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Resto Shaman overview

Choose the heal around who will take the next hit and where the injured players are standing. Healing Wave covers a large single-target deficit, Lesser Healing Wave helps when a faster cast is needed, and Chain Heal rewards nearby injured allies. Riptide can stabilize someone while you move, but a good instant-heal target is not always the right place to start a chain.

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The biggest changes from Classic

Choose Chain Heal's first target

Riptide increases the effectiveness of Chain Heal casts directly on its target by 25%. A later bounce onto that player does not count for the bonus. Start on someone who needs healing and can reach other injured allies.

Healing Wave works without upkeep casts

Healing Way directly increases Healing Wave's healing. You can switch to a newly injured player without first building the old temporary buff or casting small heals just to keep it active.

Track globes as well as duration

Water Shield lasts ten minutes, but its three globes can be spent much sooner. Watch the remaining charges and the 15-second refresh cooldown so an empty shield does not go unnoticed during sustained healing.

Restoration Shaman

Healer

Classic Resto chose between Healing Wave, Lesser Healing Wave and Chain Heal, with target-buff upkeep from Healing Way. Forever adds a repeatable instant heal and more mana support during casting. You still triage incoming damage rather than cycle through every available heal on cooldown.

Build your talents

Triage before preparing a bigger heal

Look at who will take the next hit, not only which health bar is lowest. A tank still taking swings may need a heal before a more injured ranged player who is now safe. If a normal cast will land too late, use a ready Riptide or Nature's Swiftness with an eligible heal rather than begin a long cast and hope the target survives.

Use Healing Wave when one player needs a big heal and there is time for it to land. Use Lesser Healing Wave when you need a faster cast. Use Chain Heal when its first target and nearby players can all benefit. Several low health bars do not make Chain Heal the right choice if those players are spread too far apart for the chain.

Allow for healing already on the way. A player with Riptide ticking and no further damage coming may recover without another direct heal, while a tank can still need a cast on top of the HoT. If another healer fills the deficit before your cast finishes and the next hit is not imminent, cancel the unnecessary cast rather than pay mana to overheal.

Riptide during movement and continuing damage

Riptide is instant, has a six-second cooldown and adds healing over 15 seconds after its direct heal. Use it on an injured player while moving out of danger, or to land an instant heal before you start your next heal. When the situation allows, pick a target that benefits from the HoT as well as the direct heal.

A six-second cooldown is shorter than the HoT's duration. You can use a later Riptide on another injured player instead of automatically refreshing the first one early. If the original target is safe, overwriting remaining healing just because the button is ready spends mana without solving another injury. If that player needs the immediate heal again, saving them takes priority over preserving ticks.

Plan your movement so you can stop and cast when the instant heal is not enough. Riptide buys time while you cross a dangerous area; it does not let you cover sustained tank damage with no standing casts. Avoid spending it on a tiny top-up immediately before movement that will prevent you from using Healing Wave or Chain Heal.

Start Chain Heal where the injuries are

A Riptide target is a stronger Chain Heal starting point because casts directly on that player gain 25% effectiveness. If a tank and nearby melee are injured, Riptide on the tank can stabilize the first target and prepare the following chain. Check that the other players still need healing when you begin casting; their health and positions can change between the two spells.

If a ranged player is hurt but standing alone, Riptide may still be the right instant heal. Follow with a single-target heal if needed rather than force Chain Heal through that isolated player for the bonus. A chain started in an injured cluster can heal more relevant damage than a boosted cast with nowhere useful to jump.

You do not need Riptide before every Chain Heal. If several nearby players need healing now and Riptide is unavailable, cast the chain rather than wait for the setup. Likewise, if applying Riptide first would delay a needed group heal, begin Chain Heal directly. The extra setup costs time and mana; take it when the direct heal, HoT or bonus will help the recovery.

Watch players' positions as well as the raid frames. A melee group running out of a mechanic may stop being a cluster before your cast lands. Move to keep your chosen first target in range and line of sight, and use individual heals if the group has spread. The Riptide bonus does not extend Chain Heal's jump reach.

