was that time) didn’t dismiss their pet before jumping and brought half the instance down on us.

    Glyphs

    Prime Glyphs

    Earth Shield is your top choice for sure. The healing from Earth Shield is already fantastic and this just makes it even more so. If you can’t make this, buy it. If you can’t buy it, steal it. If you can’t steal it, get Water Shield instead. Water Shield isn’t bad, but mana regen hasn’t been an issue for me at all so far. Definitely go Earth Shield if at all possible.

    Major Glyphs

    I really like Healing Wave because it’s really useful in PvP and it’s also a decent option for LFG which are my two favorite things to do. It’s basically worthless for solo play though. Ghost Wolf is another really good glyph even though it has nothing to do with healing. The extra run speed is simply useful for the leveling process and when gathering, so it’s a good back up. Healing Stream Totem provides a resistance buff when you use the totem. Those resistances aren’t by any means necessary when you’re leveling, but some benefit is better than none so you might decide to use this one.

    Minor Glyphs

    I’m a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form. The only other Minor Glyph available at this level range is Thunderstorm which is a spell that only Elemental Shamans can use, so it’s completely worthless to you.

    Gearing Up Your Shaman
    For Resto you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. I would say Haste is probably your second best, but it’s pretty hard to come by at lower levels. Even though I don’t have problems with mana, I still rank Spirit as the third stat. Just because I don’t have mana problems this level doesn’t mean the same will be true next level. From there, Crit isn’t a bad stat for us, it makes our heals bigger/better and it gives us more mana back from our talents in Improved Water Shield.

    Macros

    #showtooltip
    /cast [harm, nodead] Earth Shock; [harm, nodead] [@targettarget] Earth Shock
    /run UIErrorsFrame:Clear()

    This macro lets me cast Earth Shock on my target, unless my target happens to be friendly (like the tank) in which case it casts it on their target instead. When I don’t have a tank that has a lot of survivability on their own I like to keep the tank as my target just so I can pay extra special attention to their health, and this macro lets me use Earth Shock on the tank’s target without having to change my actual target. I use a variation of this spell for all of my Shocks.

    #showtooltip Purge
    /cast [harm, nodead] Purge; [harm, nodead] [@targettarget] Purge
    /run UIErrorsFrame:Clear()

    This macro works just like the Shock macros up above, except that it’s all about destroying people’s buffs. This is mostly a PvP macro as few low level mobs have any buffs for you to purge.

    #showtooltip
    /cast [@focus] Earth Shield

    This is my “heal with sammich” macro, it allows me to cast Earth Shield directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off instead of tying up a slot in my healing addon. I use a variation of this for both Healing Wave and Healing Surge as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor.

    #showtooltip Wind Shear
    /stopcasting
    /clearfocus [target=focus,dead]
    /cast [target=focus,harm,exists] Wind Shear
    /cast Wind Shear

    This macro is used when I’m facing a caster mob or a caster player in PvP. Instead of focusing the tank or myself I’ll set my focus instead to the caster so that I can use Wind Shear to interrupt their important spells. If I’m in a situation where focusing to interrupt is important then I’m going to heal with my addons rather than auto-targeting macros, so having my heal target focused isn’t important.

    Power Auras
    And just in case anyone is interested, here are the Power Auras that I use for my Shaman. Some of them I have set up even though I don’t have the buffs associated with them just yet (like Bloodlust), but they’re set to not do anything until then anyway.

    The most important ones here, to me, are the ones that monitor Earth Shield and Water Shield. The Water Shield aura simply monitors whether or not I have the buff active, so that I know when I need to recast it. There are four Earth Shield auras here, one that tells me if I have Earth Shield up on anyone at all in my party, and the other three are used to track how many charges I have left (1, 2, or 3+).

    Other auras include monitoring my health/mana to let me know when I’m low for those occasions where I’m taking a lot of burst in PvP or when I’m just not paying attention to the fact that something’s eating my face in a dungeon.

    Most of these aren’t mine originally, they’ve come from other blogs or from my buddy Krizhek.

