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Restoration Shaman Talents

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raid

On a one-minute single-boss fight the build is 0/11/40: Enhancement as far as Thundering Strikes and Ancestral Knowledge, and Restoration all the way down to Riptide.

Tuned 0/11/40 · 1 minOpen in the sim
Orc on 1 boss · 1 min · -055001-5530500305313151

The talent search ran once for every fight and faction. The results differ only in points our simulator gives nothing, plus Water Shield on one minute (see the end of this page), so the reasons below hold for all of them.

Why these talents

Healing Way is a new talent under an old name. In Classic it was a chance to stack 6 % on the target. In Forever it adds a flat 25 % to every Healing Wave.

Healing Wave is most of your healing, so it is worth 16.4 %, the build's most valuable talent.

Mindfulness lets 50 % of your Spirit regeneration carry on inside the five-second rule, where casting would otherwise stop it. Classic shamans had nothing like it, and a healer is casting almost all fight. Take it away and you heal 8.3 % less.

Purification adds 10 % to every heal you cast, Riptide's heal over time included, and is worth 7.6 %. It scales healing, not mana, so its worth hardly moves between fights.

Improved Healing Wave brings Healing Wave from 3 seconds to 2.5. It is worth 16.1 % here and 16.1 % on one minute, where you cast rank 10 nearly all fight and a shorter cast is simply another heal.

Water Shield, the 11-point talent, isn't in the one-minute builds. Its globes return 2 % of your maximum mana when a heal crits. On a three-minute single-boss fight it is worth 7.5 %.

Mana Tide Totem is the 16-point talent: 290 mana every 3 seconds for 12 seconds to your party, once a fight. To you alone it is worth 3.1 % on three minutes and 8.7 % on one, where your mana only just lasts.

Riptide is the 31-point talent and needs Healing Way. Rank 3 heals 841 plus 21.4 % of your healing power at once, then 161 plus 10 % every 3 seconds for 15 seconds, for 385 mana on a 6-second cooldown.

You keep it on yourself, and it is worth 3.5 %.

Smaller pieces: Tidal Focus (3.9 %) makes your heals 5 % cheaper, and its 5 % hit does nothing for heals. Thundering Strikes now gives 5 % crit to all spells, heals included, and Tidal Mastery 5 % to heals. They read the same, 2.1 % each, because to a healer they are the same 5 %. Ancestral Knowledge adds 10 % Intellect (4.1 %), where Classic's added maximum mana. Nature's Swiftness (4.5 %) makes one heal instant every three minutes.

Flexible points

Roughly ten points per build score zero here. They pay for the rows: each row asks for five points above it in the tree, and Riptide's row needs 30.

  • Totemic Focus and Restorative Totems. You cast no totem that costs mana in our fights, and the Mana Spring in your simulated party already comes with Restorative Totems from another Shaman. Both read 0.0 %. In a raid where you drop the water totem yourself, Restorative Totems adds 25 % to Mana Spring and 50 % to Healing Stream Totem, so keep it.
  • Healing Focus. Up to 70 % to ignore pushback on your heals. Nothing hits you here, so it scores 0.0 %. In a raid with area damage it keeps your Healing Waves on time.
  • Ancestral Healing and Natural Grace. A target you crit gets up to 25 % more armor for 15 seconds, and your spells make up to 15 % less threat. Our simulator counts neither, since nobody takes damage and threat isn't scored. On a tank, Ancestral Healing's armor is the one that matters.
  • The last point or two outside Restoration go to Guardian Totems, Improved Ghost Wolf, Improved Lightning Shield or Convection. None of them heals.

What the simulator leaves out

Mental Quickness, two points deep in Enhancement, turns 30 % of your Intellect into healing power, and this set has 336 Intellect. Our engine applies only its spell damage half, so the talent search never valued it. Reaching it takes 20 Enhancement points first, which leaves 29 for Restoration: no Riptide, and one point short in Purification. Nobody has simulated that build yet. Once the engine applies the healing half, one run will show whether it out-heals this one.

Two more effects don't show up in the talent table. Riptide's heal over time can crit in Forever but never does in our model, and Riptide's 25 % bonus to a Chain Heal on its target isn't modelled. Both would raise Riptide's worth, most for the party build.

What each talent is worth

To fill each row, the simulator takes that one talent out and runs the build again. Because talents depend on each other, adding the rows up won't give your healing. A single spare point is better judged by the last-point column.