Healing Wave and emergency Nature casts

At rank 1, Healing Way increases Healing Wave's healing by 8%. It applies to the heal itself. Original Classic Healing Way instead used Healing Wave casts to build a temporary bonus to subsequent waves on the same target. Do not spend low-rank upkeep casts on a healthy tank to maintain that old effect; use the mana on healing that is needed.

Improved Healing Wave reduces Healing Wave's cast time, by half a second at rank 5. It does not shorten Lesser Healing Wave or Chain Heal. When an injured player has time for Healing Wave to land, the cast-time talent and direct Healing Way bonus work without requiring the player to have been your previous healing target.

Nature's Swiftness makes your next Nature spell with a cast time below ten seconds instant, on a three-minute cooldown. Use it with Healing Wave for an urgent single-target recovery, or Chain Heal when clustered damage needs the immediate cast. Pick the intended spell before you activate it so an offensive Nature cast does not consume the effect you meant to save for healing. It changes cast time, not mana cost.

Ancestral Healing gives the target an armor bonus for 15 seconds after a healing crit. That helps a tank taking physical attacks, but it is not a guaranteed result from your next heal or a reduction to every kind of incoming damage. Heal the deficit first rather than repeatedly top off a full tank hoping for the armor proc.

Water Shield charges and refresh windows

Water Shield surrounds you with three globes. A spell, melee or ranged attack hitting you, or a critical result from one of your healing spells, can restore 2% of your maximum mana and consume a globe. Only one globe activates every few seconds. Several hits or healing crits close together do not mean a separate return for every event.

Refresh the shield when charges are depleted and the 15-second cooldown allows it. Use a quiet moment between pulls or while nobody needs an immediate heal, rather than discover the empty shield halfway through a demanding stretch. Its ten-minute duration is an upper limit on the buff's lifetime, not a guarantee of ten minutes of mana returns.

Only one Elemental Shield can be active on you. Casting Lightning Shield replaces Water Shield, so return to the mana shield before a healing assignment if you switched while questing. Do not seek incoming attacks to spend globes: the health and casting time lost can cost more healing mana than the shield returns.

Healing crits give you a way to trigger the return without being attacked, but they remain a chance and the shield still needs charges. Do not cast unnecessary heals to fish for mana. A larger maximum mana pool increases the amount returned by each globe; it does not add globes or remove their activation limit.

Shaman talent trees

Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.

Elemental

16 talents
5 Convection 5 Concussion 3 Elemental Warding 5 Reverberation 3 Call of Flame 3 Elemental Devastation 1 Elemental Focus 5 Elemental Fury 2 Improved Fire Nova 3 Eye of the Storm 1 Call of Thunder 2 Elemental Reach 3 Lightning Overload 1 Earthbound 3 Elemental Alacrity 1 Lava Burst

Enhancement

18 talents
2 Earth's Grasp 5 Thundering Strikes 5 Ancestral Knowledge 2 Guardian Totems 3 Mental Dexterity 2 Improved Ghost Wolf 3 Improved Lightning Shield 3 Elemental Weapons 1 Shamanistic Focus 3 Anticipation 5 Toughness 5 Flurry 1 Stormstrike 1 Spirit Weapons 2 Mental Quickness 2 Improved Stormstrike 5 Maelstrom Weapon 1 Rage of the Farseer

Restoration

16 talents
5 Improved Healing Wave 5 Totemic Focus 3 Mindfulness 3 Natural Grace 5 Tidal Focus 2 Improved Reincarnation 3 Ancestral Healing 3 Healing Focus 1 Water Shield 5 Tidal Mastery 5 Restorative Totems 1 Mana Tide Totem 3 Healing Way 1 Nature's Swiftness 5 Purification 1 Riptide
Read all talent descriptions

Elemental

Convection Maximum rank 5

Rank 1
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 2%.

Rank 2
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 4%.

Rank 3
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 6%.

Rank 4
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 8%.

Rank 5
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 10%.

Passive

Concussion Maximum rank 5

Rank 1
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 1%.

Rank 2
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 2%.

