PvP Healer - Lesser Healing Wave

Guide by: LYFE
Table of Context
- Introduction
- Overview
- Sustainability
- Defensive
- Offensive
- Build
- Core Abilities, Talents, and Mystic Enchants
- Optional
- Rotations

Introduction
Welcome to this healing build guide focused around the ability





Healers are in charge of keeping their group alive. There are many types of healer with different playstyles allowing a diverse gameplay throughout your experience in Ascension, some healing builds are rather complex as you weave Holy Healing or Nature Healing, and some are as simple as using one healing spell throughout your healer role journey.
Join us as we go over the Talents, Mystic Enchants, and Items that make this particular healing build so effective in PvP.
[Overview]: Healing
The Restoration Shaman ability
Casting

Frugal Disposition 100% Critical chance on next cast, if Lesser Healing Wave did not initially heal the target to full health.
Frugal Disposition Heal over Time for 6 seconds, if Lesser Healing Wave over heals the target.
Blessing of the Titan Proc Chance: Increases the targets health by 10% and reduces their damage taken by 20% for 8 seconds.
Blessing of Creation Proc Chance: Restores rage, energy and mana to you and your party members.
Blessing of Time Proc Chance: Increases the haste of you and your target by 5% for 10 seconds.
Blessing of Mending Proc Chance: Heals up to 5 friendly targets.
Blessing of the Divines Proc Chance: Heals up to 5 friendly targets over 15 seconds.
Ancestral Awakening Instantly healing the lowest percentage health friendly party or raid target within 40 yards for 30% of the amount healed when you critical heal.
Ancestral Healing Reduces your target's Physical damage taken by 10% for 15 sec after getting a critical effect from one of your direct Nature healing spells.
Improved Water Shield Your Nature critical heals have a 30% chance to restore mana as if you consumed a Water Shield Orb.
Scroll of Enchant Weapon - Overpowering Grovewarden's Blessing Chance to increase your spirit by 120 while additionally restoring 12% of your base mana over 10 seconds.
Earthliving Weapon Increases healing done by 39 and each direct heal has a 20% chance to proc Earthliving on the target, healing an additional 256 over 12 sec.
Overflow Heals additional party member.
Living Seed Plants a seed on the target that will heal them upon taking damage.

[Sustainability]: Mana & Mp5
While mana shouldn't be an issue, it is important to point out what can go wrong and what are some ways to fix mana issues.One possible way of going OOM (Out of Mana) is due to the mana replenishing effects such as



Abilities and Talents are random for Season 9, so for this guide it would be best to simply list Abilities and Talents you would like to look out for or you might accidently re-roll something important. Here is a list of things you may want to keep.
Mana Cost ReductionAncestral Knowledge Increases your Intellect by 6% and reduces the mana cost of your Shaman spells by 10%.
Tidal Focus Reduces the mana cost of your Shaman healing spells by 12% and increases the duration of your Cleansing Totem by 15 seconds.
Concentrated Lesser Healing Wave Reduces the mana cost of your Lesser Healing Wave ability by 5%. (3/3)
Tidal Focus Reduces the mana cost of your Shaman healing spells by 3%. (3/3)
Nimble Mind Increasing your spell haste by 5% and reducing the mana cost of your spells by 10%. (1/1)
Conservation Mana regeneration increased by 1 (Based on your current level) and Mana regeneration while casting increased by 5%.
Dreamstate Regenerate mana equal to 4% of your Intellect every 5 sec, even while casting.
Water Shield Grants Mp5, can restore mana if Talented.
Life Tap Converts health equal to 6% of your maximum health or mana, which ever is higher, into mana.
Evocation While channeling this spell, you are immune to stuns and you gain 60% of your total mana over 6 sec.
Innervate Causes the target to regenerate mana equal to 150% of the caster's base mana pool over 10 sec.
Drain Mana Transfers 3% of target's maximum mana every 1 sec from the target to the caster (up to a maximum of 6% of the caster's maximum mana every 1 sec). Lasts 5 sec.



