Hey everyone. Just waiting for servers to come back up, just thought I’d offer my input on some CORE issues I have with Resto at the moment where I feel it could be drastically improved – not simply or just to improve healing, but to add depth, flavor, and variability to the kit/play style, which is soo valuable to every game.
« « [[ High Tide ]] Recommendations ]] » »
First up, I have a problem with the current implementation of High Tide. It just doesn’t feel right for chain heal to not have any bounce reduction, and it’s static, lame, and boring. Please, consider these High Tide changes instead (in no particular order):
- Chain Heal bounces now have no static bounce radius; instead, Chain Heal has a TOTAL bounce radius equal to the current bounce radius * max bounces, which will be used by the CH algorithm to allow for more efficient, smarter healing. [EX: current bounce radius is 12 and base bounces is 3 from inital target = 36 yrds TOTAL bounce radius. With this, the first bounce could be 20 yds, the 2nd bounce 10 yds, and the 3rd bounce 6 yds, totaling the same NET distance of 36 yds, but allowing for more target selection by CH algorithm.]
- Chain Heal bounce radius increase from ~12 yards to ~15. This would not just increase the bounce radius (obviously), but it would allow Chain Heal to be SMARTER by potentially giving it more targets to bounce first.
- Chain Heal bounce heal reduction decrease to 15-25% per bounce.
- Chain Heal bounces to +1-2 more targets, if 2 targets, 1 of them should be Shaman himself, probably the final bounce would make the most sense for added self survival.
- Chain Heal crits splash, healing the two lowest health raid member within 7 yard radius for 25% of the amount healed that bounce.
- Chain Heal crits will also heal the raid member with lowest health for 50% of the amount healed that bounce.
- Chain Heal bounces renew Riptide duration
- Each Healing Wave or Healing Surge you cast grants 15% haste to your next Chain Heal.
- Base Chain Heal cast time reduction to ~2.25 - 2.0 or % Haste equivalent (ideally passive)
- Chain Heal Critical Strike chance increase by ~15% - 30%. Passive.
- Chain Heal has a 50% increased crit chance on targets below 50% health.
- Chain Heal bounces leave a 6-8 second HoT on targets below 75%-60% health.
« « [[ Riptide & Echo of the Elements ]] Recommendations ]] » »
I don’t know how, but I only realized that, regardless of speccing into Echo of the Elements for the second charge of Riptide, only ONE can recharge at a time. This became clear to me as I created ZerkinUI Pro WeakAura Pack, which shows a tracker icon for both charges when running Echo of the Elements and displays the remaining CD on each respectively.
So, unless I’m missing something, there is no benefit to this talent with regards to Riptide outside of having +1 more charge UP FRONT, or pooled, if you don’t cast it for 2 full CDs; put another way, if you are casting Riptide on CD, there is no benefit after the very first Riptide you cast falls off!!!
This is overwhelmingly underwhelming, so please, either make the baseline of Riptide two charges, and make Echo of the Elements add another charge, or ideally: MAKE BOTH CHARGES OF RIPTIDE ABLE TO RECHARGE SIMULTANEOUSLY, PLEASE!!
The same would be nice for Cloudburst, even though it wouldn’t affect the majority of player’s play style, but it would allow people who explode it early more freedom to do so, which would add a notable amount of depth and variability to the kit and play style!
What do you guys think?
You can find my latest version of ZerkinUI Pro | WeakAura Pack, now with TRI-SPEC support at:
https://wago.io/EPXsJ46uW
I also highly recommend also checking out my corresponding & re-designed ElvUI profile titled ZerkinUI Pro Heals at:
https://wago.io/K7N_eof5D