GUIDE SCOPE
Built for repeatable Phase 3 raid execution
This searchable web edition is adapted from the original MCK Boost carrier handbook. It focuses on the included class, specialization and role only; it does not create placeholder coverage for missing specializations.
- Build
- 8 / 0 / 53
- Role
- Healer
- Raid tier
- Phase 3
- Source
- 24-page PDF
TALENT BUILD
8 / 0 / 53
The Phase 3 default combines the full healing engine with broad elemental damage reduction. Enhancing Totems is a written roster swap, not the baseline.
View chapter index
01 - Gear & items
The 60-second raid healer setup
Lock the assignment, totems, ranks and mana plan before the pull.
8/0/53 Elemental Warding. It keeps the full Restoration throughput core and adds 10% Fire/Frost/Nature damage reduction.
Chain Heal is the raid engine, but your value also includes Earth Shield, armor-proc uptime, interrupts, cleansing and correct party totems.
Pre-pull on the assigned tank; track charges.
Zero-cost passive mana; never leave it missing.
Rank 1 / 3 / 5 are separate tools.
Rank 7 efficiency; Rank 12 or NS for danger.
Party-only. Drop early enough to gain a second use.
Anniversary: raid-wide with Sated/Exhaustion.
Place before fear; do not react after the cast.
Rank 1 focus interrupt; healing does not excuse misses.
| Gate | Ready when... | Failure prevented |
|---|---|---|
Assignment | Tank/raid lane and Earth Shield owner are named. | Two healers chasing one target while another dies. |
Totems | Party type and encounter overrides are written. | Wrong air/water totem or out-of-range buffs. |
Ranks | CH 1/3/5, HW 7/12 and LHW 5/7 are bound. | Max-rank spam ending the fight out of mana. |
| Potion, rune and Mana Tide timestamps are planned. | Holding consumables until they cannot create an extra cast. | |
UI | Earth/Water Shield, totem range and debuffs are visible. | Manual memory replacing reliable tracking. |
02 - Raid plan
Faction choice and raid readiness
Alliance has one Shaman race; Horde has a clear PvE throughput winner.
Gift of the Naaru is a free auxiliary heal. Inspiring Presence supports a caster group. Draenei is the only Alliance Shaman race.
Berserking is the best PvE healing racial: use it during planned Chain Heal pressure or after safe health loss. Orc is second; Tauren is a survival/utility alternative.
Free Holy-school heal; useful while conserving Nature casts.
Party spell-hit utility, not a personal healing multiplier.
10-30% haste based on missing health; plan the window.
Tauren emergency control, not a throughput racial.
| Requirement | Target | Why it matters |
|---|---|---|
Aldor / Scryer | Aldor preferred by a small margin | Greater Inscription of Faith is slightly stronger; cost can decide. |
Honor Hold / Thrallmar | Revered | Arcanum of Renewal for the helm. |
The Scale of the Sands | Exalted | Band of the Eternal Restorer and epic gem access. |
Hyjal / Black Temple | Verified entrance + roster | Anniversary attunement rules can change; confirm live access. |
Mother Shahraz | Shadow-resistance package ready | Do not destroy the main healing set until the raid's resistance target is met. |
| Route | Use it when... | Value |
|---|---|---|
Leatherworking + Enchanting | Your party still needs a reliable drummer. | Drums plus two healing ring enchants; best stable raid package. |
Enchanting + Engineering | Drums are covered by a reliable party member. | Ring throughput plus bombs/sappers for Hyjal tempo and utility. |
Enchanting + Alchemy | You value sustain and lower weekly consume cost. | Strong economy; future Alchemist Stone options, but less immediate raid utility. |
Access and reputation checklist
Profession verdict
03 - Talents
8 / 0 / 53 Elemental Warding
The definitive Phase 3 carrier build: full healing engine plus broad magical damage reduction.
The required tier-one bridge; it does not reduce healing costs.
