Temporal Anomaly beef

Blizzard, you finally give us a Shield in the form of Temporal Anomaly and I have to say…

Wtf is this crap?

It looks useful, the mana cost is reasonable, 1 minute cooldown ok…until you cast it and it literally moves slower than a snail would. Are you expecting us to get up in melee and cast it when we are busy staying back and healing? It dissipates before it even reaches 20 yards! This should have been something that at least moves relatively quickly and reaches someone 40 or 50 yards away in a reasonable amount of time, not after 15 seconds, or make it stay up till it hits a solid object!

Not to mention, 116 health absorbed only when people are getting trucked for 5 times that? And also, why don’t you let us cast it at someone and follow them till it reaches them, why a straight line of wherever we are looking?

CMON! WHAT IS THIS?!

2 Likes

I think it’s a copy of the retail ability. So basically the way it’s played is a slow moving aoe shield so it can reapply over and over to the melee DPS group. It is cool in retail. Haven’t seen if it functions the same here, but figure it does. Because it reapplies and moves slow it can shield for a ton overtime on groups actively taking dmg.

Hmm, I can see why the slowness is there then.

It would be helpful if it just followed someone or gradually slows at it approaches someone, put it on the tank and have it stick to them and shield everyone around them.

Though then the issue where it says “Party” in the description worries me, haven’t been able to try it in raid yet…

Indeed the “Party” description is the worst part of this, you can´t shield another group :c

This rune needs some tunning

Exactly.
Should apply to all friendly units.
Shield needs to scale.

erm… yeah, just got this rune… what a joke. Really struggling to see where mage healers strengths are. I was hopeful this rune would fill in the gaps, but it is only a very niche ability.

I basically just spam CP. Nothing else heals for enough or heals fast enough to overcome the incoming damage of current content. It feels like arcane damage hit a plateau at 40 and the beacon healing is just too weak. AB is 2.5s cast and heals for less than riptide or LHW on my resto shammy for single target and debatably costs more mana when you factor in beacon upkeep and/or managing AB debuff stacks. Regen spells need to give you a stacking buff that reduces the cast time of your next spell by 33%, so you can follow up regen/mass regen with an instant AB/BFB… but I digress.

This rune should, at minimum, be cast at a targeted player and effect the target player’s party, much like healing rain/wild growth. The cooldown should be reduced to 15s - it’s a very weak absorb, there’s no reason to not have close to 100% uptime on it. Healing rain averages 100 hps on my resto shammy for each member of the target party and usually gives everyone a 15% armor bonus from talents. There’s no reason why this rune should be as weak as it is.

Would have been cool to get a rune to project mana shield or something.