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:
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Primordial WaveWellspring: 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 WaveReturning Waters: Wellspring’s waters reverse direction after 40 yards, returning to you at 20% of the original strength.
*** Choice Node: Continuous Waves/Tumbling Waves