10% less Fire, Frost and Nature damage - high value across both raids.
| Improved Healing Wave - 5/5 | Tidal Focus - 5/5 | Ancestral Healing - 3/3 |
|---|---|---|
| Healing Focus - 5/5 | Totemic Mastery - 1/1 | |
| Restorative Totems - 5/5 | Tidal Mastery - 5/5 | |
| Nature's Swiftness - 1/1 | Purification - 5/5 | |
| Nature's Blessing - 3/3 | Improved Chain Heal - 2/2 | |
Elemental - 8 points
Restoration - 53 points
04 - Talents
Why this build survives Phase 3
The talents form a single system: efficient casts, stronger jumps, safer movement and fewer deaths.
Reduces common elemental raid damage before a heal is needed.
Pushback protection preserves the cast that prevents the death.
15% less healing threat; valuable on Hyjal wave pickups.
Critical heals raise the target's armor by 25% for 15 seconds.
30% of Intellect becomes healing and spell damage.
20% more Chain Heal throughput before Tier 6 bonuses.
| Link | What happens | Carrier consequence |
|---|---|---|
Tidal Focus -> ranks | All healing spells cost 5% less. | Downranking compounds the saving instead of replacing it. |
Tidal Mastery -> Ancestral | +5% healing crit feeds armor uptime. | Prioritize likely tank hits when refreshing the armor proc. |
| Healing Wave stacks +6% per application, up to 18%. | Build it only when you actually own a tank-heal lane. | |
NS -> HW 12 | The next Nature spell becomes instant. | Reserve it for lethal rescue, not routine meter padding. |
2pT6 -> 4pT6 | Chain Heal costs 10% less, then heals 5% more. | The set changes both endurance and throughput; obtain it quickly. |
Use the Enhancing Totems build only when the raid lacks an Enhancement Shaman and explicitly assigns the Restoration Shaman to a physical group. It trades personal resilience and healing points for stronger melee/Hunter totems.
Anniversary Bloodlust is raid-wide, but ordinary totems remain party-position tools. That makes correct group assignment important; it does not make every Restoration Shaman the Enhancement replacement.
05 - Gear & items
Build two healing states, not one score
Throughput and regeneration are both correct when they match the assignment and kill time.
| Stat | Default value | When it rises | Trap |
|---|---|---|---|
Bonus healing | Universal throughput; strongest simple baseline. | Short, lethal windows and efficient downrank use. | Overhealing turns paper healing into zero value. |
MP5 | Reliable mana while casting. | Long progression kills, weak Shadow Priest support. | Stockpiling mana after the boss dies. |
Intellect | Mana, crit and 30% conversion via Nature's Blessing. | General-purpose carrier sets and Mana Tide scaling. | Treating it as pure regen without encounter context. |
Spell haste | Faster CH/HW and lower GCD toward 1.0 sec. | Reactive raid healing and predictable burst sequences. | Casting faster than incoming damage and creating overheal/OOM. |
Healing crit | Throughput plus Ancestral Healing uptime. | Physical tank pressure and Fel Rage coverage. | Chasing crit while losing too much healing or MP5. |
Stamina / resistance | A dead healer has zero throughput. | Mother Shahraz and progression survival. | Copying a tank resistance target without raid instruction. |
| Haste rating | Approx. haste | 2.5 sec CH/HW | 1.5 sec LHW/GCD |
|---|---|---|---|
0 | 0.0% | 2.50 sec | 1.50 sec |
80 | 5.1% | 2.38 sec | 1.43 sec |
150 | 9.5% | 2.28 sec | 1.37 sec |
225 | 14.3% | 2.19 sec | 1.31 sec |
315 | 20.0% | 2.08 sec | 1.25 sec |
4pT6, haste cloak/rings, healing gems, on-use trinket. Use when the raid creates real continuous injury and kill time supports faster casting.
MP5/intellect rings, Insightful meta, regen trinket choices and conservative ranks. Use when late-fight mana is the failure condition.
Haste math at level 70
06 - Abilities
Every rank needs a job
Downranking is deliberate resource control, not a license to cast weak heals into lethal damage.
