Healing is reduced by 30% with each jump. The water stuff came after Chain Heal did :P. I do know that Chain Heal was in before Healing Surge and Rain, but no, I don't remember Shamans that far back. @target is not needed and can be removed. [harm,nodead]Chain Lightning; And the last part is for selfcast. Each jump reduces the effectiveness of the heal by 80%, and the spell will jump to up to two additional targets. Note that this doesn't just apply to NS+Heal; I use it for my EM+ChainLightning. The chain cannot jump back to heal the same target more than once. While you have a greater health percentage than your target, your abilities have a very high chance to deal [261 * (1 + Versatility)] Physical damage.While you have a lower health percentage than your target, your abilities have a very high chance to heal you for [357 * (1 + Versatility)]. To heal 3 people with lesser healing way requires 1.5 sec x 3 = 4.5 sec. What some of you might not know is that the current Live server "watery" animation was not the only one implemented on the PTR. Ancestral Healing. If cast on a party member, the heal will only jump to other party members. Heals 3 total targets. Healing is reduced by 10% after each jump. Details on spell. This allows you to use it as many times as needed, whenever needed, only limited by your remaining Mana pool. If your crit with like 2700+ it will even do 500-600. Heals 4 total targets.Improved Chain Heal (Level 92+)Increases the healing on the primary target of your Chain Heal spell by 50%. And the Warcraft III spell this is based on (Chain Heal) also used a golden beam? Details on spell. Chain Heal 3rd-level Evocation: Casting time: 1 action Range: 50 feet, hitting up to 2 other allies within 20 ft of each other Components: S Duration: Instantaneous Healing the first target for 3d6 and healing the 2nd target for 2d6 and the third target for 1d6. 8 ticks > 6 ticks = more damage done. Comment by SSdraken This procs even with the lowest rank of heal - so spam healing wave rank 1 (1 sec cast - 18 mana) before the tank charges to make him a little eaiser to heal. 8 ticks = 16.66%/tick. Heals 3 total targets. Always up to date with the latest patch. 1; 2; First Prev 2 of 2 Go to page. Chain Heal is a 'smart' heal and always jumps to the eligible target with the largest hit points deficit in range. Healing The average amount of healing done by the healing spell. Chain Heal: Rank 3; 405 mana: 40 yd range; 2.5 sec cast: Heals the friendly target for 551 to 630, then jumps to heal additional nearby targets. Tidal Waves is the key mechanic behind resto shamans. Chain Heal: Rank 1; 260 mana: 40 yd range; 2.5sec cast: Heals the friendly target for 320 to 369, then jumps to heal additional nearby targets. This spell yields 4 ticks of healing, with a duration of 2 seconds and a cooldown of 6.5 seconds. First the base spell power coefficient calculates the initial healing of the Chain Heal.From here any modifiers that increase the healing of the entire Chain Heal are multiplied such as versatility and Unleash Life.. Next, the bounce heals are calculated. Basically, it stimulates you to alternate your healing spells and never get stuck casting just one spell (Chain Heal for example). Chain Heal (5e Spell) From D&D Wiki. Chain Heal: Rank 3; 19% of base mana: 40 yd range; 2.5sec cast: Heals the friendly target for 551 to 630, then jumps to heal additional nearby targets. Heals 3 total targets. The bounce radius is 12.5 yards. Details on spell. If cast on a party member, the heal will only jump to other party members. Healing Cooldowns for Restoration Shaman. Example talent bonus 2. Please note that the examples here are just examples of how to chain spells together. Channeled or cast spell longer than 3.5sec is calculated as 3.5 cast spell. In the Restoration Shaman Specialization Abilities category. Heals 3 total targets. Chain Heal is very very very effective with a combination of a ton of plus healing which will significantly help your raid. <3 Wasn't a serious post. Learn how to use this in our class guide. Heals the target for 25% of a recent critical heal Chain Heal over 9 sec. Mana The mana cost of the spell Cast time The amount of time it takes to cast a spell. Spell power coefficient is an intrinsic property of a spell that determines how much bonus damage or healing it gets from the spell power attribute accumulated from gear, buffs, and talents. Chain Heal: Rank 1; 260 mana: 40 yd range; 2.5 sec cast: Heals the friendly target for 320 to 369, then jumps to heal additional nearby targets. Details on spell. Quick Facts; Level: 54. When you cast a Chain Heal, the healing of each bounce is calculated in a specific way. Spell Details. In this phase, every time you cast a spell, you are zapped for 1250 nature dmg. Chain Heal: Rank 1; 19% of base mana: 40 yd range; 2.5sec cast: Heals the friendly target for 320 to 369, then jumps to heal additional nearby targets. Healing Tide Totem is your main throughput cooldown. Scaling The percentage of bonus healing effects from gear the healing spell receives. If cast on a party member, the heal will only jump to other party members. Healing is reduced by 30% after each jump. Chain Heal 40 ydrange28% of base mana2.5 sec castHeals the friendly target for x, then jumps to heal the most injured nearby party or raid members. Chain Heal jumps to 1 additional target. Duration The duration of Heal over Time type spells or a conservative guess for spells with multiple charges. Since the targets are linked into a chain, the third target must be in range of the second target but does not have to be within range of the first target. Glyph of Chain HealMajor GlyphUse: Permanently teaches you this glyph.Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%.Classes: ShamanRequires Level 40Sell Price: 1 … Heals the friendly target for 319 to 368, then jumps to heal the most injured nearby targets. Commento di Thottbot People who say spells like this are useless are fools. Commentaire de fabio Best use I found for this spell is to heal through Zul'jin's phase 3. In most cases, the coefficient is fixed for a spell; in other cases, it is changed by talents, such as various "empowering" talents, available to some caster classes. JudgeHype propose des news, guides et bases de données pour WoW Classic : guides de raids, guides pvp, guides de classes, guides des métiers, guide des montures, etc. Stacks up to 2 times. With Chain Heal, it requires only 2.5 sec and off-tank/melee do not get hit as much as main tank. Jump to: navigation, search. Heals 3 total targets. Example talent bonus: Shadow Word: Pain - 18 / 3 = 6 ticks. [@player]Chain Heal; The full macro: I just realized the macro is too long. Details on spell. 100% bonus, 6 ticks = 16.66%/tick . Life Dash can be obtained from the Steampunk Sewers dungeon on Insane difficulty. These coefficients are before talents and gear improvements! Dépenser 0 points de mana confère Marée haute, qui augmente les soins des 2 prochaines Salves de guérison de 10% et les empêche de diminuer à chaque rebond. After each jump is 50 % as effective as the previous target realized the macro is too long x =. 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