Restoration Redesign

I dunno, just throwing a bunch of ideas at the wall to see what sticks for now.

Mastery: Cloudburst: X% (increased by Mastery) of your healing from Shaman spells other than Healing Rain is copied to a storm cloud for up to 30 seconds. This collection is paused during Healing Rain.

Healing Rain: Instant cast, no cooldown. Unleash the healing power stored in your Cloudburst, divided between all allies within 40 yards over 10 seconds.

  • Choice Node:
    ** Talent: Acid Rain: Your Healing Rain also deals X% of its healing as damage to enemies in the area of effect (does not target enemies that are not in combat).
    ** Talent: Snap Storm: Your Healing Rain does its full healing over 6 seconds.
    Talent: Downpour: Your Riptides do not expire during Healing Rain.

Earth Shield: Instant cast, 10 second cooldown, 1 hour duration. Protects the target with an earthen shield, decreasing their damage taken from physical attacks by 5% and increasing your healing on them by 20%. Targets can only benefit from the damage reduction of one Earth Shield at a time.

  • Talent: Elemental Orbit. Casting Earth Shield on an ally also casts Earth Shield on yourself. You can benefit from up to 2 different elemental shields at a time.
  • Talent: Stoneskin: Instant, 2 minute cooldown. Hardens your active Earth Shields, reducing all damage taken by the target by 30% for 8 seconds but canceling its healing bonus.
  • Choice Node:
    ** Talent: Earthlink: Your Earth Shielded target takes an additional X% healing from you while while stunned or rooted, and cannot have their movement speed reduced below 100%.
    ** Talent: Mud Shield: Melee attacks against your Earth Shielded target slow the attacker’s attack and movement speed by X% for Y seconds.

Earth Elemental: Instant, 5 minute cooldown. Calls for a Greater Earth Elemental to protect you and your allies by taunting enemies for 1 minute.

  • Choice Node:
    ** Talent: Pact of Therazane: Instead of taunting enemies, your Earth Elemental redirects X% of all damage done to allies within 40 yards to itself. When an an ally within 40 yards is reduced to 0 health, your active Earth Elemental sacrifices itself in their place, restoring them to its current health percentage. Earth Elemental’s duration is reduced to 15 seconds and its cooldown to 1 minute.
    ** Earthmender: Instead of taunting enemies, your Earth Elemental instantly casts Earth Shield on all allies within 100 yards, and again every 6 seconds. This Earth Shield expires when Earth Elemental dies or expires, and Earth Elemental’s duration is reduced to 18 seconds.

Choice Node:

  • Spirit Link Totem: Instant, 40 yard range, 3 minute cooldown. Summons a totem at the target location for 6 seconds, which reduces all damage taken by allies within 10 yards by 10%. Immediately and every 1 second, the health of all affected players is redistributed evenly.
  • Spirit Link: Instant, 40 yard range, 1 minute cooldown. Links your target’s health to their two nearest allies within 30 yards, redistributing their health evenly every 1 second for 6 seconds.
    ** Talent: Spirit Bonds:
    *** Spirit Link Totem variant: Chain Heal jumps to all allies within your Spirit Link Totem’s area of effect.
    *** Spirit Link variant: Chain Heal increases your Spirit Link’s duration by 1 second when cast on an ally under Spirit Link’s effect.

Chain Heal: 2.5 second cast, 40 yard range. Heals the friendly target, then jumps to up to 4 other friendly targets within 20 yards, prioritizing the most injured target.

  • Talent: Spiraling Current: Chain Heal can jump to targets repeatedly.
  • Talent: Overflowing Shores: During Healing Rain, Chain Heal jumps an additional time and has no range limit on its jumps.

Talent Line:

  • Talent: Tidal Waves: Casting Chain Heal grants 2 stacks of Tidal Waves. Tidal Waves reduces the cast time of your next Healing Wave by 20%, increases the critical effect chance of your next Healing Surge by 30%, and the initial healing of your next Riptide by 50%.
    ** Talent: Ancestral Awakening: Whenever Healing Wave, Healing Surge, or Riptide consumes a stack of Tidal Waves, 10% of its initial healing is repeated on all other allies hit by the Chain Heal that generated it.

Talent Line:

  • Primordial Wave Wellspring: Creates a surge of water that flows forward, healing targets in a wide arc in front of you. This healing is doubled on targets affected by your Riptide’s healing over time effect.
    ** Talent: Improved Primordial Wave Returning Waters: Wellspring’s waters reverse direction after 40 yards, returning to you at 20% of the original strength.
    *** Choice Node: Continuous Waves/Tumbling Waves
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well I’m wet

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I really like some of these ideas! I’d love to see less new abilities within our talent trees and more synergy between the remaining ones. I feel like we have too many “one-off” abilities/talents ie: Wellspring and Downpour, in this case they are two group heal abilities that have no way to enhance/modify them and don’t play into much else.

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