R1 efficiency / proc fishing; R3 balance; R5 maximum raid throughput.
R1 builds Healing Way cheaply; R7 efficient tank heal; R12 burst/NS.
R5 controlled spot heal; R7 emergency fast heal.
Snapshot on the tank; refresh by charges/expiration, not panic.
50 MP5 at top rank plus charge returns when attacked.
Combine with maximum Healing Wave for an instant rescue.
| Observed danger | Primary response | Follow-up |
|---|---|---|
Three injured, stacked | Chain Heal R3 or R5 on the most reliable first target. | Cancel/retarget if the first target will be topped before landing. |
Tank stable, light raid chip | Chain Heal R1/R3 or wait briefly. | Preserve mana; do not manufacture overhealing. |
Tank falling, cast window
safe | Healing Wave R12; R7 if the deficit is controlled. | Maintain Healing Way stacks only if assigned. |
Player will die inside 1.5 sec | NS + HW12, or LHW7 if NS is unavailable. | Re-establish assignment after the rescue. |
Movement begins | Pre-cast, use Earth Shield/Water Shield/totem refresh before moving. | Stop at the earliest safe point and resume meaningful casts. |
| Rule | Reason |
|---|---|
Bind ranks separately; never scroll a rank menu during combat. | The decision must take less than one global. |
Cancel a heal that has become pure overheal unless the next hit
is certain. | Canceled mana is better than logged overheal. |
Do not chain-cast max rank just because Mana Tide is available. | Mana Tide rewards a plan; it does not fix uncontrolled spell selection. |
Pre-position for bounce geometry before damage begins. | Chain Heal cannot repair a spread raid from the wrong anchor. |
Cast discipline
HPS. A carrier does not abandon the assignment to chase an injured but already-covered target.
07 - Raid plan
Choose the first target for all three heals
Chain Heal is strongest when the first landing is useful and the next two jumps have somewhere to go.
| Situation | Best anchor | Why |
|---|---|---|
Tank plus nearby melee
damage | Tank or the most injured melee beside the tank. | All three landings are likely to be useful; armor-proc value is high. |
Stacked ranged group | Central injured player with two valid neighbors. | Reduces the chance that a bounce finds a pet or already-topped target. |
Hyjal wave splash | Stable high-health melee target just before the hit. | A pre-cast can land as the pack damage arrives. |
Spread mechanic | Do not force Chain Heal. | Use LHW/HW, reposition, or let another healer cover the isolated target. |
One injured target only | Usually HW/LHW or wait. | Paying for three heals to get one useful landing is poor mana conversion. |
| Moment | Question | Action |
|---|---|---|
Before cast | Will three players be injured at landing time? | Choose rank and first target. |
Mid-cast | Did another healer remove the deficit? | Cancel or retarget if the cast became waste. |
Landing | Were all bounces useful? | Note geometry; move the anchor next cast. |
After landing | Is the next damage inside one cast time? | Continue, downrank or stop casting. |
Mandatory CH relic.
4-piece component.
4-piece component.
4-piece component.
4-piece component.
Burst-cast window.
The pre-cast decision loop
08 - Raid plan
Protect the target before the emergency
Earth Shield and Ancestral Healing convert anticipation into healing and mitigation.
Assign one owner. Snapshot after throughput procs if the encounter permits.
Keep active on yourself; the two shields cannot occupy the same player slot because Earth Shield is cast on another target.
A critical direct heal grants 25% more armor for 15 seconds.
HW can build three +6% stacks on one target for 15 seconds.
Instant Nature cast; default pairing is maximum-rank Healing Wave.