[Defensive]: Abilities & Talents
It is important to have some form of survivability in PvP to prevent yourself from dying too quickly. As a healer, you will generally be the first target or a target of focus for the enemy teams.Currently in Season 9, players have the capability to "one-shot" other players. So hopefully you will RNG some abilities and talents to make you last a decent amount.
In addition, being able to escape and reposition will help reduce incoming damage and will also determine how well your team can survive; the longer you stay alive, the more healing you can do for your team.
Abilities and Talents are random for Season 9, so for this guide it would be best to simply list Abilities and Talents you would like to look out for or you might accidently re-roll something important. Here is a list of things you may want to keep.
Damage Reduction AbilitiesDivine Protection Reduces all damage taken by 50% for 8 sec.
Unending Resolve Hardens your skin, reducing all damage taken by 30% and preventing your spells from being interrupted or silenced for 6 sec.
Barkskin All damage taken is reduced by 15%. This spell is usable while stunned, frozen, incapacitated, feared or asleep. Lasts 12 sec.
Pain Suppression Reduces all damage taken by 35% for 8 sec.
Divine Infusion Reduce all damage taken by 40%.
Dispersion Reduce all damage taken.
Dampen Magic Dampens magic used against the targeted party member, decreasing magic damage taken by 5% and healing spells by 5%. Lasts 10 min.
Natural Perfection Being critically struck by a spell or ability has a chance to reduce the damage you take from the next 3 attacks by 10%. This effect can only occur once every 30 seconds.
Burning Determination Reduces damage taken while affected by a Silence effect by 14%. Interrupt effect while not casting makes you immune to the next Crowd Control, Knockback, Silence or Interrupt effect and gives you 20% spell haste for 5 sec. This may only occur once every 20 sec.
Blessed Life All attacks against you have a 10% chance to cause half damage.
Blessed Resilience Critical strikes made against you have a 50% chance to increase your resilience rating by 40% of your Spirit for 6 sec. This can only occur once every 20 seconds.
Nether Protection Reduces periodic spell damage taken by 6%. Gives you a 20% chance when being hit with a spell to reduce all damage by that spell school by 10% for 6 sec.
Elemental Warding Reduces all Fire, Frost and Nature damage taken by 6%.
Ardent Defender When below 35% health all damage taken is reduced by 6%. In addition you have a 100% chance to fully absorb an attack which would otherwise kill you, up to a maximum of 15% of your total health and heal you by up to 20% of your maximum health (amount healed based on defense). In addition, you take 20% increased healing for the next 3 sec. This effect shares a 2 minute cooldown with Cheat Death.
Phasing Reduces your chance to be hit by melee attacks by 2%. Stacks up to 10 times and lasts until you avoid an attack or combat ends.
Astral Shift When stunned, feared or silenced you shift into the Astral Plane reducing all damage taken by 10% for the duration of the stun, fear or silence effect. Also increases your spell critical strike chance by 3%.
Nerves of Steel Reduces damage taken while affected by Stun and Fear effects by 10%.
Mental Strength Increases Intellect by 10% and critical strike rating by 6% of your Intellect. Also reduces all magic damage taken by 3%.
Spell Warding Reduces all direct and periodic magic damage taken by 3%.
Ancestral Healing Reduces your target's Physical damage taken by 10% for 15 sec after getting a critical effect from one of your direct Nature healing spells.
Improved Barkskin (If you have Barkskin) Increases the damage reduction granted by your Barkskin spell by 10% and reduces the chance your Barkskin is dispelled by 70%.
Sacred Cleansing (If you have Cleanse) Cleanse has a 100% chance to reduce the periodic spell damage taken by the target by 15% for 8 sec. Cooldown reduced by 2 seconds.
Survival Instincts Reduce all damage by 3%.
Guarded by the Light Reduce periodic spell damage by 6%.
Shield of the Templar Reduce all damage by 3%.
Improved Blink (if you have blink, including alternate versions of it) Reduce all damage by 20% after casting blink for 3 seconds.
Blink Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.
Unchained Blink Teleports the caster 20 yards forward, allows casting while teleporting.
Faerie Blink Teleports the caster 10 yards forward, reduce cool down if it hits enemy.
Demonic Leap Leap into the air upon demonic wings, moving a short distance. If you reactivate it within 1 sec you will leap again.
Disengage You attempt to disengage from combat, leaping backwards.
Heroic Leap Leap through the air toward a target location, slamming down to deal Physical damage and slow all enemies within 8 yards by 50% for 2 sec. Immune to crowd control effects.
Divine Shield Protects you from all damage and spells for 4 sec, but reduces your damage and healing by 50%.
Vanish Allows you to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects.
War Mage If you have Blink, keep this.
Focused Mind Reduces the duration of any Silence or Interrupt effects used against you by 30%. This effect does not stack with other similar effects.
I would prioritize on obtaining the 3 Blinks listed above as core abilities for survival as this combination will allow you to teleport indefinitely while maintaining the damage reduction buff from
Improved Blink if partnered with
War Mage,


