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Chain Heal

From WoWWiki

Chain Heal
  • Chain Heal
  • 2.5 sec cast
  • 40 yd range
  • 19% of base mana
  • Heals the friendly target for X to Y, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump reduces the effectiveness of the heal by 40%. Heals 3 total targets.
Usable by
ClassShaman
Properties
TypeDefensive
SchoolNature
CooldownNone/Global Cooldown
Talents
Improvement
talents
Ancestral Healing, Blessing of the Eternals, Healing Focus, Healing Grace, Improved Chain Heal, Nature's Blessing, Nature's Swiftness, Purification, Thundering Strikes, Tidal Force, Tidal Mastery, Tidal Focus, Tidal Waves
Other information
Ranks7

Chain Heal is a multi-target healing spell that can heal up to three targets. It works similarly to 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.

Contents

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 61 24% 605 - 691 1059 - 1209 3g 6s
5 68 19% 826 - 942 1446 - 1649 6g 39s
6 74 19% 906 - 1034 1586 - 1810 17g 10s
7 80 19% 1055 - 1205 1846 - 2109 18g

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

  • 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.
  • Tidal Focus reduces the mana cost by 5% when fully talented.
  • Healing Focus reduces the chance of interruption by receiving damage while casting .
  • When activated, Tidal Force increases its critical effect chance by 60%, lessened by 20% each time you have a critical effect. Tidal Mastery, Blessing of the Eternals and Thundering Strikes each increase your passive critical effect chance for Chain Heal.
  • 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.
  • 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.
  • Purification increases the healing done by the spell by 10%. Improved Chain Heal increases the healing done by a further 10-20%. Nature's Blessing increases this by 5-15% of your Intellect.
  • Tidal Waves causes Chain Heal to decrease the casting time of your next two Lesser Healing Wave or Healing Wave spells if cast within 15 seconds.
  • Glyph of Chain Heal lets the spell heal 1 additional target.

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

  • Patch 3.2.0 (2009-08-04): Jump distance increased by 25% to 12.5 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
  • Patch 3.0.2 (2008-10-14): Spell graphics changed to look more nature-like and less holy.

External links