Last-resort recovery. Reincarnating into an unrecoverable wipe only adds repair cost.
| Tool | Use | Do not |
|---|---|---|
| Pre-pull tank, Fel Rage target, or a written encounter assignment. | Overwrite another Shaman's stronger shield or refresh after every charge. | |
| Land crit-capable heals on the physical-damage tank before/between heavy swings. | Snipe harmless damage solely to chase proc uptime. | |
| Build with low-rank HW before sustained assigned tank healing. | Spend globals maintaining stacks when another healer owns the tank. | |
NS + HW12 | Rescue a target whose death occurs before a normal cast completes. | Use as a routine throughput button into safe damage. |
| Return only when the raid can stabilize and your position is safe. | Stand immediately into persistent ground damage or a called wipe. |
| 0.0 sec | Stop the current low-value cast and identify the lethal target. |
|---|---|
0.1 sec | NS + HW12 if the target cannot survive 1.5 seconds; otherwise LHW7/HW12. |
1.5 sec | Restore Earth Shield or the assigned healing pattern only after the death is prevented. |
Next safe global | Refresh Water Shield/totems only if they will not displace another necessary heal. |
Emergency sequence
09 - Raid plan
Write the four-totem loadout
Totems are party tools. The correct set depends on who is standing in your group and what the boss casts.
Default caster/healer water.
Default caster/healer air.
Warrior/Rogue physical air.
Hunter/Feral physical air.
Fear encounter earth.
Planned spell interception.
Pulse poison removal.
Pulse disease removal.
Physical-damage earth default.
Hyjal slow/control utility.
Recall and refund after movement.
Party mana cooldown, 5 min.
| Party | Earth | Fire | Water | Air |
|---|---|---|---|---|
Healer / caster | Stoneskin or Tremor | Searing / encounter utility | Mana Spring | Wrath of Air |
Warrior / Rogue | Strength or Tremor | Searing | Mana Spring / cleansing | Windfury |
Hunter / Feral | Strength or Tremor | Searing | Mana Spring / cleansing | Grace of Air |
Resistance assignment | Encounter earth | Encounter fire | Fire/Nature resistance or cleanse | Nature resistance / Grounding |
Heroism/Bloodlust now affects the raid and applies a 10-minute Sated/Exhaustion debuff that resets on boss kill or wipe. Shaman swapping for repeated lusts is not the plan.
Totems and Mana Tide remain placement/party decisions. A Restoration Shaman can still be assigned to a physical group even though the haste cooldown is raid-wide.
Anniversary Bloodlust rule
10 - Raid plan
Spend mana on the kill, not the first minute
The goal is not to finish full. It is to create maximum effective healing in every lethal window.
50 MP5 plus charge returns; zero mana to refresh.
Talented party regeneration; keep the group in range.
Four 6% ticks over 12 seconds; drop before anyone caps or moves out.
Use early enough for a second potion if fight length permits.
Separate cooldown from potion; watch the self-damage.
Intellect/spirit guardian option for long fights.
Strong passive healing with a mana-oriented proc profile.
Cast-volume mana proc; requires two gems of each color.
| Fight clock | Mana action | Healing action |
|---|---|---|
Pre-pull | Water Shield, full drink, totems placed only when they will persist. | Earth Shield and pre-cast assignment ready. |
0:45-1:15 | First potion if the fight supports a second and no special potion is reserved. | Use the correct rank; do not wait for low mana. |
~70% party mana | Mana Tide where all intended party members remain in range for 12 sec. | Continue efficient coverage; do not stop healing just to admire the ticks. |
After potion | Dark/Demonic Rune once self-damage is safe and the mana is not wasted. | Pair the health cost with existing raid-heal coverage. |
Final burn | Convert remaining mana into the strongest useful ranks. | Do not die with cooldowns, potions and a full blue bar. |
| Symptom | Likely cause | Correction |
|---|---|---|
OOM early with high overheal | Max-rank spam / wrong first targets. | Downrank, cancel, improve Chain Heal geometry. |
OOM despite low overheal | Assignment too broad or gear too throughput-heavy. | Clarify lane; equip MP5/intellect state. |
Finish above 35% mana on
wipes | Under-casting or consumables held too long. | Raise ranks during lethal windows; move potion earlier. |
| Dropped too late, party capped or moved. | Schedule a safe stationary party window. |
Mana failure diagnosis
11 - Raid plan
The 4-piece Skyshatter endpoint
This board shows the default Chain Heal throughput set. Save separate regen and resistance packages.