    Set=Resto@
    Aura[1]=Version:4.20; b:0; anim1:2; g:0.0196; icon:Ability_Shaman_Heroism; buffname:Heroism/Bloodlust/Time Warp; r:0.9176; unitn:Only for raid/group.; texture:33; alpha:1; stacksOperator:=; size:1.5; y:0; anim2:4; finish:3; timer.h:1.5; timer.Texture:Digital; timer.enabled:true; timer.y:100; timer.Transparent:true@
    Aura[2]=Version:4.20; b:0.6275; g:0; icon:Spell_Holy_SealOfMight; buffname:Stun; x:-100; bufftype:3; texture:38; alpha:1; size:0.25; anim2:4; timer.Texture:Digital; timer.enabled:true; timer.Relative:RIGHT@
    Aura[3]=Version:4.20; b:0.0549; g:0; icon:Spell_Holy_Silence; buffname:Silence; x:-100; bufftype:3; texture:39; alpha:1; size:0.25; y:-10; anim2:4; timer.Texture:Digital; timer.enabled:true; timer.Relative:RIGHT@
    Aura[4]=Version:4.20; b:0.8549; anim1:5; g:0.1922; icon:inv_alchemy_elixir_02; r:0.1098; unitn:Only for raid/group.; bufftype:9; texture:3; alpha:1; speed:0.5; stacksOperator:=; threshold:30; combat:true; size:1.5; torsion:1.25@
    Aura[5]=Version:4.20; b:0.0078; anim1:5; g:0.0235; icon:inv_alchemy_elixir_05; r:0.7294; begin:1; unitn:Only for raid/group.; bufftype:8; texture:24; alpha:1; stacksOperator:=; threshold:40; size:1.54; torsion:1.25; anim2:1; finish:2@
    Aura[6]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:127; texture:21; alpha:1; mine:true; inVehicle:0; stacksOperator:>; groupOrSelf:true; size:0.29; y:22; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@
    Aura[7]=Version:4.20; icon:Spell_Shaman_TidalWaves; buffname:Tidal Waves; x:-176; texture:26; alpha:1; mine:true; size:0.43; y:3; texmode:2; stacks.enabled:true; stacks.LegacySizing:false; stacks.y:-65; stacks.x:-180@
    Aura[8]=Version:4.20; b:0; anim1:7; icon:Spell_Frost_SummonWaterElemental; buffname:Mana Tide Totem; r:0.9765; x:-179; bufftype:15; texture:80; size:0.5; randomcolor:true; y:-144; anim2:1@
    Aura[9]=Version:4.20; g:0; icon:Ability_Shaman_WaterShield; buffname:water shield; r:0.0078; x:85; texture:163; symetrie:1; size:0.94; torsion:0.79; y:-11; texmode:2; inverse:true@
    Aura[10]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:162; stacks:3; texture:22; alpha:1; mine:true; inVehicle:0; groupOrSelf:true; size:0.29; y:57; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@
    Aura[11]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:173; stacks:2; texture:22; alpha:1; mine:true; inVehicle:0; groupOrSelf:true; size:0.29; y:18; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@
    Aura[12]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:159; stacks:1; texture:22; alpha:1; mine:true; inVehicle:0; groupOrSelf:true; size:0.29; y:-19; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@

     

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    Shaman Leveling: 50-69 Enhancement

    Leveling Enhancement 1-29
    Leveling Enhancement 30-49

    Playing an Enhancement Shaman
    This is the bracket in which everything really starts to take shape for you as you finally reach level 69 to obtain Enhancement’s keystone ability, Feral Spirit, as well as one of the single-most helpful attributes of the class, Maelstrom Weapon. Up to this point you’ve woven spell damage into your combat with a few Shocks thrown in here, maybe a little Fire Nova action in a dungeon, and perhaps even a Chain Lightning cast on a multi-target pull. That, my little Shaman in training, was child’s play.

    Now is when you become a true whirlwind of weapon swinging, face smashing, spell chucking, self resurrecting, buff purging, wolf summoning force of natural mail(-wearing) enhancement.

    Enhancement-Specific Tips
    Once you have Maelstrom Weapon you’ll be much better at both healing on the fly and dealing extra damage, whichever you need more of at the time. On the damage dealing front, I tend to fire off Chain Lightning like nobody’s business, while if I’m fighting higher level or elite mobs on my own then I tend to save the procs for Greater Healing Wave instead.

    Also, don’t be hesitant to use your cooldowns, like Feral Spirit. The more you use a spell, the more familiar you get with its use so the more valuable a tool it becomes. You can take on elite mobs and group quests just fine with a combination of Feral Spirit and utilizing your Maelstrom Weapon procs. You can also destroy, or at the very least distract and then run away from, level 78 mobs in Sholozar Basin when you’re there farming herbs/ore at level 68; all you have to do is manage those tools wisely.

    Important Spells & Abilities
    Note that all numeric values are taken from the level 69 version of the spell for the purposes of this post.

    Level 50-69

    • Call of the Spirits (50): Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems than Call of the Elements or Call of the Ancestors.
    • Mail Specialization (50): Grants +5% Agility for wearing mail in all armor slots.
    • Tremor Totem (52): [Earth] Summons a Tremor Totem with 5 health at the feet of the caster that shakes the ground around it for 6 seconds, removing Fear, Charm and Sleep effects from party and raid members within 30 yards. This totem may be dropped even while the caster is afflicted with such effects.
    • Earth Elemental Totem (56): Summons an elemental totem that calls forth a Greater Earth Elemental to protect the caster and his allies. Lasts 2 minutes.
    • Stoneclaw Totem (58): [Earth] Summons a Stoneclaw Totem with 950 health at the feet of the caster for 15 seconds that taunts creatures within 8 yards to attack it. Enemies attacking the Stoneclaw Totem have a 50% chance to be stunned for 3 seconds. The Stoneclaw totem also protects your other active totems with a shield that absorbs up to 950 damage.

    Call of the Spirits is just another default set of totems that you can cast with a single button-press, just like the two we’ve had before. I have one of them set up for soloing and LFG with other melee DPS, one for PvP, and one for LFG where the other two DPS are both casters. Mail Specialization isn’t really a spell, it’s just a 5% bonus to your primary stat (Agility) whenever you’re wearing all Mail armor, which from level 50 on you want to do whenever possible.

    Tremor Totem is one you’ll definitely want to get familiar with and you want to keep it somewhere on your bars/keybinds where you can easily access it. You might not use it much when you’re running solo, but it’s a big deal in dungeons and especially raids. Pay special attention to the fact that you can now cast this while you’re already under the effects of the CC that it prevents. Stoneclaw Totem is great for when you pull multiple mobs because it will taunt some of them off of you and repeatedly stun them. You can also use its accompanying glyph to have it’s protective totem bubble also protect you.