TalentPointsWorthIts last point
Healing Way3+237 HPS · 16.4 %+76 HPS · 5.2 %
Improved Healing Wave5+233 HPS · 16.1 %+65 HPS · 4.5 %
Mana Tide Totem1+126 HPS · 8.7 %–
Mindfulness3+119 HPS · 8.3 %+57 HPS · 3.9 %
Purification5+110 HPS · 7.6 %+22 HPS · 1.5 %
Nature's Swiftness1+65 HPS · 4.5 %–
Ancestral Knowledge5+60 HPS · 4.1 %–
Tidal Focus5+56 HPS · 3.9 %+6.2 HPS · 0.4 %
Riptide1+51 HPS · 3.5 %–
Thundering Strikes5+30 HPS · 2.1 %+6.0 HPS · 0.4 %
Tidal Mastery5+30 HPS · 2.1 %+6.0 HPS · 0.4 %
Improved Ghost Wolf1––
each talent’s worth: the build without it, on the same simulated fights · Orc

On every fight

Between fights only the empty points move, and the one-minute builds leave out Water Shield. On one minute your set carries just enough mana: a little more only turns a few rank 9 Healing Waves into rank 10, and the shield's recasts cost global cooldowns you'd rather spend healing. On those fights the value tables also move in steps, since a small loss of mana costs a whole Healing Wave at the end.

FightPointsFrom this fight’s build
0 / 11 / 40this fight
0 / 10 / 41+1 Natural Grace, +2 Ancestral Healing, +1 Water Shield, −1 Improved Ghost Wolf, −3 Totemic Focus
0 / 11 / 40+1 Guardian Totems, +1 Water Shield, −1 Improved Ghost Wolf, −1 Restorative Totems
1 / 11 / 39+1 Convection, +1 Guardian Totems, −1 Improved Ghost Wolf, −1 Restorative Totems
0 / 10 / 41+1 Natural Grace, +2 Ancestral Healing, +1 Water Shield, +2 Restorative Totems, −1 Improved Ghost Wolf, −4 Totemic Focus, −1 Healing Focus
0 / 11 / 40+1 Guardian Totems, +1 Water Shield, +1 Restorative Totems, −1 Improved Ghost Wolf, −2 Healing Focus
each fight’s talents are searched for it
Skip to content

Restoration Shaman Talents

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raid

On a one-minute single-boss fight the build is 0/11/40: Enhancement as far as Thundering Strikes and Ancestral Knowledge, and Restoration all the way down to Riptide.

Tuned 0/11/40 · 1 minOpen in the sim
Orc on 1 boss · 1 min · -055001-5530500305313151

The talent search ran once for every fight and faction. The results differ only in points our simulator gives nothing, plus Water Shield on one minute (see the end of this page), so the reasons below hold for all of them.

Why these talents

Healing Way is a new talent under an old name. In Classic it was a chance to stack 6 % on the target. In Forever it adds a flat 25 % to every Healing Wave.

Healing Wave is most of your healing, so it is worth 16.4 %, the build's most valuable talent.

Mindfulness lets 50 % of your Spirit regeneration carry on inside the five-second rule, where casting would otherwise stop it. Classic shamans had nothing like it, and a healer is casting almost all fight. Take it away and you heal 8.3 % less.

Purification adds 10 % to every heal you cast, Riptide's heal over time included, and is worth 7.6 %. It scales healing, not mana, so its worth hardly moves between fights.

Improved Healing Wave brings Healing Wave from 3 seconds to 2.5. It is worth 16.1 % here and 16.1 % on one minute, where you cast rank 10 nearly all fight and a shorter cast is simply another heal.

Water Shield, the 11-point talent, isn't in the one-minute builds. Its globes return 2 % of your maximum mana when a heal crits. On a three-minute single-boss fight it is worth 7.5 %.

Mana Tide Totem is the 16-point talent: 290 mana every 3 seconds for 12 seconds to your party, once a fight. To you alone it is worth 3.1 % on three minutes and 8.7 % on one, where your mana only just lasts.

Riptide is the 31-point talent and needs Healing Way. Rank 3 heals 841 plus 21.4 % of your healing power at once, then 161 plus 10 % every 3 seconds for 15 seconds, for 385 mana on a 6-second cooldown.

You keep it on yourself, and it is worth 3.5 %.