Rank 3
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 3%.

Rank 4
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 4%.

Rank 5
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 5%.

Passive

Elemental Warding Maximum rank 3

Rank 1
Reduces damage taken from Fire, Frost, and Nature effects by 3%.

Rank 2
Reduces damage taken from Fire, Frost, and Nature effects by 7%.

Rank 3
Reduces damage taken from Fire, Frost, and Nature effects by 10%.

Passive

Reverberation Maximum rank 5

Rank 1
Reduces the cooldown of your Shock spells by 0.2 sec.

Rank 2
Reduces the cooldown of your Shock spells by 0.4 sec.

Rank 3
Reduces the cooldown of your Shock spells by 0.6 sec.

Rank 4
Reduces the cooldown of your Shock spells by 0.8 sec.

Rank 5
Reduces the cooldown of your Shock spells by 1 sec.

Passive

Call of Flame Maximum rank 3

Rank 1
Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 5%.

Rank 2
Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 10%.

Rank 3
Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 15%.

Passive

Elemental Devastation Maximum rank 3

Rank 1
Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 3% for 10 sec.

Rank 2
Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 6% for 10 sec.

Rank 3
Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 9% for 10 sec.

Passive

Elemental Focus Maximum rank 1

Rank 1
Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Passive

Elemental Fury Maximum rank 5

Rank 1
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 20%.

Rank 2
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 40%.

Rank 3
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 60%.

Rank 4
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 80%.

Rank 5
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%.

Passive

Improved Fire Nova Maximum rank 2

Rank 1
Increases the damage done by your Fire Nova spell by 10% and reduces its cooldown by 2 sec.

Rank 2
Increases the damage done by your Fire Nova spell by 20% and reduces its cooldown by 4 sec.

Passive

Eye of the Storm Maximum rank 3

Rank 1
Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 23%.

Rank 2
Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 47%.

Rank 3
Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 70%.

Passive

Call of Thunder Maximum rank 1

Rank 1
Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by 3%.

Passive

Elemental Reach Maximum rank 2

Rank 1
Increases the range of your Lightning Bolt, Chain Lightning, Fire Nova, and Lava Burst spells by 3 yards, and increases the range of your Flame Shock spell by 8 yards.

Rank 2
Increases the range of your Lightning Bolt, Chain Lightning, Fire Nova, and Lava Burst spells by 6 yards, and increases the range of your Flame Shock spell by 15 yards.

Passive

Lightning Overload Maximum rank 3

Rank 1
Gives your Lightning Bolt and Chain Lightning spells a 3% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.

Rank 2
Gives your Lightning Bolt and Chain Lightning spells a 7% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.

Rank 3
Gives your Lightning Bolt and Chain Lightning spells a 10% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.

Passive

Earthbound Maximum rank 1

Rank 1
Your Earthbind Totem Immobilizes nearby targets for 5 sec when cast.

Passive

Elemental Alacrity Maximum rank 3

Rank 1
Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.17 sec.

Rank 2
Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.33 sec.

Rank 3
Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.50 sec.

Passive

Lava Burst Maximum rank 1

Rank 1
You hurl molten lava at the target, dealing 106 to 134 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.

165 Mana | 30 yd range | 2.5 sec cast | 10 sec cooldown

Enhancement

Earth's Grasp Maximum rank 2

Rank 1
Increases the health of your Stoneclaw Totem by 25% and the radius of your Earthbind Totem by 10%.

Rank 2
Increases the health of your Stoneclaw Totem by 50% and the radius of your Earthbind Totem by 20%.

Passive

Thundering Strikes Maximum rank 5

Rank 1
Improves your chance to get a critical strike with all spells and attacks by 1%.

Rank 2
Improves your chance to get a critical strike with all spells and attacks by 2%.

Rank 3
Improves your chance to get a critical strike with all spells and attacks by 3%.

Rank 4
Improves your chance to get a critical strike with all spells and attacks by 4%.

Rank 5
Improves your chance to get a critical strike with all spells and attacks by 5%.

Passive

Ancestral Knowledge Maximum rank 5

Rank 1
Increases your Intellect by 2%.