    Earth Elemental Totem and Fire Elemental Totem (below) are both really cool totems that summon some temporary pets for you that go and bash the crap out of things in the area. They were still a little buggy the last time I used them where every now and then they would just sit there doing nothing, but for the most part they pop out and really unleash some pain. I use them sometimes when I’m farming close to mobs that want to attack me, when I pull several mobs, or when I’m just looking to increase my damage without dropping all of my other totems.

    Level 60-69

    • Bind Elemental (64): Binds the target hostile elemental for up to 50 seconds. The bound unit is unable to move, attack, or cast spells. Any damage caused will release the target. Only one target can be bound at a time.
    • Fire Elemental Totem (66): Summons an elemental totem that calls forth a Greater fire elemental to rain destruction on the caster’s enemies. Lasts 2 minutes.
    • Greater Healing Wave (68): Heals a friendly target for 4357 to 4977.

    Bind Elemental is a new spell that came with the expansion. I don’t really have a use for it while leveling outside of PvP, but there are plenty of elementals throughout the entire game now that will give you opportunities to use it. You want to get familiar with casting it even if it’s not really necessary just yet though, as you’ll very likely be called to do so for reliable CC once you get into running Cataclysm dungeons and raids.

    Earth Elemental Totem (above) and Fire Elemental Totem are both really cool totems that summon some temporary pets for you that go and bash the crap out of things in the area. They were still a little buggy the last time I used them where every now and then they would just sit there doing nothing, but for the most part they pop out and really unleash some pain. I use them sometimes when I’m farming close to mobs that want to attack me, when I pull several mobs, or when I’m just looking to increase my damage without dropping all of my other totems.

    Greater Healing Wave seems a bit odd to be listed in a DPS leveling guide of this level, but Shamans are quite unique. As you spend talent points in Maelstrom Weapon you’re going to be able to cast healing spells instantly and without any mana cost, and this is your single most effective heal for doing that. It’s a big heal with a longish cast time which would otherwise make it worthless to us, but with Maelstrom Weapon available to you it’s now your go-to heal with Healing Surge used only when you have no Maelstrom stacks available and need to off-spec heal in an emergency.

    Leveling an Enhancement Shaman

    Weapon Imbues: Windfury Weapon (main hand), Flametongue Weapon (off hand)
    Totems:Strength of Earth Totem, Searing Totem (Magma for AoE), Mana Spring Totem, Windfury Totem

    While Windfury Weapon is fantastic, it has an internal cooldown on it that will make your off hand weapon occasionally rob you of procs on your main hand which will result in decreased DPS. At level 62 I lost roughly 220 DPS using dual Windfury Weapon, and I didn’t even have all the talents that make Flametongue Weapon really shine for the off hand.

    • Questing Single Mob: Earth Shock, Stormstrike, Lava Lash, Earth Shock
    • Questing Multi-Mob: Call of the Elements, Flame Shock, Stormstrike, (swap targets), Lava Lash, Flame Shock
    • LFG Trash Rotation: Call of the Elements, Earth Shock, Stormstrike, Lava Lash, Earth Shock [Wind Shear]
    • LFG Boss Rotations: Call of the Elements, Flame Shock, Stormstrike, Lava Lash, Earth Shock [Wind Shear]

    Questing Single Mob
    In this rotation you’re just going to destroy targets as fast as possible. If you’re using heirloom weapons then I definitely suggest you stick to using Earth Shock as your go-to shock spell, but if you’re not using heirlooms then you might find Flame Shock to be a better option for the opening cast as it’s DoT damage will add up over time to be even more than Earth Shock. Any shocks you cast after the first one should be Earth Shocks though. When fighting elites or group quest mobs, keeping Flame Shock up is likely more important as they’ll typically have much larger health pools than typical mobs of the same level.

    Questing Multi-Mob
    If the group of mobs you’re going to fight are close together, go ahead and pull them with a Chain Lightning, otherwise just stick to the rotation.

    The point here is primarily to get Flame Shock cast on all of your targets so that they’re all taking damage, and then speeding up their deaths with your melee attacks. Light one up, bash them in the face a time or two, switch targets and repeat. As you get Maelstrom Weapon procs you want to use Chain Lightning if you want to deal more damage, or Greater Healing Wave if you’re taking a lot of damage. If you want to throw Fire Nova into the rotation as well, feel free to do so. I find it’s usually more a waste of my mana since I have high damage and good survivability as well, but use your own judgement and deal with the situations you’re given to get a feel for your own preference.

    If you need to heal in these situations, go ahead and do so. If you don’t have any Maelstrom Weapon stacks cast Healing Surge instead since it has a faster cast time, otherwise stick to Greater Healing Wave for your Maelstrom procs. If you find yourself running short on mana because you’re healing go ahead and switch over to Water Shield for the mana return and switch back to Lightning Shield when your health and mana are at a more manageable level.

    LFG Trash
    This one is the same as solo questing, except that sometimes you might want to bother with totems and others you might not. I don’t cast my totems by default at this level when I’m doing LFG, instead I wait to see how quickly we’re progressing through the instance. If we’re moving at a fast pace then I usually don’t bother with any of them until we see a boss. If we’re going kind of slow or we have people who are /afk or something, then I’ll go ahead and drop the totems to increase everyone’s performance.

    For most trash pulls though, just stick to Earth Shocks and using your melee strikes as often as possible. By careful using Chain Lightning when you’re in a dungeon as the tank might not have agro on all of the mobs you’re blasting in the face. If it’s early in a pull, go with a regular Lightning Bolt on the tank’s target instead, otherwise it’s Chain Lightning all the way.

