Unfortunately I have to agree here, Healing is great until dampening hits the arena. We literally heal at max for 20% of max health and that would be with some lucky crit. Passive heal is something that makes Warriors, DHs and even Rogues having higher chance to survive than Shaman with heal that not only had to build MSW to get better heals, but also use 1 GCD in order to execute it…
Mobility is not that bad, but I have noticed that Thunderous Paws removes all SNARES, doesnt really removes all SLOWS, just now had an arena, got knocked down with Thunderstorm, and even though Thunderous Paws was activated, I still had slow on my face so, here is the problem.
Feral Lunge is a bit of a weird desing here, as not only that it has 30 seconds cd, deals peanuts of a damage, but apply no root or slow. As an example I could use Felblade from DH, its on obviously lower CD, deals much more damage, and has a chance for its CD to be reset, yes has lower range but still, without slow or root, very viable ability.
Hard instant CC is what Enhancement lacks for sure, Lasso is fine, but not only it is easy to counter, we could have at least that ability available on full 5 seconds for damage at least, if someone is already immune to Stuns.
Instant Hex should be a thing, it will still have CD so wont be spammed anyway…
Defensives; I think we are not as bad here, Nature’s Guardian could be something that could not be affected by any healing reductions.
Burst is just Fine, yea its easy to counter but if you play it right it can be deadly.
What we are also missing here is a Healing Reduction ability either build in to some spell or some separate Ability, as ALL melee specs and even Warlock have that, but not Shaman, which is a shame.
Slows are not a problem here, as both Frost Shock and Ice Strike provide good 50% slow, especially Frost shoch with good haste can be up on a target 100% of the time. Earthgrab Totem its 50% slow and Thunderstorm applies 40% slow, so when it comes to slowing down targets I thing Enh is more than ok.