Rank 2
Increases your Intellect by 4%.

Rank 3
Increases your Intellect by 6%.

Rank 4
Increases your Intellect by 8%.

Rank 5
Increases your Intellect by 10%.

Passive

Guardian Totems Maximum rank 2

Rank 1
Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 10% and reduces the cooldown of your Grounding Totem by 1 sec.

Rank 2
Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 20% and reduces the cooldown of your Grounding Totem by 2 sec.

Passive

Mental Dexterity Maximum rank 3

Rank 1
Increases your Attack Power by an amount equal to 33% of your Intellect.

Rank 2
Increases your Attack Power by an amount equal to 67% of your Intellect.

Rank 3
Increases your Attack Power by an amount equal to 100% of your Intellect.

Passive

Improved Ghost Wolf Maximum rank 2

Rank 1
Reduces the cast time of your Ghost Wolf spell by 1 sec, and Ghost Wolf may be used indoors.

Rank 2
Reduces the cast time of your Ghost Wolf spell by 3 sec, and Ghost Wolf may be used indoors.

Passive

Improved Lightning Shield Maximum rank 3

Rank 1
Increases the damage done by your Lightning Shield orbs by 5%.

Rank 2
Increases the damage done by your Lightning Shield orbs by 10%.

Rank 3
Increases the damage done by your Lightning Shield orbs by 15%.

Passive

Elemental Weapons Maximum rank 3

Rank 1
Increases the melee attack power bonus of your Rockbiter Weapon by 7%, your Windfury Weapon effect by 13% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 5%.

Rank 2
Increases the melee attack power bonus of your Rockbiter Weapon by 13%, your Windfury Weapon effect by 27% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 10%.

Rank 3
Increases the melee attack power bonus of your Rockbiter Weapon by 20%, your Windfury Weapon effect by 40% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 15%.

Passive

Shamanistic Focus Maximum rank 1

Rank 1
Reduces the mana cost of your Shock and Lightning Shield spells by 45%.

Passive

Anticipation Maximum rank 3

Rank 1
Increases your chance to dodge by an additional 2%.

Rank 2
Increases your chance to dodge by an additional 4%.

Rank 3
Increases your chance to dodge by an additional 6%.

Passive

Toughness Maximum rank 5

Rank 1
Increases your Stamina by 2%.

Rank 2
Increases your Stamina by 4%.

Rank 3
Increases your Stamina by 6%.

Rank 4
Increases your Stamina by 8%.

Rank 5
Increases your Stamina by 10%.

Passive

Flurry Maximum rank 5

Rank 1
Increases your attack speed by 5% for your next 3 swings after dealing a melee critical strike.

Rank 2
Increases your attack speed by 10% for your next 3 swings after dealing a melee critical strike.

Rank 3
Increases your attack speed by 15% for your next 3 swings after dealing a melee critical strike.

Rank 4
Increases your attack speed by 20% for your next 3 swings after dealing a melee critical strike.

Rank 5
Increases your attack speed by 25% for your next 3 swings after dealing a melee critical strike.

Passive

Stormstrike Maximum rank 1

Rank 1
Instantly strike for normal weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec.

125 Mana | Melee Range | Instant | 8 sec cooldown

Spirit Weapons Maximum rank 1

Rank 1
Gives a chance to parry enemy melee attacks, reduces all threat generated by your attacks by 30% while Rockbiter Weapon is not active, and increases all threat generated by 30% while Rockbiter Weapon is active.

Passive

Mental Quickness Maximum rank 2

Rank 1
Increases your spell damage and healing by up to 15% of your Intellect.

Rank 2
Increases your spell damage and healing by up to 30% of your Intellect.

Passive

Improved Stormstrike Maximum rank 2

Rank 1
When you Stormstrike, you have a 50% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 50% chance to reset each time you Dodge or Parry.

Rank 2
When you Stormstrike, you have a 100% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 100% chance to reset each time you Dodge or Parry.

Passive

Maelstrom Weapon Maximum rank 5

Rank 1
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 4%. Stacks up to 5 times. Lasts 30 sec.

