When you cast a Chain Heal, the healing of each bounce is calculated in a specific way. Learn how to use this in our class guide. Healing Tide Totem is your main throughput cooldown. Example talent bonus 2. For the harmful spell you need to add nodead, otherwise the macro would not advance to the next step if your target is dead. I’m sad now. Heals 3 total targets. 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. Heals 4 total targets. In the Restoration Shaman Specialization Abilities category. @target is not needed and can be removed. Example talent bonus: Shadow Word: Pain - 18 / 3 = 6 ticks. :P The Witch Doctah, mon. Spell The name of the healing spell. Heals 4 total targets. Passive. 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. Heals the target for 25% of a recent critical heal Chain Heal over 9 sec. With Chain Heal, it requires only 2.5 sec and off-tank/melee do not get hit as much as main tank. Healing is reduced by 30% after each jump. 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. Always up to date with the latest patch. 5. 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. 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. What some of you might not know is that the current Live server "watery" animation was not the only one implemented on the PTR. Not Enough Clerics Here's how you compensate for the differences between the classes: The Lead Healer needs to be aware of who can cast what spell for how many hitpoints within a certain time frame to establish a baseline heal for the tank within the heal chain. Healing is reduced by 30% with each jump. 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. So as many of you know, we've had spell animations being added for a while now, and alongside many other spells, chain heal was first updated on a Legion's 7.3 PTR build. Mana The mana cost of the spell Cast time The amount of time it takes to cast a spell. Chain Heal Spell. Healing The average amount of healing done by the healing spell. 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. Ancestral Healing. Each jump is 50% as effective as the previous target. Details on spell. Heals the friendly target for 5, then jumps to heal the most injured nearby party or raid members. Chain Heal - Spell - World of Warcraft. Duration The duration of Heal over Time type spells or a conservative guess for spells with multiple charges. I wish this spell were as smart as Chain Heal is :| Works nicely if you know how and when to use it, though. Commento di Thottbot People who say spells like this are useless are fools. Each jump reduces the effectiveness of the heal by 80%, and the spell will jump to up to two additional targets. Thread starter Manee; Start date Aug 17, 2008; Prev. Scaling The percentage of bonus healing effects from gear the healing spell receives. 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