Can we ditch the CD on healing rain please?

I love ground targetted HoTs. Healing Rain, and the Druid Efflorescence are really cool abilities.

That being said, I hate people… Because they move out of them all the time.

Efflorescence has no CD, and lasts 3X as long as Healing rain.

My suggestion/request is to get rid of the CD on Healing Rain, so we can move it around as much as needed to accommodate the fight/other players.

If we’re doing an instance and the group is killing trash quickly enough, I can continually move my Efflorescence, but I can’t do that with Healing Rain.

Shaman are notorious for being “Close range, group healers”, and yet we have a long CD on one of our close range AoE heals.

Just a thought.

Edit: Healing rain actually heals for a bit more than Efflorescence, and heals more people. I would even take a hit on the amount of people it can heal, from 6 down to 4. And even possibly cut it’s healing by 20%. I want it to be mobile. Doesn’t even have to be instant cast. That way we can still have it heal an extra person, and heal slightly more at the cost of it only lasting 10 seconds, and have to cast to keep it up.

Edit #2: Even make it a talent option. That way people who like it the way it is can have it the way it is, and those of us who would like to to change up a bit could have our way as well.

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Slightly different conversation though i thought some of the info could be applied here.

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Healing rain is a much faster and stronger heal then Efflo and they serve different purposes in the overall play styles. Efflo is often used as an additional hot to change the mastery, or as a long term hot, when rain is more of a short term large heal. I enjoy the diversity of the spell compared to efflo. For movement just time spirit walkers to fill the gaps, and use chain if the pack is going to be moved in the next 10 seconds as it will do more healing for similar mana.

i just want the duration to be increased i hate casting healy rain every 10 seconds where efflorescence lasts like 30

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In dungeons I rarely will use healing rain, it costs a lot of mana and usually we’ll have moved past the area affected, or my tank is kiting adds around earthbind. I would keep it just the way it is, it serves it’s purpose in a raid setting just fine. The amount of healing it does is minimal in comparison to the healing output your cloudburst totem could do with continuous healing waves/surges and high tide procs. If you’re having trouble keeping your group alive during dungeons just remember to keep riptide hots out on every member followed by a quick healing surge to top them off if needed (this surge most likely being a crit bc of tidal waves)

that.
A tank yesterday moved out of the rain like four times. Just outside it. Even telling him to stay inside to make healing less draining on my mana, yep, he still kept doing it.

Add that crap to the fact that these players have absolutely ZERO loyalty to the healer.

I was getting swamped by three frikkin mobs at a point, tank pulls it but it runs at me instead…a detail he seemed to not be concerned about even as my own health is quickly fading, barely able to keep myself alive let alone heal anyone else…and not a single player of four even bothered to try to help pull the crap off me.
Died three times by the end of it. Not a single player in that run bothered to keep anything from ripping the healer apart.

Tanks pulling too much just to show boat, DPS pulling for the tank, whining when they die because Im following the TANK and DPS decides to go off on their own and are out of my 40 yard healing range…etc…etc…etc.

Two weeks Ive been healing this time around and the utter lack of team work has me ready to just stop healing again

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Welcome to being a pug healer. :wink: We’re a bunch of masochists, that’s for sure.

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I believe in Cataclysm, though I can’t remember if it was a Talent or Tier set, you could increase the duration of Healing Rain by 2 seconds every time you cast Healing Wave/Surge, up to an additional 10 or 12 seconds.

Probably one of the most fun gameplay moments I’ve had as a Resto Shaman.
Not sure why they took that away. Would make for a really nice Talent these days.

Wasnt this for enhance and they could basically have perma HR.

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It was for every spec.

https://wow.gamepedia.com/Conductivity

i wish that either we remove the cast for it or maybe allow us to place 2 down due to our “echo of elements trait” but make it that we just cant stack/overlap them. being a resto sham in a raid team with no druid im the HoT spell person in my group. enoying af to heal when you have a heavy melee group and a few range.