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. Your distribution of healing stats will affect three things: how long you can last, how much healing you can deliver, and how fast you can respond. But, as you’ll see in the below descriptions, not all stats are created equal, and each one has a different, nuanced effect on your performance. Additionally, stats also function differently with different healing styles. So, for example, a Resto Shaman focused on pre-casting and proactive healing might not want as much haste as a Resto Shaman who likes to practice a more reactive approach to healing. With that in mind, let’s take a look at the stats that matter to Resto Shaman.

The following table is a listing of each of the important stats for Resto Shaman and a generalized description of their impact on throughput and longevity. 

Stat Impact on Throughput Impact on Longevity
Intellect Positive None
Spirit None Positive
Haste Positive Negative
Mastery Positive Slightly Positive
Crit Positive 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). In addition, Intellect also affects Critical Strike chance, and thus has a slight contribution to Resto Shaman regen through Resurgence. As of Patch 5.0.4, Intellect no longer contributes to an increase in healers’ mana pools and it no longer affects combat regen values. So, in sum, Intellect will provide:

  • 1 Intellect = 1 Spellpower
  • 1 intellect = ~0.00039 crit rating


Spirit is another primary stat for healers, but unlike Intellect, which directly affects throughout, Spirit is tied to longevity through the combat regen formula and through Meditation, which provides 50% of our passive mana regen as in-combat regen. As of Patch 5.0.4, Spirit is the only means by which to increase your in-combat regen. This conversion, of Spirit to Mana per 5 seconds (Mp5) is accomplished via the following formula:

  • Combat Regen = (Maximum Mana x 0.02) + (1.1287 x Spirit x Meditation)

where Meditation = 50% or 0.50 and base Spirit = 167, making

  • 1 Spirit (at level 90) = 0.56 mp5 (in combat regen)

It’s also worth noting that for Shaman, your Spirit value also is the basis for the amount of mana restored by Mana Tide Totem, for both you and your teammates.


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:

  •   425 haste rating = 1% haste

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

  •  New Cast Time = [Base Cast Time / (( 1 + (Haste Rating / 425 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 decreases the interval at which HoTs tick, sometimes adding in an additional tick of the spell.

This effect is actually a result of the above effect and the fact that the game endeavors to keep spells as close to their original duration as possible. This has special relevance when it comes to hots because it means that when a tick interval is such that when the (total duration / interval of the hot) = n + 0.5 ticks, you gain an additional tick of the hot. For example, let’s take Riptide. RT has an 18-second duration, during which its ticks occur at 3 second intervals. So with no haste that would mean that Riptide will have (18/3) = 6 ticks. But then, I start adding on haste to the point where I get 3,538 haste rating. At that point the tick interval would be:

  • New Interval = [3 / (1+(3538/42,500))]
  • New Interval = 2.7695
  • And because (18 / 2.7695) = 6.5, you would gain a 7th tick of RT.
  • Total duration = 2.7695 sec x 7  = 19.39 sec

The hot breakpoints become important to Resto Shaman because we have so many spells and heals that are affected by haste, including: Ritpide, Healing Rain, Earthliving, Healing Stream and Healing Tide Totem. With regards to totems, the game actually handles haste a little bit differently. Whereas RT can, as we saw above, extend beyond the original duration, totem durations are fixed. meaning that an extra tick is added only if it fits within the duration constraint. This makes totem haste breakpoints a little more complicated in terms of calculation.

Lastly, it’s important to remember that HoT breakpoints are affected by passive haste modifiers such as Goblin’s Time is Money, raid spell haste (granted by: Elemental Oath, Moonkin Form, and Shadow Form), and Ancestral Swiftness.

Updated Healer Haste Breakpoints can be found at: Totemspot.


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 90, Resto Shaman have a base of 39% Mastery– 24% base Deep Healing plus 15% through shamans’ passive Mastery buff. Mastery is governed by the following conversion formula:

  •  600 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 90 shaman who has only the base +39% Deep Healing, the calc would be:

  • Mastery bonus on heal = (1 – (70/100)) x 0.39
  • Mastery bonus on heal = 0.117 or 11.7% 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.

For more information about Mastery and its effects, please refer to this post: Resto Shaman Mastery – Pandaria Style


The last of our secondary stats, Crit (short for critical strike rating) has three direct benefits:

  1. 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.
  2. Secondly, Crit also provides secondary benefits to Resto Shaman in that it assures us increased regen through Resurgence. This means it has a more direct impact on longevity than Mastery because it not only decreases the number of heals you cast to reach the same total healing done (which Mastery does as well), but it also increases your mana gains through the course of an encounter (which Mastery does not do).
  3. Third, Crit provides supplemental healing through Ancestral Awakening (AA). AA is triggered when a single-target spell (eg: HW, HS, GHW, RT, and UE) lands a critical strike. Subsequent to that critical heal, AA will smart heal a nearby ally for 30% of the total heal amount. (Note: AA is based on the total heal, not the effective heal).

All of these effects make Crit a valuable secondary stat to Resto Shaman. Crit is governed by the following conversion formula:

  •  1% critical strike = 600 critical strike rating

Do note that Crit’s benefits to mp5 are variable and will depend not only on the amount of Crit rating that you have but also the spells in your rotation.

For more information about Crit’s effect on rotational regen, please see: Resurgence Scaling and Rotational Regen in MoP