    If the mobs aren’t dropping very quickly then you might consider switching to Flame Shock instead of Earth Shock and adding Fire Nova to the rotation for extra AoE damage. Shaman AoE is decent as far as damage goes, but it’s heavily reliant on mobs being alive in order to use it (Flame Shock has to be active) so it works against itself which kind of sucks. You can also use Magma Totem for extra AoE damage. You can get more information on that from @Elamqt’s post, Totem Talk: Why Enhancement AOE doesn’t work on WoW Insider.

    Wind Shear: Deserves a special mention here though. Shamans have crazy-good spell interruption capabilities thanks to Wind Shear. If you see a mob casting spells, particularly a healer, interrupt as many of their spells as possible. If you’re in instances with caster mobs who are especially annoying then be sure to make use of Wind Shear when they’re casting the spell you don’t want to go through.

    During boss fights you can also use this to lower your Threat as you can cast it even if there’s not a spell to interrupt. With Windfury procs, each extra attack can generate a critical hit which can send your threat through the roof, and lets not forget those Maelstrom Weapon procs. With such a short cooldown and the fact that it can be cast regardless of the GCD, there’s really no reason for you not to use it. Some bosses cast spells that can be interrupted and some (most) cannot, but the reduction in threat is good regardless.

    LFG Boss
    For bosses you want to maximize your DPS potential. That means that you’re going to make sure Flame Shock stays active on the boss as long as possible, and that you’re going to utilize your totems for the good of your group.

    Totems: Strength of Earth, Searing, Mana Spring, Windfury (Wrath of Air for 2 casters)

    Using Searing Totem will give you a higher, personal DPS score on a boss fight, but if you have at least one caster DPS in your group then you might consider Flametongue as both they and the healer will benefit from it as will you (though to a lesser extent). If there are no caster DPS in the group then switch your Fire totem over to Searing and drop it right next to the boss when you move into melee range. Mana Spring is the choice for Water as your mini heals from the other won’t help nearly as much and your healer will love you. Windfury is your default Air, but if your other two DPS are both casters then go for Wrath of Air instead since Haste really isn’t your top priority anyway.

    Once Flame Shock is dealing its damage you’ll start rotating through your melee attacks and casting Earth Shock as filler while you wait to refresh Flame Shock. If you time your shocks just right you can get two Earth Shocks off with almost perfect timing for your shocks to refresh just as Flame Shock ends, allowing you to reapply it immediately with no time lost.

    Wind Shear will still work on many boss abilities at low levels, so be ready to use it when you get the chance as Shamans have a fairly flexible and laid back rotation at this point. Spells you want to interrupt in particular are healing spells and AoE damage spells such as Chain Lightning. I could go into specifics, but this is a class guide, not a boss guide, so just use your own judgment. Remember that Wind Shear also lowers your threat, which can be a big deal now that you have big burst potential from both Windfury Weapon and Maelstrom Weapon procs.

    Talent Spec: 69 Enhancement Shaman

    • Unleashed Rage +1 (2/2): Increases your expertise by 8, and increases all party and raid members’ attack power by 10% while within 100 yards of the Shaman.
    • Shamanistic Rage 1/1: Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume on mana for 15 seconds. This spell is usable while stunned.
    • Improved Shields 2/3: Increases the damage done by your Lightning Shield orbs by 10%, increases the amount of mana gained from your Water Shield orbs by 10%, and increases the amount of healing done by your Earth Shield orbs by 10%.
    • Maelstrom Weapon 3/3: When you deal damage with a melee weapon, you have a chance to reduce the cast time and mana cost of your next Lightning Bolt, Chain Lightning, Hex, or any healing spell by 20%. Stacks up to 5 times. Lasts 30 sec.
    • Improved Lava Lash 2/2: Increases the damage of your Lava Lash ability by 30%, and by an additional 20% for each of your applications of Searing Flames on the target, consuming those applications in the process.
    • Feral Spirit 1/1: Summons two Spirit Wolves under the command of the Shaman, lasting 30 seconds.

    Honorable Mention: Frozen Power 2/2: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash, and Shock spells by 10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 100% chance to root the target in ice for 5 sec. when used on targets at or further than 15 yards from you.

    Unleashed Rage is going to help reduce your chance of being avoided in combat and also increases your group’s attack power. Shamanistic Rage is a nice cooldown, used to reduce the damage that you take for 15 seconds, and also removes the mana cost of all of your spells for 15 seconds. I generally use this in PvP or when a bad pull gets worse, using the free mana costs to spam the crap out of my flash heal to keep people alive.

    Improved Shields increases the damage of your Lightning Shield or returns more mana to you if you slip into Water Shield instead. It’s a decent talent, made acceptable thanks to Static Shock’s chance to deal Orb damage when we attack, but I don’t personally care for it much. I went with the talent I mentioned in my Honorable Mention section instead.

    Maelstrom Weapon is a truly amazing talent, able to give you great burst damage or instant healing in the blink of an eye. You build stacks of the MW buff as you hit things with your melee weapons and each stack speeds the cast time and reduces the mana cost of either an offensive or defensive spell (see description for details). For damage I like to throw a free, instant Chain Lightning out there, or for heals I’ll take a free, instant Greater Healing Wave (or Healing Surge below level 68). It’s one of my favorite things about the class, ranked very closely behind Windfury Weapon.

