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Revision as of 11:49, 22 December 2008

Chain Heal
Inv misc questionmark
  • Chain Heal (7 ranks)
  • Shaman ability
  • 40 yd range
  • 19% of base mana
  • 2.5 sec cast
  • Heals the friendly target for X to Y, then jumps to heal additional nearby targets. Each jump reduces the effectiveness of the heal by 50%. Heals 3 total targets.
Properties
Class Shaman
School Nature
Cooldown None/Global Cooldown
Improvements Spell nature undyingstrength [Ancestral Healing], Spell shaman blessingofeternals [Blessing of the Eternals], Healing Focus, Spell nature healingtouch [Healing Grace], Spell nature healingwavegreater [Improved Chain Heal], Spell nature natureblessing [Nature's Blessing], Spell nature ravenform [Nature's Swiftness], Spell holy dispelmagic [Purification], Ability thunderbolt [Thundering Strikes], Spell frost frostbolt [Tidal Force], Spell nature tranquility [Tidal Mastery], Spell frost manarecharge [Tidal Focus], Spell shaman tidalwaves [Tidal Waves]

[[Category:shaman abilities]][[Category:shaman abilities]]

Chain Heal is a multi-target healing spell that can heal up to three targets. It works similarly to Spell nature chainlightning [Chain Lightning] in that each target in the 'chain' is healed for less than the one before. It is very mana efficient and is often seen as the trademark healing spell of Restoration shamans.


Rank Table

Rank Level Base Mana Cost Healing (First Target) Healing (3 Targets) Cost
1 40 24% 320 - 368 560 - 644 1g 8s
2 46 24% 405 - 465 709 - 814 1g 80s
3 54 24% 551 - 629 964 - 1101 2g 61s
4 Bc icon 61 24% 605 - 691 1059 - 1209 3g 6s
5 Bc icon 68 19% 826 - 942 1446 - 1649 6g 39s
6 Wrath-Logo-Small 74 19% 906 - 1034 1586 - 1810 ??
7 Wrath-Logo-Small 80 19% 1055 - 1205 1846 - 2109 ??

Notes

Chain Heal is a 'smart' heal and always jumps to the eligible target with the largest hit points deficit in range. The bounce radius is roughly ten yards. Since the target 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. The chain cannot jump back to heal the same target more than once. For each jump the healing done is reduced by half, meaning that the initial target gets healed for 100%, the second gets 50%, and the third gets 25%.

Chain Heal has a separate chance to crit on each target. The spell also has a separate chance to apply Earthliving on each target, and can potentially apply Earthliving to all three targets affected, greatly increasing the healing done by the spell.

Improvements

  • Spell nature undyingstrength [Ancestral Healing] causes the spell to increase the target's armor on any target it crits on, potentially increasing the armor of all the targets.
  • Healing Focus reduces the chance of interruption by receiving damage while casting .
  • Spell nature healingtouch [Healing Grace] reduces the threat caused by the spell by 15%. This can be a vital talent to invest in because Chain Heal can generate a lot of threat with its multi-target healing.
  • Spell nature ravenform [Nature's Swiftness] can turn it into an instant cast spell, allowing you to save a lot of endangered party members in a moment's notice.

Tips and tactics

Chain Heal is a very mana efficient spell, and does not need all three targets to be more mana efficient than single target heals. If two nearby targets both need healing, Chain Heal is usually the most mana efficient spell to use.

Patch changes

Template:Patched

External links