Can confirm. This is how I heal every dungeon.
Every tank I have seems to freak out around 50%.
My favorite maneuver is the backpedal defensive.
Make sure the lock soulstones. That’s the best guess I have whether or not Healing Surge will land before or after the killing blow.
…
This is of course satire. Everything Voltorch calls out is extremely accurate, to the feelings, the rewards, the penalties… It may as well be the only healer which effectively REDUCES the maximum HP of all party members by ~15% (where I’m ready to actually heal someone). That said, if the mastery were removed, shaman would be literally unplayable with no way to recover unless EVERY healing ability was significantly buffed. It’s almost like the Shaman playstyle is to get behind so you can finally get caught back up (???).
I feel like shaman healing is the most punishing in dungeon groups - my groups finish, but I don’t think everyone else had a good time. Sometimes my heals are poorly timed (which causes some angst, that’s on me), though most often someone thinks they can stand in an avoidable mechanic and I’m going to be able to manage it… Or they’re not going to use their own defensive/recovery options.
Because of how Shaman works, I need to hit it and move to the next player. As long as any player sits below 85%, no other player will get any healing unless EVERY player is below 95% and I can bounce a Chain Heal (having 2+ ranged DPS means it may not happen). Repeat this at 60% and 30% breakpoints, unless you’re the tank (there’s no 30% breakpoint - the tank needs to be kept above half).
There may also be an exception if I can place a decent Healing Rain, but for the most part, there’s no other real passive healing in the kit. I’ll keep Earth Shield on the tank, and if Healing Stream Totem doesn’t choose you, sorry Pikachu…
Since I feel a lot of the problem does rest in the mastery, I’m not going to re-hash that, but I think the passive healing needs called out. So, I’m going to hit on passive healing for other classes and end rant…
- Paladins had it worse until Glimmer. Their mastery is arguably worse. Now though, paladins are straight blastin’. They get passive healing from doing damage, and passive damage from doing healing. There’s some hard casting between, but the gameplay has fundamentally changed for the spec which brings a ton of passive healing.
- Holy Priest has renew and mending. Ontop of that, Circle of Healing and Holy Word Sanc are amazing burst AoE healing that seems to line up well with encounter burst phases. Also, mana costs are much more efficient than Chain Heal. Chain Heal is like Prayer of Healing because of the mana costs and cast times, but the positional requirement is harder to work with - the jump endpoints vs. a radial heal. Because of HoTs and the Holy Words, Holy Priest has a little better time once things go from bad to worse, and there’s plenty of mana efficient group spot healing to try and prevent Deep Healing scenarios.
- Discipline Priest might be the closest to a lack of passive healing compared to Shaman if you throw out Atonement. Between that and Shadow Mend, with a spot PWS, I feel it’s not as bad. If you take Shadow Covenant though, the group healing gap is massive.
- Monk and Druid have a good set of HoTs that function passively after being cast, providing sustained healing and survivability “after-the-cast” which Shaman is totally lacking (Riptide is the only competitor, has a maximum of 2 charges when talented, has no duration extension, and is mostly useful to pump Tidal Waves).
That said, Resto Shaman may be the most fun healer for me because of watching tanks get skittish - reminds me someone else is actually there.
Something else I feel left off the table but I know is hidden in there, I just want to make explicit: Shaman mastery is a huge problem in PvP. It’s doesn’t get strong until a friendly player is already in a kill window for burst/cc.