    Feral Spirit is the Enhancement keystone, allowing you to summon two spirit wolves of complete and total awesome sauce that go beat the crap out of whatever you tell them to. But that’s not all! They also have the ability to stun a target for 2 seconds with their Bash ability (which works as a spell interrupt too), and they can remove any movement impairing effects and increase your (and their) movement speed by 60% with Spirit Walk. But wait, there’s more! They also heal you for 150% of the damage that they deal. If that’s not flipping amazing, then I don’t know what is! Oh, they also have a taunt in case you need it.

    As I mentioned in the level 49 guide, I spent points in Frozen Power instead of Elemental Devastation, because I like to do a lot of PvP. If you did the same then you’ll want to go ahead and get those two points in ED now instead of spending two points on Improved Shields. If you’re not into PvP and skipped Frozen Power, then you’ll want Improved Shields. If you’re confused…just spend them wherever they look good.

    Glyphs

    Prime Glyphs

    With Lava Lash being a staple attack and the fact that you get it at level 10, this is my first choice of Prime Glyphs, increasing its damage by 20%. Next up is Stormstrike as the bonus crit can be useful with how many spells you cast in combat. If you’re using heirlooms then you’re probably dealing enough damage that only one or the other of these two isn’t really necessary, but both is fine too.

    Winfury Weapon is a decent glyph in its own right, but while you’re leveling and after you’ve gotten Maelstrom Weapon it’s even better as the extra chance to proc those free attacks translates to extra chances to proc Maelstrom Weapon for even more beautiful destruction.

    I decided to take the Glyph of Flame Shock off the list because it never really made much of a difference at all and it seemed like quite a waste. It’s meant to be an Elemental glyph anyway, so it’s not a big deal.

    Major Glyphs

    Lightning Shield is overall going to be the most useful glyph for you here; it’s how you turn your Lightning Shield into a solid 10 minute buff instead of lasting only for three hits worth. Stoneclaw Totem is fantastic for soloing and PvP, giving you a bubble whenever you cast your Stoneclaw Totem. In LFG it’s not quite so cool because you shouldn’t be taking damage anyway, but with our burst potential and most of it being completely random and uncontrollable you’re likely to pull threat now and then and the totem’s taunt ability works well for getting mobs off of your healer so it’s not entirely wasted.

    Ghost Wolf is my next choice because moving faster is always a good thing, both in PvE and PvP. Frost Shock deserves a mention for those of you interested in getting into some low level PvP, though I would generally always suggest Ghost Wolf above this one for that purpose. Chain Lightning is one I haven’t used myself, but it deserves a mention for AoE if you enjoy it.

    I took Fire Nova off the list since Blizzard changed Fire Nova to now center on all the targets that have your Flame Shock debuff instead of being centered on your fire totem. Extra radius isn’t likely to be a big deal when all of the mobs in question are likely grouped together anyway.

    Minor Glyphs

    I’m a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. We have a few more options that do the same thing for spells that opened in this range, with Water Breathing and Renewed Life. Of the three, you’ll cast Water Walking more often (I do, at least), but Renewed Life is probably more valuable overall. The other cool option is Ancestral Recall, which cuts the cooldown in half. It’s not super useful in today’s short hearthstone world, but if you need to do a lot of back and forth travel (*cough*archeology*cough*) then it can be really useful. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form.

    Gearing Up Your Shaman
    As Enhancement your primary stat is Agility. Each point gives you 2 Attack Power and it also boosts your Melee Crit (and Dodge). Intellect boosts your Spell Power on a 1:1 ratio, and it also increases your Spell Crit and your mana. Strength is a decent stat for you as it still gives a 1:1 ratio for Attack Power, but it’s not something you really want to seek out unless you just cannot find any Agility pieces at all for those slots.

    You also want to look for gear with Hit on it in particular since you take a penalty to melee hits for dual wielding. You don’t need a ton of Hit to get you by while you’re leveling, but if you find some good Agility pieces that also have Hit on them then be sure to pick them up.

    For green gear with random enchants you’re probably most interested in “..of the Falcon” (Agility and Intellect), “..of the Tiger” (Agility and Strength), and “..of the Monkey” (Agility and Stamina).

    As you get into running random dungeons you’re looking for items with the “..of Agility” and “..of the Bandit” (Agility, Stamina, and Crit) enchant on them from the Satchel of Helpful Goods.

    There are two ways you can look at gearing up your low level Shaman. You can either go for maximum killing potential, which is stacking Agility above all else, or you can go with a more balanced build where you look for gear with both Agility and Stamina. I prefer maximizing my damage potential, personally, and going for good survival pieces in slots that I have no Agility piece to fill in. If you’re not used to healing on the fly as a DPS spec though, you might want to lean more towards survival.

    I decided to skip the list of dungeon drops for this level range as by now you should already know what kind of stats you’re looking for and upgrades are pretty obvious. With the speed of leveling these days you’re not likely to actually farm dungeons for gear anyway and you’ll be finding better gear the higher you get as well, so it seemed like a bit of a waste of time.

     

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    High Heals: Priest

    Priest came in a very close second to the Shaman from reader replies on the Project: High Heals post. As such, they’re going to be the 2nd class of course, but I also decided that I can handle leveling two of these classes at once, so the Priest has already been rolled as well.

    The Priest is unique among the classes for having two healing specs to choose from, but I’m going with the one generally agreed to be the “harder” of the two to level, Holy. I have considered actually grabbing a dual spec on this priest to make use of both of the healing specs since it does still fit in with the plan of the project, but I think I would end up running around as Disc all the time and ignore Holy, so I’m going to resist.

