Ancestral Protection Totem
Echo of the Elements
Each Talent Explained
Healing Wave and Healing Surge are our staple single target healing spells. This talent requires a bit of skill to learn how to effectively use the 50% healing increase properly. If you don’t track which cast you are on out of the three you can easily waste this buff. In most scenarios maximizing this has little gain but can be a life saver.
You almost always want to use this spell in conjunction with a Chain Heal as it buffs all the bounces as well as the initial hit. While competitive with both other options, it requires the most management in the tier and needs to be used effectively and constantly to maintain its edge. It is useful for constant raid damage as well as short interval burst damage.
Echo of the Elements
Echo of the Elements provides many players with a nice quality of life buff, as having additional charges of abilities makes it less important to watch cooldowns like a hawk. Echo of the Elements allows you to effectively use your Riptides as well as Healing Stream Totems. This talent gains considerable power when combined with Cloudburst Totem as well as Primordial Wave to be able to bank riptide charges.
This talent has low impact on most encounters. Deluge assists with heavy stacked fights where a majority of your raid is in Healing Rain and you need to be consistently casting Chain Heals to keep up with the damage. The tricky part about this talent is using it in a scenario where you are always stacked and don’t need to flexibility offered by Echo of the Elements.
Surge of Earth
Surge of Earth is a new talent in Shadowlands that allows us to detonate charges of Earth Shield to do a small amount of healing to 3 targets near the Earth Shielded target. This talent is not recommended due to how clunky the playstyle of detonating Earth Shield stacks is as well as being on an already competitive row.
Much like the artifact talent Ghost in the Mist, this is a stacking damage reduction as well as movement speed increase. In most raid encounters Ghost Wolf is used frequently to move from mechanics. Even if you strictly use this as a movement speed increase while in Ghost Wolf it is the best talent in this row if you do not need any crowd control options. There are fringe scenarios where you can sit in Ghost Wolf for 4 seconds (or less) to get some nice damage reduction.
Capacitor Totem is now baseline with a minute cooldown. Static Charge presents the possibility of lowering this cooldown to 40 seconds if four or more targets are stunned from a cast of Capacitor Totem. This can be quite helpful in Mythic+ where you are chain pulling trash packs that need to be stunned.
Earthen Wall Totem
A very efficient absorb that is useful for dealing with ticking raid damage. This is the only option from this tier that appears on meters, so expect to see it on a good amount of logs, even when it isn’t optimal.
Ancestral Protection Totem
This talent has 2 main uses: A raidwide application of Ancestral Vigor on a long cooldown for high damage phases and as a way to sacrifice raiders to avoid difficult mechanics. Finding uses for this can be tricky but when used properly it can be make or break when it comes to killing a boss.
Nature’s Guardian provides us with a way of healing up after we receive damage that sets our health below a certain threshold. The way this works is if any hit were to reduce your current health below 35% of you maximum health, you will heal for up to 20% of your maximum health. I say up to because it is important to note that this heal happens before the damage event. This means that if you are above 80% health and an ability brings you below 35% health, you will not heal for the full 20% health but rather the difference between your current life when you take the hit of damage and full health. This ability can also save you from dying because the heal happens before the damage event brings your health to 0 or below.
The main benefit of Graceful Spirit is the 60 second cooldown reduction on Spiritwalker’s Grace. This allows Spiritwalker’s Grace to be used twice as often while also increasing your movement speed while the buff is active. Having high mobility is important on some encounters and the ability to continue healing while moving is unbelievably strong.
Wind Rush Totem
Wind Rush Totem is a small radius totem that increases the movement speed of all allies nearby for a few seconds. It is important to note that this buff can be refreshed by passing by the totem over it’s duration effectively increasing the uptime of the movement speed increase to 20 seconds.
Flash Flood provides a cast speed reduction on your next heal after consuming a stack of Tidal Waves. It is important to note that this cast speed reduction can be used on any healing spell. With proper weaving this can enable Chain Heal / Healing Surge rotations where you gain Tidal Waves with Chain Heal and spend them on Healing Surge while gaining Flash Flood for your next Chain Heal cast. Flash Flood stacks with the cast speed reduction of Tidal Waves when casting Healing Wave.
Downpour is talent that is very similar to our Legion Artifact ability Gift of the Queen. It is a ground targeted heal that heals up to 6 allies within the area. It is important to note that this ability will increase in cooldown if it does any effective healing. This can be a curse if you use Downpour but someone only needs a few points of healing and you are punished with mostly overhealing but you also get the 5 seconds of added cooldown. We do not recommend this talent as it is quite costly for the amount of healing it provides.
This talent has a great synergy with Echo of the Elements giving it two charges which provides more flexibility in terms of timing your totem casts. While predominantly used to heal multiple people for a small amount each in raids, you will likely want to detonate it on 1 or 2 targets in Mythic+ for a larger heal. It is important to note that Cloudburst Totem replaces Healing Stream Totem but costs less mana. Read our Cloudburst Guide on how to get the most out of this talent
Useful for any amount of raid damage, sustained or burst. Upon spending 40% of maximum mana you gain 2 charges of High Tide that will be consumed on Chain Heal casts to provide them with an extra 10% healing and to have no falloff when bouncing between targets. Mana “consumed” while innervate is active will work towards your next proc.
This talent hurts your sustained AoE healing in exchange for allowing you to have massive bursts in throughput on 3 minute intervals. The main downfall of this talent is its short range (20 yards) as well as increasing your output by 100% but divided evenly among all nearby allies whether they are injured or not.