I love these threads! I think they encourage the sharing of some fabulous ideas. So... simple enough, what ideas do you have? What changes would you like to see? Here are a few to kick off discussion:
Discipline:
• New: Power Word: Fortify - Bolsters all absorption effects currently active on all nearby party or raid members, instantly increasing those effects by X% of your mastery. Does not affect Spirit Shell beyond the absorption limit. Instant cast. 3 minute cooldown. 40yd range.
• New: Divine Redoubt - Envelops up to 5 friendly party or raid members within 30 yards of the target in a protective bulwark for 6 seconds, absorbing X damage. If any absorption remains after 6 seconds, the bulwark dissipates, healing all nearby friendly targets for 100% the remaning absorption amount, divided evenly among all nearby targets within 10 yards. Prioritizes most injured party or raid members. Instant cast. 10 second cooldown. 40yd range.
• Mastery seems poorly thought out. +Absorption was obviously fitting for the spec, but pure +healing on top of it seems clunky to me. Any ideas?
• Less reliance on Atonement, should be more of a choice to use than your go-to filler.
• More interesting glyph choices that affect core gameplay.
Holy:
• Chakra's +healing modifiers removed, making Chakra stances strictly mechanical (raw healing buffed to compensate).
• Holy Word: Sanctuary either redesigned or buffed to be worth using (we won't have T17 4pc to carry it forever):
• Holy Word: Sanctuary - Blesses the ground with divine light, allies within the sanctuary receive an additional 10% healing from all sources for 10 seconds. 1.5 second cast. 1 minute cooldown.
• More interesting glyph choices that affect core gameplay.
Holy + Discipline Misc:
• Prayer of Healing party-based restrictions removed, somehow redesigned to work in a practical way with Spirit Shell. Any ideas? Or perhaps remove Prayer of Healing from Discipline and take another look at Holy Nova becoming the core AoE heal. Again, ideas? Further differentiation between Discipline and Holy is much needed.
Shadow:
• Mind Blast cooldown reduced by haste.
• More spells to generate and spend shadow orbs on as well as a way to generate them out of combat.
• More interesting glyph choices that affect core gameplay.