    Also, as I’m finally making a return to the Horde (though not for good) I decided to make this one an Undead male, allowing him to take on the Master’s name. So today I’m going to do a bit of outlining for my plans to level the second (first, part two?) of the leveling guides, Psynister the Holy Priest.

    Healing Tools
    Priests have probably the single largest healing tool set in the game. They have direct heals, HoT’s, bubbles; heck, they can even heal you after they’ve already died themselves. The spec that I’ve chosen, Holy, is geared more towards the use of direct heals and HoT’s where my potential dual spec (Discipline) is aimed more at damage mitigation through the use of bubbles. Both specs heal and they both have mitigation, they just have different strengths between the two specs.

    As far as dispels are concerned the Priest has Cure Disease which removes a single disease from the target, Dispel Magic which removes up to 2 Magic spells from themselves and for choosing a healing spec they can do the same for friendly targets, and Mass Dispel which hits a 15 yard radius with a dispel that removes 1 harmful spell from all friendly targets and 1 beneficial spell from all enemy targets within the radius (up to a maximum of 10 friendly and 10 enemy targets). Holy Priests can also spec so that their Cure Disease also removes 1 Poison effect when cast on themselves.

    Mass Dispel also has the added benefit of removing Magic effects that are otherwise too powerful to be dispelled, for example you can use this to break an enemy Mage’s Ice Block or a Paladin’s bubble which normally makes them immune to everything.

    Leveling Tools
    Being a full caster class, Priests have the benefit of being able to use all of the class’s offensive DPS spells even in their healing spec. Granted, they don’t do as much damage as they would in other specs, but they’re still available. None of the other healing classes are pure casters. Healing Priests also receive additional mana regen during combat which is designed to help them in their healing role, but while leveling that also means less downtime while using your spells offensively for questing.

    For choosing the Holy spec you get a spell called Holy Word: Chastise which is an instant cast spell that deals damage and also disorients the target for 3 seconds. As both an instant spell and one that can pseudo-stun a target it’s a fantastic spell for leveling as well as PvP. Sadly, it does come with a 30 second cooldown, but that can be specced down to around 20 seconds.

    Priests also have the advantage of their bubble, Power Word: Shield, which absorbs damage and also prevents pushback when you’re casting spells while it’s active. This makes leveling much easier compared to other casters as your spells fire off at the normal rate when mobs manage to close in to melee range (not to mention the added survivability from the absorb).

    Leveling Strengths
    Holy Priests don’t have just a whole lot going for them in the way of leveling strengths, which is why most people who level Priests choose to do so as Shadow or Discipline instead. If you can stick to your healing role by running dungeons and PvP a lot then you can really play to your strengths (healing), but for questing you’re not quite as well off as you could be in another spec.

    While Holy doesn’t receive any boost to their damaging spells, they do get to reduce some of the cast times which speeds up leveling in a similar way. While I might not hit you 20% harder, I do cast 20% faster (just an example), so it evens out. But the flip side of that is that I may also have to spend more mana to do it as it takes me three casts to kill something that another spec could handle with only two.

    Leveling Weaknesses
    The Holy Priest’s biggest weakness when it comes to leveling is that they receive no damage buffs at all outside of glyphs. Any amount of damage you can do as Holy, Disc or Shadow could easily do better. Not so much at low levels perhaps, but the higher you go the more apparent it becomes. Thankfully the class’s strengths should be enough to overcome this, but it does mean that questing will seem slower as Holy. I’ve tried to alleviate some of that by choosing Engineering as one of my professions, hoping to put explosives to very frequent use in my questing.

    Priests are also notorious for having really bad issues with mana while leveling. Shadow gets a few tools to help with this, as does Discipline, but Holy does not. I’ve decided to combat this to some extent at least with my racial selection of Undead, allowing me to consume the corpses of undead and humanoids in order to regenerate both health and mana.

    Intended Leveling Focus
    Since I am going with the most healing-focused tree for the class, I’m leaning more towards dungeons as my focus for the Priest. Questing isn’t too bad, but my lack of damage buffs makes it more difficult than it would be had I chosen a different spec. PvP isn’t too bad, so I’m going to keep on doing a decent amount of that as well, but LFG seems to be the best fit for me.

    I think focusing to LFG allows me to utilize my strengths and nullify my weaknesses. The major exception to that being if I end up with people in the dungeon queues that don’t allow me to stop and drink if my other mana replenishment options aren’t available. Being able to use bubbles usually gives me the time I need to use Cannibalize to regen my mana, but big pulls where I’m doing a lot of healing or where agro is all over the group can really burn through my mana and easily lead to a wipe.

    Planned Spec
    Holy is unique for me personally because it’s the only spec of all of the healer classes that I have no experience in at all. Well, technically I did have a level 10 Holy twink-to-be that lasted for a single WSG run before he was switched over to Disc, but he doesn’t really count since it lasted all of seven minutes.

    Having no experience of my own, I had to turn instead to a reliable source. And with Tales of a Priest closing their blogging doors I had to find a new, reliable source: enter The Stories of O, stage right. She blogs about Holy Priests in particular which happened to be just what I was looking for too.

    I gave her suggested spec a look and figured that for the most part I see where all of those talents could be helpful to me while leveling. There are a couple of possible exceptions, such as Lightwell and Circle of Healing which I can probably get away with not spending points on as this particular priest isn’t going to raid. That’s not to say that they couldn’t be used in a leveling environment, just that they aren’t necessary. I’ll probably end up spending the points in them anyway since there’s not really anywhere else that they could serve me better.

