Rank 1 · Shaman

Chain Heal

Chain Heal (Rank 1) is a Shaman Nature spell in WoW Forever. It costs 260 Mana and has a 2.5 sec cast time and a 40 yd range. Rank 1 of 3 is available from level 40.

Chain HealRank 1

260 Mana40 yd range

2.5 sec cast

Heals the friendly target for 233 to 269, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump is 50% as effective as the previous target. Heals 3 total targets.

Different from Classic

In Classic: Heals the friendly target for 320 to 368, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump is 50% as effective as the previous target. Heals 3 total targets.

School
Nature
Cost
260 Mana
Cast time
2.5 sec
Range
40 yd
Level
40
Class
Shaman
ID
1064

Ranks

Improved by

  • Purification Talent

    Increases the effectiveness of your healing spells by 10%.

  • Nature's Swiftness Talent

    When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell.

  • Tidal Focus Talent

    Reduces the Mana cost of your healing spells by 5% and improves your chance to hit by 5%.

  • Tidal Mastery Talent

    Increases the critical effect chance of your healing spells by 1%.

  • Healing Focus Talent

    Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell.

  • The Ten Storms (3) Set bonus

    Increases the amount healed by Chain Heal to targets beyond the first by 30%.

  • Stormcaller's Garb (5) Set bonus

    -0.4 seconds on the casting time of your Chain Heal spell.

  • Healing Grace (Rang 2) Talent

    Reduces the threat generated by your healing spells by 10%.

  • Relief of the Ten Storms (6) Set bonus

    Increases the healing of Chain Heal and the damage of Chain Lightning by 20%.

  • Stormcaller's Relief (4) Set bonus

    Reduces the cast time of Chain Heal by -0.5 sec.

  • The Soulcrusher (6) Set bonus

    Your Chain Heal jumps to 1 additional targets and its magnitude reduces 20% less per jump.

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