So the 6.2 changes are as follows. Decoupling our Riptide + CH synergy, turning RT into a pretty boring spell, only used to mark targets with High Tides and a typical HoT/Movement heal. Don't really get why they're doing this?
Restoration
- Chain Heal now heals for 25% more.
- Riptide no longer increases Chain Heal's effectiveness by 25% on the primary target.
Then I checked out the archimonde trinkets.
Casting Healing Surge, Chain Heal, or Healing Wave on a target with your Riptide on it has a 55% chance to spread that Riptide to another nearby ally.
It feels like these are sort of contradictory? Trinket would be great if the synergy wasn't decoupled, but now we're gonna be littered with RT procs, even killing our High Tides usage and turning into a lame HoT.
Am I missing some crucial point of use with these changes?