    And I think frequent use of Lightwell while leveling in dungeons just might teach some people to get used to clicking it…maybe. Alright fine, they’ll still be clueless, but not for a lack of trying on my part!

     
    8 Comments

    Posted by on May 17, 2011 in Caster, Class, Leveling, Play Styles, Priest

     

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    High Heals: Shaman

    From the replies I received on the blog itself and on twitter from those who read it, the Shaman was voted as the top choice for being the first class to use in this project. I’m sure I probably influenced that vote a bit as I mentioned that I had already enjoyed a bit of Resto Shaman leveling in the recent past, but that’s fine.

    For those of you who have not read the introductory post, Project: High Heals, I’ll give you a quick recap. Most guides that you find online in relation to healing are all aimed at end game content, making it hard to find quality information on leveling your healing character beyond a simple layout of when/where to spend your talent points. Since writing guides to help people level, and have fun while they do it, is what I do – that’s what I’m going to do with this project. I’m going to level each of the four healing classes from 1-85 without using a non-healing spec the entire time.

    Today I’m going to do a bit of outlining for my plans to level the first of the Project: High Heals leveling guides, Bottledwatah the Restoration Shaman.

    Healing Tools
    Shamans have one of the most balanced healing sets of all the healers, which makes them a good choice for both single-target and multi-target healing. You don’t get active multi-target heals until level 40 where you get the Shaman signature, Chain Heal, but your spec-specific bonus heal of Earth Shield allows you to passively heal a target with it while you focus your healing spells on others when necessary. You do get a glimpse of some of your group healing at level 20 when you get Healing Stream Totem, but it’s a bit of a passive heal while the totem is in play, and while the healing from it certainly helps, it’s not something you can rely on if there’s any real amount of damage being applied to your group.

    As far as defensive dispels go, Shamans by default can remove Curses and can spend talent points to also remove Magic effects. You can also spec so that using your dispel (Cleanse Spirit) heals the target when you remove a harmful effect so that you’re both cleansing and healing with the same spell.

    While not exactly a healing ability, Shamans also have the unique ability to resurrect themselves when they die. Warlocks can use soul stones to mimic the effect, but theirs is a “use it or lose it” option so if you die at a time where resurrecting isn’t important the effect is kind of wasted where a Shaman can chose to resurrect or not any time they die so long as the 30 minute cooldown is up. It’s not really crucial by any means from a leveling standpoint, but it does have its uses and advantages now and then.

    Leveling Tools
    The Shaman’s other two talent trees are both DPS, one caster and one melee. This gives the Shaman an interesting advantage when it comes to leveling as Resto because you’re collecting gear that naturally makes you good at casting offensive spells while also having built-in melee attacks that they give you to help you level early on. To compare, the Paladin has melee attacks it can use but there is no Paladin caster spec to draw from, the Priest has two other caster specs that can deal damage but no melee benefit, and while the Druid shares the ability to use melee attacks it requires weaving in and out of forms to switch between casting and melee.

    Shamans also have the wonderful use of Ghost Wolf. Granted, you get the spell four levels shy of getting a mount, and it does have a cast time for non-Enhancement Shamans until end game (if you spend the talent points on it), but it’s still a great mobility spell that can be used both in doors and during combat. They also have spells that allow them to breath underwater and to walk on top of it.

    You can’t talk about the Shaman class as a whole without mentioning Reincarnation, the self resurrection spell that you can use after any death so long as it’s not on cooldown (30 minutes). The other, big signature feature of the class is the use of Totems. Totems allow you to provide a great number of different buffs to your party which can also be put to good use when leveling solo. Combining the passive/reactive healing of Earth Shield with the glyphed bubble from Stoneclaw Totem for example can give you some incredible survivability.

    Leveling Strengths
    One of the major advantages of leveling a Restoration Shaman is that you have a solid offensive tool belt that includes both melee and casting attacks, and when you combine that with healing from Earth Shield questing becomes incredibly easy (though not necessarily fast since you get none of the damage buffs that the two DPS specs receive).

    As I’ve mentioned before, you also have the use of Ghost Wolf which can make a lot of your questing faster by increasing your movement speed in doors and such. While you don’t have access to them until you’re in Northrend levels, you also receive two totems which act as pets and can be a great help while leveling as well. The Fire and Earth Elemental totems are both really good for when you find yourself being attacked my multiple mobs, or when you want to contribute a bit of damage to a boss fight where your other totems aren’t necessary.

    Leveling Weaknesses
    One of the major drawbacks while leveling is that you have no form of crowd control (other than slows) until you reach level 80. Until that point if you happen to pull more mobs than you intended to your only options are to either run away until they reset, or say a prayer to the elements that you can heal yourself enough to survive the pull.

    You also have a disadvantage when it comes to gear. While you’re leveling you’ll often find that Cloth pieces are the best items you can get your hands on when you should be wearing Leather (1-39) or Mail (40+) instead. Caster Leather/Mail pieces and caster shields aren’t impossible to find, but they aren’t as abundant thanks to the small number of classes and specs that use them.

    Intended Leveling Focus
    I haven’t decided 100% which path I’m going to focus on with Bottledwatah. As I said in the initial post, I’m going to do a bit of everything with these little healers, but each of them is also going to lean towards a certain aspect of the game more than others. The Druid will likely focus more on PvP, for example, where the Paladin may focus more on questing.