Archimonde - Protector token
Mother Shahraz
Mother - Protector token
Illidan
Illidan - Protector token
Crafted; mail safety + strong stats
Teron Gorefiend off-piece
Supremus; equal alternatives exist
Illidari Council - Protector token
Hyjal trash
BT trash; non-unique
Scale of Sands Exalted
Illidan
41 Badges of Justice
Illidan; ultimate Phase 3 main hand
Anetheron; Felstone is the crit swap
Karazhan; remains the Chain Heal relic
12 - Gear & items
Save complete sets before entering the raid
A carrier swaps packages by encounter failure condition, not by item level.
| Package | Core pieces | Use |
|---|---|---|
4pT6 throughput | Helm / shoulders / chest / legs, haste cloak/ring, Botanist gloves. | Stacked raid damage, Bloodboil, late Reliquary, Council. |
Long-fight regen | Eternal Restorer + Calming Waves, Insightful meta, MP5 alternatives. | Progression kills, weak mana support, Kaz'rogal planning. |
Tank / armor-proc | Crit shield/ring swaps, Healing Way access, Healing Wave relic. | Fel Rage, Illidan tank lane, assigned single-target pressure. |
Mother resistance | Guild-defined shadow-resistance total while preserving 4pT6 if possible. | Fatal Attraction survival and beam pressure. |
Hyjal movement | Stamina, speed enchant and low-competition durable mail swaps. | Wave repositioning, pickup threat, repeated ground effects. |
| Priority | Token | Reason |
|---|---|---|
1 | Helm or shoulders | Strong pieces and early progress toward 2pT6. |
2 | Legs | Strong stats; often completes the second or third piece. |
3 | Chest | Late Illidan drop, normally completes 4pT6 endpoint. |
4 | Gloves | Use only as a bridge; Botanist's is the preferred off-piece. |
Fast-cast throughput; two can be equipped.
MP5/crit alternative from Naj'entus.
Reliable balanced reputation ring.
Socketable throughput shield.
Crit/Ancestral Healing alternative.
Accessible BT trash healing cloak / resistance-set candidate.
Tier 6 token order
13 - Gear & items
The bonuses change the spell plan
Phase 3 gearing is not finished until the corresponding rank, trinket and relic behavior is updated.
Chain Heal costs 10% less mana. This raises sustainable rank usage and makes long Chain Heal assignments materially easier.
Chain Heal heals 5% more. The gain stacks with Improved Chain Heal and makes the set the Phase 3 raid-healing core.
Default passive healing + mana proc.
On-use healing for scheduled burst.
Raid absorb conversion; unique progression swap.
| Window | Trinket action |
|---|---|
Predictable raid burst | Activate Essence before the first cast that lands inside the window. |
Long continuous fight | Memento remains a stable default; value every proc by remaining fight length. |
Many players take repeated damage | Scarab Brooch can outperform paper healing by converting heals into absorbs. |
No damage yet | Do not activate a throughput trinket just because it is off cooldown. |
Chain Heal - default raid relic.
Lesser Healing Wave assignment.
Healing Wave assignment.
Trinket board
Relic swap board
14 - Gear & items
Gem for the saved gear state
Throughput is the default; regeneration and haste are assignment-driven choices.
Default throughput meta; more red than blue.
Mana-proc alternative; 2 red / 2 yellow / 2 blue.
Phase 3 pure-healing endpoint.
Affordable pre-epic red.
Use when haste creates useful casts.
Activates blue while preserving healing.
Honor Hold / Thrallmar Revered.
Aldor Exalted; Scryer Oracle is close.
General PvE threat choice.
Healing + stamina.
+81 healing weapon enchant.
Movement + stamina; carrier default.
| Slot | Default enchant |
|---|---|
Chest | +6 all stats |
Bracers | +30 healing |
Gloves | +35 healing |
Shield | +12 intellect |
Rings | +20 healing each if Enchanter |
Enchant checklist
Re-gemming every item to match its color is not optimization.