[Offensive]: Abilities
Normally your role as a healer is simply to stay alive and heal your allies. But it doesn't mean you can't throw in a few spells at your enemies to help your team. Typically, if you team is in a healthy position, it would be wise to assist in Crowd Control or other means of giving the enemy team a hard time. Here is a list of abilities I would consider:Crowd Control
Shadowfury Shadowfury is unleashed, causing 277 to 345 Shadow damage and stunning all enemies within 8 yds for 2.5 sec.
Capacitor Totem Summons an Air totem that explodes after 2 sec to deal Nature damage and stun all enemies within 8 yards for 4 sec.
Hammer of Justice Stuns the target for 3 sec and interrupts non-player spellcasting for 3 sec.
Light of Justice Stuns the target for 5 sec and reduces the damage taken by the target by 50%. This ability benefits from modifiers to and shares a cooldown with Hammer of Justice.
Fear Fear the target.
Mass Hysteria AoE Fear
Mass Hysteria AoE Fear
Howl of Terror AoE Fear
Psychic Barrage AoE Fear
Silence Silences the target, preventing them from casting spells for 4 sec.
Counterspell Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 5 sec. This ability shares a cooldown with other interrupts.
Mana Burn Destroy 8% of the target's mana (up to a maximum of 16% of your own maximum mana). For each mana destroyed in this way, the target takes 0.5 Shadow damage.
Drain Mana (Unbounded Drain Mana) Transfers 4% of target's maximum mana every 1 sec from the target to the caster (up to a maximum of 8% of the caster's maximum mana every 1 sec). Lasts 5 sec.
The Lesser Healing Wave Build
So far we've went over the sustainability, the healing, the defensive and offensive aspects of the build. Keep in mind that the abilities and talents listed previously are examples of what you can pickup, depending on your need and personal playstyle. The option is yours so feel free to customize your healer to your specific needs and desires.For this section of the guide. I will go over the "core" talents and abilities needed to make this build effective as a healer.
Core Abilities, Talents, and Mystic Enchants
To make this build effective, you may take these abilities, talents, and Mystic Enchants.Ability
Lesser Healing Wave (Card This) 1.5 sec cast. Heals a friendly target.
Beacon of Light (Card This) Heals target with Beacon
Riptide (Card This) Instant cast Heal
Downpour (Card This) Instant cast AoE Heal
Ancestral Awakening (Card This) When you critically heal Lesser Healing Wave you instantly heal the lowest percentage health friendly party or raid target within 40 yards for 30% of the amount healed.
Blessing of the Divines (Card This)Nature healing spells have a chance to cast an additional beneficial effect on you or your allies.
Frugal Disposition (Card This)When your Lesser Healing Wave does not overheal, your next Lesser Healing Wave is guaranteed to critically hit.
Living Seed (Card This) Plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next hit by a direct spell or attack.
Overflow (Card This) Heal additional target for 30% of the amount healed
Mending Tide (Card This) Riptide AoE
Natural Focus Spell haste by 3%, reduces the pushback suffered from damaging attacks while casting by 100%. Stuns and Disorients that hit you while casting any Nature healing spell have their duration reduced by 30%.
Purification Increases the effectiveness of your Nature healing spells by 10%.
Gift of Nature Increases the effectiveness of your Nature healing spells by 10%.
Blazing Determination You become immune to any effect that would stop your casting. Lasts for 6 seconds.
Nature's Blessing Increases your healing power by an amount equal to 12% of your Intellect.
Divine Intellect Increases your healing power by an amount equal to 9% of your Intellect and increases the critical strike chance of your Holy spells and abilities by 3%.
Holy GuidanceIncreases your healing power and holy spell power by 12% of your total Intellect.
Spiritual Guidance Increases healing spell power by 25% of your total Spirit.
Titan's Grip Can allow double Earthliving Weapon, or Staff and Shield combination. This is optional.
Ancestral Awakening Mystic Enchant x3— Increases effect of your Ancestral Awakening talent by 10%.
Celestial Focus Mystic Enchant x1— 2% haste.
Nature's Synthesis Mystic Enchant x3— 2% healing.
Improved Beacon of Light Mystic Enchant x2— Increase duration of Beacon of Light.
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You can obtain Talent Card
You can obtain Talent Card
You can obtain Talent Card