Rank 2
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 8%. Stacks up to 5 times. Lasts 30 sec.

Rank 3
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 12%. Stacks up to 5 times. Lasts 30 sec.

Rank 4
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 16%. Stacks up to 5 times. Lasts 30 sec.

Rank 5
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 20%. Stacks up to 5 times. Lasts 30 sec.

Passive

Rage of the Farseer Maximum rank 1

Rank 1
Increases your melee attack speed and spell casting speed by 30% for 25 sec.

Instant | 3 min cooldown

Restoration

Improved Healing Wave Maximum rank 5

Rank 1
Reduces the casting time of your Healing Wave spell by 0.1 sec.

Rank 2
Reduces the casting time of your Healing Wave spell by 0.2 sec.

Rank 3
Reduces the casting time of your Healing Wave spell by 0.3 sec.

Rank 4
Reduces the casting time of your Healing Wave spell by 0.4 sec.

Rank 5
Reduces the casting time of your Healing Wave spell by 0.5 sec.

Passive

Totemic Focus Maximum rank 5

Rank 1
Reduces the Mana cost of your totems and any spells that summon or move them by 5%.

Rank 2
Reduces the Mana cost of your totems and any spells that summon or move them by 10%.

Rank 3
Reduces the Mana cost of your totems and any spells that summon or move them by 15%.

Rank 4
Reduces the Mana cost of your totems and any spells that summon or move them by 20%.

Rank 5
Reduces the Mana cost of your totems and any spells that summon or move them by 25%.

Passive

Mindfulness Maximum rank 3

Rank 1
Allows 17% of your Mana regeneration to continue while casting.

Rank 2
Allows 33% of your Mana regeneration to continue while casting.

Rank 3
Allows 50% of your Mana regeneration to continue while casting.

Passive

Natural Grace Maximum rank 3

Rank 1
Reduces the threat generated by your spells by 5%.

Rank 2
Reduces the threat generated by your spells by 10%.

Rank 3
Reduces the threat generated by your spells by 15%.

Passive

Tidal Focus Maximum rank 5

Rank 1
Reduces the Mana cost of your healing spells by 1% and improves your chance to hit by 1%.

Rank 2
Reduces the Mana cost of your healing spells by 2% and improves your chance to hit by 2%.

Rank 3
Reduces the Mana cost of your healing spells by 3% and improves your chance to hit by 3%.

Rank 4
Reduces the Mana cost of your healing spells by 4% and improves your chance to hit by 4%.

Rank 5
Reduces the Mana cost of your healing spells by 5% and improves your chance to hit by 5%.

Passive

Improved Reincarnation Maximum rank 2

Rank 1
Reduces the cooldown of your Reincarnation spell by 10 min, increases your maximum health by 2%, and increases the amount of health and Mana you reincarnate with by an additional 10%.

Rank 2
Reduces the cooldown of your Reincarnation spell by 20 min, increases your maximum health by 4%, and increases the amount of health and Mana you reincarnate with by an additional 20%.

Passive

Ancestral Healing Maximum rank 3

Rank 1
Increases your target's armor value by 8% for 15 sec after getting a critical effect from one of your healing spells.

Rank 2
Increases your target's armor value by 17% for 15 sec after getting a critical effect from one of your healing spells.

Rank 3
Increases your target's armor value by 25% for 15 sec after getting a critical effect from one of your healing spells.

Passive

Healing Focus Maximum rank 3

Rank 1
Gives you a 23% chance to avoid interruption caused by damage while casting any healing spell.

Rank 2
Gives you a 47% chance to avoid interruption caused by damage while casting any healing spell.

Rank 3
Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell.

Passive

Water Shield Maximum rank 1

Rank 1
The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's healing spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.

Instant | 15 sec cooldown

Tidal Mastery Maximum rank 5

Rank 1
Increases the critical effect chance of your healing spells by 1%.

Rank 2
Increases the critical effect chance of your healing spells by 2%.

Rank 3
Increases the critical effect chance of your healing spells by 3%.