    Right now I’m leaning towards keeping this one pretty evenly focused on all of the different aspects of the game. I have really been enjoying PvP with her, but I’ve had a some fun in LFG as well (though I got more queues to pop as DPS in my Resto spec than I have healing so far). Questing is sort of the in between to pass the time between whichever queue I’m in except for when I’m leveling my professions in which case questing is the norm while I gather materials.

    Right now Bottledwatah has Herbalism and Alchemy, but with an 85 Tauren Druid with herbalism on the same server I’m considering dropping Bottle’s herbs for Tailoring instead. Doing this would remove the benefit of gathering experience (which can really help when you’re leveling a healer), but it would make her professions more useful in the long run. I’ll keep you updated on the progress of that in the actual leveling guides, though.

    Planned Spec
    This is the spec that I’m planning to use while I level. My healing experience on a Shaman is pretty limited, so hopefully I’ve chosen a good build there but I can’t say for sure since I’m only level 20. Time will tell, and I’ll be sure to pass on any information it happens to share with me.

    And as always I’ll share the details of the spec along with the order in which I spend the talent points in the actual leveling guides.

     
    4 Comments

    Posted by on May 11, 2011 in Caster, Class, Leveling, Play Styles, Shaman

     

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    Project: High Heals

    Finding information on how to level a particular class in a DPS spec isn’t hard to do. Most classes (except Rogues, apparently nobody likes being a Rogue) have at least a decent blogging community dedicated to them and/or you can find posts for it on forums all over the place. You can find most of the same for leveling as a tank as well. But when it comes to healing guides, almost all of them are aimed at healing in heroics or raids, or how to switch from a non-healing spec to the healing spec.

    Personally, I don’t like just grabbing a random spec I’ve never tried before when my character is a high level. I don’t like learning when I have all the tools I’ll ever need thrown at me all at once. Rather than grabbing a spec I know nothing about I prefer to reroll the character, especially if the spec in question is tanking or healing because of their nature. If I pick up an unfamiliar DPS spec my team can usually carry me while I’m busying sucking and trying to figure out what I’m supposed to be doing, but I can’t do that as a tank or a healer because I’m the only one filling that role at the time and my failure would lead to the group’s failure.

    I believe that the best way to become truly skilled and knowledgeable about a particular spec is to level in it. I’m not saying it’s the only way, you could certainly do it without ever experiencing the spec until you reach max level, but that knowledge is so much easier to pick up if you’ve had the time to learn about each and every ability as it becomes available to you rather than just having them all thrown at you at once.

    So I’m going to do a little mini-project, which is to level a character form 1-85 in their healing spec the entire way. I know it can be done, my wife did it on her first Paladin. The results of this test, which are going to be based on how fun it was and how hard/easy it is will determine whether it becomes a larger project (leveling all of the healing classes in their healing spec), or if I just say, “that was fun, but uh…yeah, never again.”

    But I’m not going to take the easy route, I’m not just sticking to LFG where four other people do my leveling for me; I’m going to experience the leveling content in every aspect of the game. So I’m going to take the healer(s) into dungeons, I’m going to take them into battlegrounds and I’m going to quest with them all with the healing spec. I’m not even going to purchase dual specs for them because I know if I do I’m going to be tempted to cheat and grab a DPS spec that I’m sure I’ll tell myself “oh, it’s just for a BG or two so I can throw someone off of the Lumber Mill in AB.” None of that, these suckers are going to live or die (/delete) by their own healing power.

    Having done at least some leveling with all of the healing classes with varying degrees of healing experience, I already know a few things off the bat about each class:

    • Druid: Can be very boring as HoT’s are very powerful and quick/instant cast.
    • Paladin: Some healing spells or related spells can be used offensively to help leveling.
    • Priest: Similar to the Pally, they have some heals that can be used offensively.
    • Shaman: Passive healing from Earth Shield can make up for time spent DPSing.

    Knowing that Druid healing is frequently boring, I’m less inclined to have them be the class I use for the first test. On the flip side, their powerful HoT’s could very well make up for their boring factor by allowing me to deal damage during the downtime. I’m still considering the druid, but right now they’re the lowest on the list.

    Paladin healing I’ve only done in the low level battlegrounds and tiny bit in Northrend during Wrath. I don’t think I have any real “need” for another Paladin right now, so I might leave this one for one of the last slots as well as the character would likely end up deleted and rarely/never played.

    The Priest is a class I’m really enjoying right now, but still in the Shadow spec that I’ve recently blogged about. I’m not a great Priest healer and that’s something that I want to work on, and I’d really love to learn it by leveling instead of just flailing into it on my 85. As such, this is a big contender for first or second. I would likely go Holy over Disc because Holy is labeled more as the “used for heals only” spec where Disc is more “use for heals or leveling”.

    Lastly we have the Shaman, a class I’m also having a lot of fun leveling right now, but both of my existing Shaman are in DPS specs. My Resto Shaman experience extends to about level 25 as my current Enhancement Shaman was originally a level 19 Resto Twink (which is why he’s named Tiklemonster, btw). I know that Shaman healers are very powerful at low levels as even after Cataclysm I managed to solo a couple of the low level dungeons, one of which (SFK) my buddy Cynwise hasn’t managed to solo yet on his super-twinked 19 Prot Warrior…yet. This ranks the Shaman near the Priest in priority as I had a lot of fun with the Resto spec.

    So for right now I’m left with the big question – Resto Shaman or Holy Priest.

     

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