15 - Consumables
Pack for bosses, waves and wipes
The visual checklist covers the normal set plus encounter-specific overrides.
Default battle elixir: +healing.
Guardian: intellect/spirit.
Guardian MP5 alternative.
Wipe-resistant long-fight mana pool.
Use only if the Anniversary item is active on your realm.
+healing food.
Primary combat potion.
Separate mana cooldown; self-damage.
Farmable rune alternative.
Drink between Hyjal waves.
Self-recovery without healer mana.
Party haste when assigned drummer.
Mother / shadow-damage progression override.
Personal survival cooldown.
Pre-pull magic absorb when permitted.
| Load | Suggested quantity for a progression night |
|---|---|
Elixirs / flask | 10-15 complete boss sets or one flask per two hours. |
Mana potions | 20+; more for Hyjal learning where waves consume time and mana. |
Runes | 10-15 with a health-cost plan. |
Food / water | 20 food buffs; 40+ high-level water for wave drinking. |
Protection / utility | 5-10 GSPP, Healthstones every attempt, bandages and assigned drums. |
16 - Abilities
Make the correct cast physically easy
Every rank and emergency tool must be reachable without changing targets.
Mouseover Chain Heal#showtooltip Chain Heal
/cast [@mouseover,help,nodead][] Chain Heal(Rank 5)Mouseover Healing Wave#showtooltip Healing Wave
/cast [@mouseover,help,nodead][] Healing Wave(Rank 12)Nature's Swiftness rescue#showtooltip Nature's Swiftness
/stopcasting
/cast Nature's Swiftness
/cast [@mouseover,help,nodead][] Healing Wave(Rank 12)Focus Earth Shield#showtooltip Earth Shield
/cast [@focus,help,nodead][@mouseover,help,nodead][] Earth ShieldFocus interrupt#showtooltip Earth Shock
/stopcasting
/cast [@focus,harm,nodead][] Earth Shock(Rank 1)Totem recall#showtooltip Totemic Call
/cast Totemic Call| Track | Required information |
|---|---|
Raid frames | Incoming heals, aggro, range, poison, disease and encounter debuffs. |
Shields | Earth Shield target/charges/duration and Water Shield uptime. |
Totems | Remaining duration, element collision and group members in range. |
Cooldowns | NS, Mana Tide, Bloodlust/Sated, trinkets, potion and rune. |
Boss timers | Damage events early enough to pre-cast or place Tremor/Grounding. |
Ranks | Visible rank on every healing bind; no ambiguous duplicate icons. |
UI checklist
17 - Encounter
Win the waves; reach the boss with mana
Hyjal performance is movement, drink time, add control and threat discipline repeated thirty-two times.
| Wave habit | Execution |
|---|---|
Pre-position | Stand where Chain Heal can reach the tank/melee stack without pulling the next pack. |
Totem line | Place totems after the final position is known; recall them before a major move. |
Threat | Healing Grace helps, but do not pre-heal into uncollected abominations or necromancers. |
| Use Poison/Disease Cleansing Totem only when the wave applies the relevant debuff; Mana Spring otherwise. | |
Drinking | Begin the drink immediately after combat drops. Let another healer cover the final harmless target if assigned. |
NPCs | Preserve raid members first; do not bankrupt mana padding friendly-NPC healing. |
Control planned add paths.
Abomination/disease override.
Poison wave override.
Default water totem.
Refund before moving camps.
Drink the instant combat ends.
Assignment: Spread enough to read mechanics, move immediately from Death and Decay, and use LHW/HW for isolated Ice Bolt danger. Chain Heal stacked melee/tanks when three targets are actually hurt.
Mana: Normal throughput package. Use a potion only if the kill time allows value; the next waves demand resources too.
Assignment: Do not waste large heals into a heavily reduced target unless death is imminent. Cover the Infernal tank/nearby players, keep distance from other healers, and never stand in the Infernal's fire path.
Mana: Sustain fight. Downrank between Infernos; hold enough mana for overlapping Carrion Swarm, Infernal and tank pressure.