Rank 4
Increases the critical effect chance of your healing spells by 4%.

Rank 5
Increases the critical effect chance of your healing spells by 5%.

Passive

Restorative Totems Maximum rank 5

Rank 1
Increases the effect of your Mana Spring Totem by 5% and increases the effect of your Healing Stream Totem by 10%.

Rank 2
Increases the effect of your Mana Spring Totem by 10% and increases the effect of your Healing Stream Totem by 20%.

Rank 3
Increases the effect of your Mana Spring Totem by 15% and increases the effect of your Healing Stream Totem by 30%.

Rank 4
Increases the effect of your Mana Spring Totem by 20% and increases the effect of your Healing Stream Totem by 40%.

Rank 5
Increases the effect of your Mana Spring Totem by 25% and increases the effect of your Healing Stream Totem by 50%.

Passive

Mana Tide Totem Maximum rank 1

Rank 1
Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 88 mana every 3 seconds to group members within 30 yards.

10 Mana | Instant | 5 min cooldown

Healing Way Maximum rank 3

Rank 1
Increases the amount healed by your Healing Wave spell by 8%.

Rank 2
Increases the amount healed by your Healing Wave spell by 17%.

Rank 3
Increases the amount healed by your Healing Wave spell by 25%.

Passive

Nature's Swiftness Maximum rank 1

Rank 1
When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell.

Instant | 3 min cooldown

Purification Maximum rank 5

Rank 1
Increases the effectiveness of your healing spells by 2%.

Rank 2
Increases the effectiveness of your healing spells by 4%.

Rank 3
Increases the effectiveness of your healing spells by 6%.

Rank 4
Increases the effectiveness of your healing spells by 8%.

Rank 5
Increases the effectiveness of your healing spells by 10%.

Passive

Riptide Maximum rank 1

Rank 1
Heals a friendly target for 485 to 533, an additional 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.

245 Mana | 40 yd range | Instant | 6 sec cooldown

Mana regeneration and Mana Tide timing

Mindfulness lets mana regeneration continue while casting; at rank 1, it preserves 17%. Tidal Focus reduces healing-spell costs, and Totemic Focus reduces costs for totems and spells that summon or move them. These address different spending: cheaper heals do not replace the savings on repeated totem moves, and neither is an instant refill when you run out.

Use breaks in incoming damage to stop unnecessary casting and recover. On a long pull, repeatedly topping off players whom a HoT will finish can leave you short when the tank needs sustained healing. Compare available heal ranks by their healing and mana cost rather than assume a Classic downranking list still fits the new spell values.

Mana Tide Totem lasts 12 seconds, returns mana every three seconds to group members within 30 yards, and has a five-minute cooldown. In a raid, plan for your subgroup rather than every mana user in the raid. Place it where the intended recipients will remain in range for the recovery, not where you happened to stand before the group moved.

Use Tide once the party has spent enough mana to benefit and there is a safe window to stay near it. Waiting until everyone is empty leaves the return arriving over time when healing is already urgent; dropping it at full mana wastes the early returns. A moving phase can also carry recipients out of range before the totem finishes. Tell the party where it is and avoid replacing it with another water totem before its recovery is done.

Restorative Totems improves Mana Spring and Healing Stream. It does not name Mana Tide, so do not count those points as an increase to Tide's returns. The parent covers the broader totem assignments and group effects.

Throughput, pushback and recovery talents

Riptide requires Healing Way, tying the instant heal to investment in Healing Wave. Purification improves healing-spell effectiveness, while Tidal Mastery increases healing crit. Purification raises your healing without needing a critical result; Tidal Mastery adds more chances for larger heals, Ancestral Healing armor and Water Shield returns when globes are available.

Healing Focus helps avoid casting interruption caused by damage while healing. It addresses pushback from being hit, not enemy silence or interrupt abilities. Its protection helps in dungeons and PvP where attacks can reach you, but move toward your tank or teammates for help instead of trying to heal through a loose enemy indefinitely.