Smaller pieces: Tidal Focus (3.9 %) makes your heals 5 % cheaper, and its 5 % hit does nothing for heals. Thundering Strikes now gives 5 % crit to all spells, heals included, and Tidal Mastery 5 % to heals. They read the same, 2.1 % each, because to a healer they are the same 5 %. Ancestral Knowledge adds 10 % Intellect (4.1 %), where Classic's added maximum mana. Nature's Swiftness (4.5 %) makes one heal instant every three minutes.

Flexible points

Roughly ten points per build score zero here. They pay for the rows: each row asks for five points above it in the tree, and Riptide's row needs 30.

  • Totemic Focus and Restorative Totems. You cast no totem that costs mana in our fights, and the Mana Spring in your simulated party already comes with Restorative Totems from another Shaman. Both read 0.0 %. In a raid where you drop the water totem yourself, Restorative Totems adds 25 % to Mana Spring and 50 % to Healing Stream Totem, so keep it.
  • Healing Focus. Up to 70 % to ignore pushback on your heals. Nothing hits you here, so it scores 0.0 %. In a raid with area damage it keeps your Healing Waves on time.
  • Ancestral Healing and Natural Grace. A target you crit gets up to 25 % more armor for 15 seconds, and your spells make up to 15 % less threat. Our simulator counts neither, since nobody takes damage and threat isn't scored. On a tank, Ancestral Healing's armor is the one that matters.
  • The last point or two outside Restoration go to Guardian Totems, Improved Ghost Wolf, Improved Lightning Shield or Convection. None of them heals.

What the simulator leaves out

Mental Quickness, two points deep in Enhancement, turns 30 % of your Intellect into healing power, and this set has 336 Intellect. Our engine applies only its spell damage half, so the talent search never valued it. Reaching it takes 20 Enhancement points first, which leaves 29 for Restoration: no Riptide, and one point short in Purification. Nobody has simulated that build yet. Once the engine applies the healing half, one run will show whether it out-heals this one.

Two more effects don't show up in the talent table. Riptide's heal over time can crit in Forever but never does in our model, and Riptide's 25 % bonus to a Chain Heal on its target isn't modelled. Both would raise Riptide's worth, most for the party build.

What each talent is worth

To fill each row, the simulator takes that one talent out and runs the build again. Because talents depend on each other, adding the rows up won't give your healing. A single spare point is better judged by the last-point column.

TalentPointsWorth
Healing Way3+237 HPS · 16.4 %
Improved Healing Wave5+233 HPS · 16.1 %
Mana Tide Totem1+126 HPS · 8.7 %
Mindfulness3+119 HPS · 8.3 %
Purification5+110 HPS · 7.6 %
Nature's Swiftness1+65 HPS · 4.5 %
Ancestral Knowledge5+60 HPS · 4.1 %
Tidal Focus5+56 HPS · 3.9 %
Riptide1+51 HPS · 3.5 %
Thundering Strikes5+30 HPS · 2.1 %
Tidal Mastery5+30 HPS · 2.1 %
Improved Ghost Wolf1–
each talent’s worth: the build without it, on the same simulated fights · Orc

On every fight

Between fights only the empty points move, and the one-minute builds leave out Water Shield. On one minute your set carries just enough mana: a little more only turns a few rank 9 Healing Waves into rank 10, and the shield's recasts cost global cooldowns you'd rather spend healing. On those fights the value tables also move in steps, since a small loss of mana costs a whole Healing Wave at the end.

FightPointsFrom this fight’s build
0 / 11 / 40this fight
0 / 10 / 41+1 Natural Grace, +2 Ancestral Healing, +1 Water Shield, −1 Improved Ghost Wolf, −3 Totemic Focus
0 / 11 / 40+1 Guardian Totems, +1 Water Shield, −1 Improved Ghost Wolf, −1 Restorative Totems
1 / 11 / 39+1 Convection, +1 Guardian Totems, −1 Improved Ghost Wolf, −1 Restorative Totems
0 / 10 / 41+1 Natural Grace, +2 Ancestral Healing, +1 Water Shield, +2 Restorative Totems, −1 Improved Ghost Wolf, −4 Totemic Focus, −1 Healing Focus
0 / 11 / 40+1 Guardian Totems, +1 Water Shield, +1 Restorative Totems, −1 Improved Ghost Wolf, −2 Healing Focus
each fight’s talents are searched for it