18 - Encounter
Three bosses, three different healer failures
Kaz'rogal tests mana, Azgalor tests pre-casting and Archimonde tests survival discipline.
Pre-place for fear timers.
Movement only when the cast trade is safe.
Personal save during overlaps.
Optional pre-pull magic absorb.
Optional progression shadow mitigation.
Use only into a recoverable position.
Assignment: Stay separated enough that a low-mana explosion cannot chain deaths. Schedule Mana Tide early, potion early, and keep a rune ready only when its health cost is safe. Communicate if you approach zero.
Mana: Use the regeneration set. Efficient Chain Heal ranks beat panic max-rank spam; ending at zero is dangerous even if the healing meter is high.
Assignment: Pre-cast just before Howl, move instantly from Rain, and keep the Doom lane stable without wasting irreplaceable cooldowns trying to prevent the scripted death. Respect Doomguard pickup threat.
Mana: Throughput/regen balance. Save enough mana for later overlaps; use Earth Shield on the assigned main or Doomguard tank.
Assignment: Place Tremor before each fear timer, carry and correctly use Tears of the Goddess, stay spread, move from Doomfire, and call for curse removal because Shaman cannot remove Grip. Heal survival, not risky meter targets.
Mana: Use a durable movement set. Mana is rarely the only failure: personal death or a missed fear response is more expensive than any theoretical throughput gain.
Burst fall death. Healing throughput is evaluated only after those gates pass.
19 - Encounter
Naj'entus through Teron Gorefiend
Early Black Temple alternates planned raid bursts with movement and execution checks.
Assignment: Top the raid before the shield break, pre-cast Chain Heal to land immediately after it, and keep fast single-target healing for the impaled player. Do not remove a spine without the raid's call.
Mana: Use max-rank Chain Heal on shield breaks; downrank between events. Potion early enough for the final breaks.
Assignment: Keep Earth Shield on the assigned tank, maximize Chain Heal in melee during tank phase, and prioritize movement over finishing a cast during kite phase. Re-enter range from a safe angle.
Mana: Movement lowers cast volume; do not compensate by wasting max ranks into minor deficits.
Assignment: Watch add-tank threat, use Healing Grace, interrupt when assigned, and preserve cooldowns for a genuine spike. Help damage only when all healing/totem jobs are covered.
Mana: Conserve; this encounter should not consume a full progression inventory.
Assignment: Stabilize Incinerate targets, maintain assigned tank/raid coverage, and know the ghost controls before the pull. A healer selected for Shadow of Death still must execute constructs correctly.
Mana: Balanced set. Keep NS ready for an Incinerate plus melee/raid overlap, not routine tank topping.
20 - Encounter
Two Restoration Shaman showcase fights
Bloodboil rewards Chain Heal geometry; Reliquary tests whether the player can change roles by phase.
| Phase | Rule | Restoration Shaman job |
|---|---|---|
P1 - Suffering | Healing is suppressed by the aura. | Do not waste mana on ineffective direct healing. Maintain required utility, help damage only as assigned, and prepare for the transition. |
P2 - Desire | Damage reflects and maximum mana falls; critical casts must be interrupted. | Use Rank 1 Earth Shock on the written focus target, heal reflected damage carefully, and avoid damaging yourself into death. |
P3 - Anger | Raid damage and threat pressure rise rapidly. | Bloodlust on the call, Chain Heal R5 aggressively, use throughput trinket and remaining mana/NS before the raid is overwhelmed. |
P2 focus interrupt.
P3 maximum throughput.
Raid lead's P3 call.
Fel Rage / assigned tank.
Staggered burst cooldown.
Enter P3 with spendable mana.
Assignment: Keep Chain Heal rolling through the designated Bloodboil group, then pivot Earth Shield and burst heals to the Fel Rage target. Crit heals help maintain Ancestral Healing armor on physical-damage targets.
Mana: Use 4pT6 throughput. Rotate trinket/NS with other healers instead of stacking every cooldown on the first Fel Rage.
