From the constant feedback, we've come to the conclusion that mana management at the moment is pretty bad.
As I'm unable to post on the Beta forums I posted a thread on the General Shaman forums with a few ideas that may address the current problems, however that seems to just get lost within the rubbish. I thought I'd bring a few of those ideas here as they're far more likely to be read and evaluated.
I did a quick search as well as read the last 6-7 pages prior to writing this, so hopefully I'm not repeating anything.
My first suggested change was to Improved Water Shield.
Currently we have:
Improved Water Shield -> When you gain a critical effect from your Healing Wave or Lesser Healing Wave spells, you have a 33/66/100% chance to instantly consume a Water Shield Orb
We already know that Riptide will soon be affecting Improved Water Shield too (
WotLK Beta (US-English) Forums -> Thoughts and Ideas on Riptide.)
My suggested change would be to have it read as follows:
Improved Water Shield -> When you gain a critical effect from any of your direct Shaman healing spells (Healing Wave, Lesser Healing Wave, Chain Heal and Riptide for clarity), you have a 33/66/100% chance to instantly gain mana equal to one Water Shield orb, this effect cannot occur more than once every 3 seconds. (Chain Heal will only be able to proc one orb per cast. e.g If all three links crit, you will only restore mana equal to one orb - added for clarity)
After thinking about it, with three chances to proc, I'd assume Chain Heal would probably be slightly too good so maybe a reduced chance per link to go with the healing penalty. For example the initial jump would have a 100% on crit to restore mana, the second jump 75% and finally the third at 50% chance off a crit. Also the removal of actually consuming an orb would hopefully address the fact that we've been 'wasting' a lot of global cooldowns refreshing Water Shield.
Secondly, I believe Riptide could use a slight bit more work.
In its current state (max rank):
Riptide -> Heals a friendly target for 1015 to 1099 and another 795 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%.
Would something along the lines of the following be deemed acceptable?
Riptide -> Heals a friendly target for 1015 to 1099 and another 795 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will increase the amount healed by the Chain Heal on all of its targets by 25%. If Riptide is dispelled, the target it was dispelled from will receive X more healing from all forms of healing for Y sec.
All I really did here was stopped the Riptide being consumed by the Chain Heal and made it clear that it would increase the power of the Chain Heal on all targets it hits (because as I haven't actually seen it myself, I'm not clear if it actually does this or not). I also added a detrimental effect to dispelling it trying to steer clear of creating a similar effect to that used with Lifebloom.
These changes were thought up with mana conservation and more synergy between Chain Heal and our new talents in mind.