The absolutely incredible … Rockeryaya, by Yaoren-Wo


f balancing your stats as a DPS is a science, then balancing your stats as a healer is an art. Although you can walk into a fight knowing the boss’s abilities, their associated timings, and the details of your guild’s kill strategy, a healer has to be capable of responding to a variety of damage patterns and types, some of which are not always predictable. (Is the warlock going to stand in void zones all attempt? It’s a mystery!) In this regard, a healer’s stat decisions are not simply a matter of determining which combination will achieve the highest HPS. And, furthermore, the distribution of stats that will yield success on one encounter might not have the same success on a subsequent fight.

Your distribution of healing stats will affect three things:

  • How long you can sustain a particular rotation,
  • How much healing you can deliver, and
  • How fast you can respond

With that in mind, let’s take a look at the stats that matter to Resto Shaman.

Stat Impact on Throughput Impact on Longevity
Intellect Positive None
Spirit None Positive
Haste Positive Negative
Mastery Positive Slightly Positive
Crit Positive Slightly Positive


Intellect is one of two primary stats for healers, often further defined as a “throughput” stat because it directly affect spellpower (at a 1-to-1 conversion rate). As of Warlords, Intellect no longer increases critical strike, so the benefit of intellect is incredibly straightforward:

  • 1 Intellect = 1 Spellpower


Spirit is another primary stat for healers, but unlike Intellect, which directly affects throughout, Spirit is tied to longevity. In Warlords, the large majority of your mana per 5 seconds (mp5) will be provided passively through your base regen. At level 100, your base mana will be 32,000 mana and your base Spirit will be 783, resulting in 4,813 mp5. Thereafter, the following conversion applies:

  • 1 Spirit = 0.412207024 mana per second (2.061036 mp5)

It is worth noting that in Warlords of Draenor, Spirit can only be found on: cloaks, necks, rings, and trinkets.


A secondary stat tied to both throughput and longevity, Haste has three main effects:


It decreases the GCD to a minimum of 1 second.

By default, the Global Cooldown (GCD) in WoW is 1.5 seconds. Your character’s haste value will reduce this GCD up until 1 second (at +50% haste), after which the GCD cannot be reduced further. Spells with a cast time beneath the GCD, instant-cast abilities for example, will still be subject to the GCD, and a subsequent spell will not be able to be cast until the GCD has expired.


It increases the number of spells you can cast within the same time frame.

In other words, 1% haste will allow you to cast 1% more spells in the same time frame than at 0% haste. At level 90, it takes the following amount of haste to benefit from a 1% haste gain:

  •   100 haste rating = 1% haste

More technically, this conversion of haste is represented as the following:

  •  New Cast Time = [Base Cast Time / (( 1 + (Haste Rating / 100 x 100) x Haste Modifiers) ]

It’s important to note that although haste rating is additive—a trinket that adds 3000 haste will give you 3000 haste no matter what—haste modifiers are multiplicative. So, using an ability like Berserking during a Bloodlust would result in a (20% haste x 30% haste) = 1.2 x 1.3 = 1.56 haste modifier.


It increases the number of ticks for a given HoT effect.

In an effort to alleviate the choppy haste breakpoints created by Mists’ treatment of haste, in Warlords  haste will increase the number of times that your hot ticks within its duration and then, upon expiration, a partial tick of healing (or damage) will occur based on the time since the last tick, essentially pro-rating the final tick based on what would have previously been the “remainder” value that was lost after the relevant haste breakpoint. So, if your Riptide was ticking every 2 seconds due to a haste build, and your last tick occurred 1 second after the last RT hit, then the normal tick value would be pro-rated at (2/1) 50% of the regular amount.


Another secondary stat with ties to both throughput and longevity, Resto Shamans’ Mastery (Deep Healing) enables us to provide greater healing to more wounded targets. Deep Healing is represented as a percentage, which indicates the maximum contribution that you can receive. At level 100, Resto Shaman have a base of 39.76% Mastery– 24% base Deep Healing plus 15.76% through Grace of Air (because Grace of Air is affected by Shaman’s +5% Purification bonus, which provides +5% Mastery from all sources).

  •  110 Mastery = +3% Deep Healing

Because of its linear application, you’ll receive the maximum benefit of your Mastery when a target is at 1 HP and no benefit being applied when the target is at 100% HP. Your contribution between those two points can thus determined by the following equation:

  • Mastery bonus on heal = (1 – (% HP of Target/100)) x Maximum Mastery contribution

So, for a heal cast target who’s at 70% HP by a level 100 shaman who has only the base +39 .76% Deep Healing, the calc would be:

  • Mastery bonus on heal = (1 – (70/100)) x 0.3976
  • Mastery bonus on heal = 0.119 or 11.9% bonus healing

Because Mastery has the capacity to significantly increase the throughput of your heals, it is a very powerful tool in a mana constrained environment (ie: when you are more focused on Healing per Mana instead of Healing per Second). However, its value should always be evaluated in comparison to other secondary stats, because in some cases, they will prove more valuable to throughput. It’s also important to note that Deep Healing’s benefits are offset by overhealing. In other words, the more overhealing that you do with a spell affected by Mastery, the less you are gaining per point of Mastery on your gear. This is part of the challenge of relying purely on Mastery as your only secondary stat.


The last of our secondary stats, Critical Strike has two direct benefits:

  • First, increases our probability to score a critical hit with any healing or damage spell. Crit is therefore tied to higher throughput, on both direct and indirect (hot) heals.
  • Secondly, Crit also provides regen benefits to Resto Shaman through Resurgence. However, in Warlords it is worth noting that Resurgence returns have drastically changed, especially with regards to Chain Heal:

Spell Cost Resurgence proc % Return
Riptide 2333 811 34.8%
Healing Wave 3312 1351 40.8%
Chain Heal 8960 450 5.0%
Healing Surge 6624 811 12.2%
Unleash Life 2176 811 37.3%

Crit is governed by the following conversion formula:

  •  1% critical strike = 110 critical strike rating


A new secondary stat in Warlords, Multistrike rating provides a chance for your heals (or attacks) to hit up to two additional times. Each of these hits is independently calculated, and will hit for 30% of the original hit. It is important to note that while each multistrike can crit, they do not benefit from Mastery (because then it would essentially double-dip). Your multistrike chance is calculated as:

  • 1% multistrike chance = 66 multistrike rating


The last of new secondary stats, Versatility increases a player’s damage and healing, while also reducing damage taken. Seriously, it’s as straightforward as that! The conversion rate is:

  • 1% versatility = 1% damage/healing increase + 1% damage decrease = 1% less damage taken

Additional Tertiary Stats

In addition to loot having the chance to roll extra item levels (a la Thunderforged and Warforged in Tiers 15 and 16) and extra sockets, your loot in Warlords also has the potential to roll several tertiary stats that will provide very minor bonuses:

  • Avoidance: will reduce the amount of damage taken from AOE
  • Indestructible: will make a piece immune to durability damage
  • Leech: will return health to the player based on their spellcasts
  • Movement speed: which increases the player’s movement slightly (and is looking to be the preferable tertiary stat by far)