Reliquary of Souls phase card
Shock/Deaden even if the healing meter shows high activity.
21 - Encounter
Survive first, then deliver throughput
The final wing punishes weak resistance preparation, missed interrupts and unsafe movement.
Mother protection potion.
Resistance-set candidate.
Council interrupt duty.
Council poison lane.
Illidan tank assignment.
Dark Barrage/tank rescue.
Assignment: Equip the guild's shadow-resistance target, use GSPP on the plan, move Fatal Attraction away from others, and heal your own survival lane without pulling the trio back through the raid. Preserve Earth Shield/tank coverage.
Mana: Resistance reduces incoming damage and mana demand. Do not replace so much healing/MP5 that the normal raid lane collapses.
Assignment: Move early, use Chain Heal on stable clusters, Cure Poison/cleansing totem when assigned, and Earth Shock the written spell target. Keep totems in range after the formation shifts.
Mana: Long encounter: use the regen-balanced package and plan two major mana cycles if kill time permits.
Assignment: Keep Earth Shield on the assigned tank, pre-position for each phase, use single-target rescue on Dark Barrage/critical tank damage, and never finish a cast inside Blaze or a parasite route. Respect phase-specific spread/stack calls.
Mana: Save a defined cooldown package for Flames/Dark Barrage and the final burn. Spend remaining mana before the last lethal sequence, not after it.
22 - Abilities
Review decisions, not just healing done
A carrier log is an audit of assignment coverage, utility, mana conversion, movement and deaths.
| Metric | Good evidence | Investigation trigger |
|---|---|---|
Deaths | No avoidable death; personal cooldowns used before lethal damage. | Doomfire/Blaze/volcano/fall death or unused Healthstone. |
Earth Shield | Correct owner, high useful proc rate, no overwriting conflict. | Missing charges during tank danger or two Shaman fighting for the target. |
Chain Heal | Ranks match damage; useful multi-target landings. | High overheal, low useful jumps, max-rank spam. |
Ancestral Healing | Strong uptime on physical-damage targets when assigned. | Crits landing only on random raid targets during tank pressure. |
Mana | Potion/rune/Tide create extra effective casts; low waste. | First potion late, Tide capped, finish empty too early or full on wipe. |
Utility | Totems in range, cleanses and interrupts match the plan. | Wrong air/water totem, missed fear/interrupt, avoidable debuff duration. |
Activity | Downtime aligns with movement or intentional regen. | Long idle windows with injured assigned targets. |
| Days | Work |
|---|---|
14-11 | Lock 8/0/53, race/professions, attunement, reputations and Shadow Resistance target. |
10-8 | Create spell-rank binds, mouseover/focus macros, shield/totem WeakAuras and boss timer layout. |
7-6 | Save throughput, regen, tank and Mother gear packages; gem/enchant every equipped piece. |
5-4 | Farm consumables, runes, water, protection potions, drums and repair gold. |
3 | Practice Chain Heal geometry, cancel-casting, NS rescue and focus interrupts in live content. |
2 | Review every encounter card with the raid's actual positions, healer lanes and Bloodlust timing. |
1 | Inventory audit, talent screenshot/calculator check, UI backup and early login. |
14-day carrier preparation
23 - Gear & items
Research links and ruleset notes
All recommendations were checked for the TBC Anniversary Phase 3 context current on 22 July 2026.
| Source | Direct link |
|---|---|
| Open source | |
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| Check | Result expected |
|---|---|
Spec | 8/0/53 calculator encoding present and clickable. |
Artwork | All required Wowhead icon files valid and embedded. |
Gear | 4pT6 default plus regen, tank and Mother packages. |
Encounters | All five Hyjal and nine Black Temple bosses covered. |
Navigation | Item/spell/source links preserved as PDF URI annotations. |
Handbook integrity
ORIGINAL MCK BOOST HANDBOOK
Download the complete PDF edition
Keep the original designed handbook for offline reference. It includes the full layout, linked identification references and printable preparation cards.
PDF - 24 pages - 451 KB