Natural Grace reduces threat from your spells, including healing. It is helpful when several enemies are active, but it cannot guarantee safety if a new add has not been picked up. Keep a route toward the tank, and call attention to an enemy hitting you rather than run farther away while trying to finish a cast.

Improved Reincarnation reduces Reincarnation's cooldown, adds maximum health and improves the health and mana you return with. It can make recovery from a death less punishing, but wait until the place you died is safe before using the resurrection. The removed Classic talents explain the old tree's changes; an absent Totemic Mastery talent does not grant every totem the same range.

Healing gear, Intellect and crit

Compare bonus healing with the mana and survival you give up. More healing per cast helps when one cast leaves the target exposed to the next hit. Intellect gives you a larger mana pool and increases each Water Shield globe's return through maximum mana. Mana regeneration supports a long healing stretch, with Mindfulness allowing part of it to continue during casting.

Crit can provide larger heals, Ancestral Healing armor and Water Shield triggers when charges are available. Those benefits do not make overhealing free. The larger heal may exceed the missing health, while closely spaced crits cannot bypass Water Shield's activation limit. Keep enough reliable healing and mana to handle a dangerous sequence without needing a crit.

Forever's shared item crit includes spell crit, but shared hit serves offensive spells and attacks. Healing does not need offensive hit. Tidal Focus is still a healing talent because it reduces healing mana costs; its separate hit benefit helps when you attack, not when you cast Healing Wave. Melee and spell hit requirements remain distinct when you do add damage.

Healing bonuses also add damage equal to one-third of the healing amount, helping Lightning Bolt and Shocks while questing. That does not turn weapon AP into spell power. Mental Quickness uses Intellect for its spell-damage and healing conversion and needs investment in Enhancement; it is not a passive AP conversion every Resto Shaman receives.

For a weapon upgrade, compare its healing, mana and defensive stats within the types your Shaman can equip. Caster swords are not an option, and high weapon DPS does not improve a heal. See Shaman hybrid gearing for the class-wide item changes and racial choices for weapon-conditioned bonuses. Dwarf brings Shaman to Alliance groups, not cross-faction parties.

Interrupts, dispels and healing downtime

An Earth Shock interrupt can prevent damage that would otherwise need several heals. Take it when assigned and when the current target can survive the time spent away from healing. Keep enough mana and range for the interrupt; being able to heal a distant party member does not mean you are close enough to Shock the enemy casting at them.

Purge removes enemy buffs, and totem support can prevent or reduce damage before a health bar falls. Coordinate those jobs with the other Shaman and your tank rather than duplicate the same utility while someone goes without a heal. The parent totem chapter covers the shared tools without making every party effect raid-wide.

During safe healing downtime, a Lightning Bolt or Shock can help finish the pull. First check the tank's next expected damage, your mana for the remaining fight and whether the damage cast will leave you unable to react. Stop attacking when healing resumes. A spell-damage bonus on your healing gear is an option for quiet moments, not an obligation to spend every spare cast.

Resto Shaman questions

Does Chain Heal consume Riptide's HoT?

No HoT consumption is specified for Forever's Riptide. Plan around its continuing healing rather than automatically replacing it after Chain Heal. The 25% bonus belongs to Chain Heal casts directly on the Riptide target.

Does Elemental Reach make my heals reach farther?

No. Elemental Reach names Lightning Bolt, Chain Lightning, Fire Nova, Lava Burst and Flame Shock. It does not extend Healing Wave, Lesser Healing Wave, Chain Heal or Riptide. Choose a healing position that keeps your allies in range without relying on that damage talent.

Can I keep Water Shield and Lightning Shield active together?

No. Water Shield allows only one Elemental Shield on the Shaman at a time. Lightning Shield replaces it. Your personal shield is separate from a party totem; casting a mana totem is not a replacement for maintaining Water Shield charges.

Can Riptide and Mental Quickness fit in the same build?

No. Riptide requires at least 31 Restoration points, while the first point in Mental Quickness requires 21 Enhancement points. That totals 52, above the 51-point budget. Do not evaluate a Riptide healing set as though it also receives that deep Enhancement Intellect conversion.