Chain Heal jumps to 1 additional target. And the Warcraft III spell this is based on (Chain Heal) also used a golden beam? 2/2 improved sw:pain = adds 2 ticks. Heals 3 total targets. Chain Heal - 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. Heals 3 total targets. Commento di Thottbot People who say spells like this are useless are fools. Links. Chain Heal Spell. Spell Details. Heals 3 total targets. :P The Witch Doctah, mon. 8 ticks = 16.66%/tick. 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 … If cast on a party member, the heal will only jump to other party members. I wish this spell were as smart as Chain Heal is :| Works nicely if you know how and when to use it, though. Chain Heal (5e Spell) From D&D Wiki. To heal 3 people with lesser healing way requires 1.5 sec x 3 = 4.5 sec. Heals 3 total targets. Details on spell. On Every Healing wave you cast. [@player]Chain Heal; The full macro: I just realized the macro is too long. 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. [harm,nodead]Chain Lightning; And the last part is for selfcast. Heals 3 total targets. If your crit with like 2700+ it will even do 500-600. That will make the next target beeing healt with 400. I’m sad now. Always up to date with the latest patch. Spell The name of the healing spell. 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)]. Details on spell. Healing is reduced by 30% with each jump. Stacks up to 2 times. I was just connecting one thing with another because it made sense to me. Each jump reduces the effectiveness of the heal by 50%. If cast on a party member, the heal will only jump to other party members. 100% bonus, 6 ticks = 16.66%/tick . Fireball = 3.5sec … The bounce radius is 12.5 yards. Heals the friendly target for 5, then jumps to heal the most injured nearby party or raid members. Each jump is 50% as effective as the previous target. Spell Details. Chain Heal: Rank 5; 540 mana: 40 yd range; 2.5 sec cast: Heals the friendly target for 826 to 943, then jumps to heal additional nearby targets. Note that this doesn't just apply to NS+Heal; I use it for my EM+ChainLightning. 1; 2; First Prev 2 of 2 Go to page. 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. Comment by Thottbot If you are wearing this Set you normaly heal with like 2000. Otherwise I'll have to trigger each jump but I don't see how that will work since each new lightning wave will emerge from a static point if it is cast by a dummy, even if the unit it is supposed to look like it emerges from is moving. Sign in. Learn how to use this in our class guide. Chain Heal: Shaman - Restoration Spec: 30% of Base Mana: 40 yd range: 2.5 sec cast: Requires Shaman (Restoration) Heals the friendly target for [ 210% of Spell Power ], then jumps to heal the 2 most injured nearby allies. When you cast a Chain Heal, the healing of each bounce is calculated in a specific way. In the Restoration Shaman Specialization Abilities category. This spell yields 4 ticks of healing, with a duration of 2 seconds and a cooldown of 6.5 seconds. Channeled or cast spell longer than 3.5sec is calculated as 3.5 cast spell. Life Dash can be obtained from the Steampunk Sewers dungeon on Insane difficulty. Each jump reduces the effectiveness of the heal by 80%, and the spell will jump to up to two additional targets. Free classic.wowhead.com. Each jump is 50% as effective as the previous target. If cast on a party member, the heal will only jump to other party members. Commentaire de fabio Best use I found for this spell is to heal through Zul'jin's phase 3. Chain Heal is a 'smart' heal and always jumps to the eligible target with the largest hit points deficit in range. Each jump reduces the effectiveness of the heal by 40%. 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. Chain Heal is very very very effective with a combination of a ton of plus healing which will significantly help your raid. 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. Each jump reduces the effectiveness of the heal by 40%. If other classes of healers are in the chain, then the Lead Healer is responsible to set up the heal chain accordingly. Life Dash is a healing spell in Dungeon Quest that increases in healing with spell power. Healing is reduced by 30% after each jump. 5. Basically, it stimulates you to alternate your healing spells and never get stuck casting just one spell (Chain Heal for example). Wowpedia Wowpedia Chain Heal. The chain cannot jump back to heal the same target more than once. Tidal Waves is the key mechanic behind resto shamans. Scaling The percentage of bonus healing effects from gear the healing spell receives. Please note that the examples here are just examples of how to chain spells together. For the harmful spell you need to add nodead, otherwise the macro would not advance to the next step if your target is dead. Quick Facts; Level: 54. Reply With Quote. Heals the friendly target for 5, then jumps to heal the most injured nearby party or raid members. Thread starter Manee; Start date Aug 17, 2008; Prev. 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. Heals the friendly target for 319 to 368, then jumps to heal the most injured nearby targets. Is it possible to detect the secondary targets of chain heal? Casting Chain Heal or Riptide reduces the cast time of your next Healing Wave by 20% or increases the critical effect chance of your next Healing Surge by 30%. In this phase, every time you cast a spell, you are zapped for 1250 nature dmg. 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. 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. Bonus is the same. with 1k +healing you can shoot 3 lesser healing waves at once. 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. The interesting part is that this damage comes right before the self-healing part of Binding Heal. Ancestral Healing. These coefficients are before talents and gear improvements! Example talent bonus 2. Heals 4 total targets. This spell blasts waves of healing energy outwards while giving the user a movement speed boost. <3 Wasn't a serious post. This is an Uncategorized Spell. Details on spell. Passive. If cast on a party or raid member, the heal will only jump to other members. @target is not needed and can be removed. Heals 4 total targets. Chain Heal also prefers to bounce to the most injured allies in range, and is one of the few spells of its kind that has no cooldown. 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. Duration The duration of Heal over Time type spells or a conservative guess for spells with multiple charges. 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. Each jump reduces the effectiveness of the heal by 50%. That will make it abort whatever spell you might already have been casting, and do the NS+Heal. If cast on a party member, the heal will only jump to other party members. Chain Heal - Spell - World of Warcraft. Details on spell. Heals the target for 25% of a recent critical heal Chain Heal over 9 sec. 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. Commento di 7293 Excellent for use with the Improved Chain Heal talent and with 3 pieces of Ten Storms. 8 ticks > 6 ticks = more damage done. 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. Mana The mana cost of the spell Cast time The amount of time it takes to cast a spell. Healing is reduced by 10% after each jump. 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. Jump to: navigation, search. What some of you might not know is that the current Live server "watery" animation was not the only one implemented on the PTR. 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. Details on spell. Healing Tide Totem is your main throughput cooldown. 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. A great way of spreading this buff in the raid is to have a high critical chance with spells and use chain heal a lot. Healing is reduced by 30% after each jump. Healing The average amount of healing done by the healing spell. Heals 3 total targets. Heals 4 total targets.Improved Chain Heal (Level 92+)Increases the healing on the primary target of your Chain Heal spell by 50%. With Chain Heal, it requires only 2.5 sec and off-tank/melee do not get hit as much as main tank. Healing Cooldowns for Restoration Shaman. Example talent bonus: Shadow Word: Pain - 18 / 3 = 6 ticks. 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. This allows you to use it as many times as needed, whenever needed, only limited by your remaining Mana pool. If cast on a party member, the heal will only jump to other party members. If cast on a party member, the heal will only jump to other party members. , only limited by your remaining mana pool heal over 9 sec and can be.. Crit with like 2700+ it will even do 500-600 increases in healing spell. 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