REWORKED TALENT TREES
*UPDATED* Elemental - https://talent-builder.haaxor1689.dev/tree/uzC5S3M-zX
*UPDATED* Enhancement - https://talent-builder.haaxor1689.dev/tree/7Sy0rf0koN
Restoration - https://talent-builder.haaxor1689.dev/tree/z5JOcigQcI

I am once again trying to influence the fate of Shaman on this server in another fruitless forum post. Perhaps posting a new thread in suggestions instead of responding to other people's threads in the Shaman forum would get these ideas more noticed. God knows the Shaman forum has been fkn dead since CC2. I have already explained my frustration previously in regards to the direction of Shaman into a generic specialist viewtopic.php?t=15586. But now I want to portray a more fleshed out vision of the class I had in mind that fits the unique utility-generalist playstyle that was unfinished in vanilla. Not to say that this is in anyway the BEST way to go about it, but in keeping in mind with some of the changes that have been implemented already to try to offer a compromise of sorts.
This was rather sudden on my part, and I do not have a whole picture painted yet for a never-be class redesign, so these will come in sections as I think on them and iterate idea. The first one I have cooked up is:
CORE CHANGE - All standard buffing totems have their default range increased from 20y to 24y.
// Totem ranges are a major hindrance to all shaman that contributes heavily to the mana issues of the class. Often times in leveling dungeons you cannot even move to the otherside of a room without needing to drop a new set of totems. This change is meant to alleviate this pain a little for those who do not spec for totem range, and to give caster shaman some more wiggle room with their cast range when they do spec into totem range.
RESTORATION
Spells:
Chain Heal - 2.5s Cast, Resto 31-point talent (Replaces Spirit Link) // I believe the crux of Shaman Class identity lies in its ability to do things outside of its assigned role within a party. With this in mind, CH already comes with a relatively hefty cast time for a relatively weak heal if you have little to no heal power in your items.
HOWEVER, given that it is deeply identified with Resto and a majority of Shaman's healing prowess (and the devs already made it clear they think it is too strong for non-resto to have), I believe removing it as a normal leveling talent and making it the keystone fits more with the direction Twow was going with it.
Spirit Link - Link your target (party/raid member or enemy) to their 2 closest allies. 10% of damage taken by any of the linked units is redistributed evenly upon the others. 60s duration, 10s cooldown, Baseline Spell learned at level 40 (Replaces Chain Heal) // With the relocation of Chain Heal from a baseline spell to the Resto Keystone, I believe that it would be appropriate then to make Spirit Link into a baseline spell and to make it a persistent buff with low damage mitigation. In this form I believe it has value for all specs in the same regard of utility that I think that Chain Heal simply doesn't if say you are the individual tanking mobs in group content, either willingly or unwillingly, while also leaning into the generalist and buff aspect of Shaman for their base kit.
I also hope to enable a concept of making Spirit Link function as a buff for allies OR debuff for enemies, which can be further specialized within the talent trees to augment this ability to those unique roles while also allowing it to function well enough unaltered.
Mana Spring Totem - No cost // The regen this totem provides is lackluster at best, and even worse without talents. CC2 removed its power in exchange for personal mana cost reduction, while I do not agree with it, I believe that weakening this totem in its buff capability fits nicely for a vision where healing totem has a bigger emphasis in the Resto rotation.
With this in mind, making the totem have no cost and low impact will allow the shaman to benefit from not interrupting their spirit mana regen on cast making it more useful during leveling for the class as a whole while also having a bigger impact for resto as their spirit mana regen increases, making interrupting that regen less and less worth it for a relatively weak totem. Tbh in my idea of allowing Shaman to cross-spec for buffs, I think that it wouldn't even be all too bad to allow Mana Spring to disappear and to lean in more on Water Shield-based personal regen in exchange for other group utility
Healing Stream Totem - 20s duration, 50% spell coefficient (5% per tick), unchanged health/2s, drops at your target location and heals the 5 closest members of your party/raid, 20 yard range // With the removal of CH from the base kit and the addition of Spirit Link in its stead, a buff to the impact of Healing Stream Totem feels appropriate to still have aoe healing synergy within the base kit w/ Spirit Link, as well as to make the spell a more conscious decision to cast with the possibility for downtime on the totem in crucial moments as well as more impactful, but shorter duration heal over time. The totem currently also has the feeling while leveling to be quite strong when you get it at lvl 20 to really fall off around lvl 30-40. So giving it better scaling per tick makes the totem feel better around the time when one would start getting spell power in leveling gear.
Water Shield - I honestly don't really know what to do with this spell at all. I understand if Twow wants to limit the ability for other classes to affect other classes' mana economy, but I cannot be fucked to care really about the numbers that go into making Water Shield somehow more viable than simply making spells cost less, and making mana refund an rng proc not tied to anything tangible like crits for example feels gross and retail-like. Like its not telegraphed to either the player nor the enemy that the proc happened at all.
Talents
https://talent-builder.haaxor1689.dev/tree/z5JOcigQcI
ROW 1
Improved Healing Wave: Unchanged
Tidal Focus: -2/4/6/8/10% Mana Cost for Heal Spells & Totems (5 Rank)
ROW 2
Improved Reincarnation - Unchanged
Ancestral Healing - Healing Wave has a 100% chance to increase your target's armor by 8% for 15 seconds, stacking up to 8/16/25%. Healing Wave critical hits apply max stacks. (3 Rank)
Tidal Mastery - 1/2/3/4/5% Heal & Lightning spell crit chance. (5 Rank)
Totem Mastery - Radius of totems that affect friendly targets is increased by 5/10 yards. -7/15% Mana Cost for Totems. (2 Rank)
ROW 3
Healing Focus - Unchanged
Nature's Grace - Unchanged
Nature's Guidance - +1/2/3% Spell and Melee Hit Chance. On spell crit, gain an additional 3% spell hit chance.
ROW 4
Healing Way - Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 6% for 15 sec. This effect will stack up to 3 times. Healing Wave critical hits apply max stacks. (3 ranks)
Spirit Walk - Spirit Linked party/raid members will now redistribute an additional 20% of physical damage taken. Lasts 30s, 6m CD. (1 Rank)
Water Shield - idfk, unchanged ig
ROW 5
Loa's Blessing (Replaces Tidal Surge) - If the target of your Chain Heal has Healing Way and/or Ancestral Healing buffs, transfer those buffs at 33%/66%/100% strength to all targets that Chain Heal bounces to, and refresh the duration. (2 Rank)
Nature's Swiftness - Unchanged
Undertow - ???
ROW 6
Healing Ward - Healing Stream Totem now heals an additional .4/.8/1.2/1.6/2% missing health per tick. 2 charges, 60s recharge (5 Rank)
ROW 7
Chain Heal - 2.5s cast (Requires Healing Ward Rank 5)
It is 5 in the morning as I finish this segment, amendments to be made. Just know that the goal was to incentivize HW being woven into CH rotation with HW buffs being spread with chain heal. And the Spirit Link/Spirit Walk changes were to allow for Tank Shamans to be able to spec into Spirit Walk as a Defensive CD that also has good utility as an OT using your own HP as a resource even while not tanking. This comes with the added benefit of being non-necessary as the persistent, but weaker Spirit Link would still provide a decent enough buff for the tank group should the Shman Tank opt into other talents.
Anyway gn TO BE CONTINUED