After being able to test the different new healing combinations a little more in the past weeks, here are my thoughts on the current situation:
(Edit: I just realized this quite the chunk of text, I didnt notice that in my notes, I am very sorry for that...)
heal general:
If raid-affecting skills, especially HoTs were not to affect non-warden/cenedril pets, this would be great and maybe also increase performance.
If you did not disable player-pets and dmg numbers, the spam of green numbers from heals/hots is just too much. Sometimes even too much to see whats going on on the ground (b1 chests, b2 circles).
Having all (visual) effects of the game enabled should not have a negative impact on gameplay (...not considering performance issues, which is a completely different story).
priest general:
lv100 ISS Divine Shield: 5sec of 80% dmgreduce with only 80 range and a cd of 4minutes was once quite the big deal, but after lots of changes you made this has become pretty weak. warlocks, knights, druids and some priests all have way more effective dmgreduces.
warlocks lv85 ISS with 8sec of 90% dmgreduce with 100range and just 90sec CD is just BUSTED AF compared to this skill.
Group Heal: honestly we are at a point where you should reconsider changing this skill to heal the entire raid. Now we have so many skills healing entire raid, not just mother earths fountain anymore.
I am aware that this will significantly increase raid healing capabilities overall, but compared to other skills this one is just too weak.
all in all having this many skills affecting the entire raid was imho a bad decision. Once again I remember the good old times, where you had to have a heal in each party, not just 2 anywhere in the entire raid, beccause so many healing skills+buffs affect up to 36 players instead of just 6.
whats the downside of needing one heal in each single party, except one dps less having the benefits from party-only buffs, which again have become quite rare nowadays...?!
druid general:
lv90 ISS Return of Light: 60 Range is pretty low compared to other skills and usual positioning of players during fights, to be able to use this skill effectively. Increasing range to 100-150 would help alot.
lv100 ISS Lava Effect (lv65 Soul Soothe): Most fears last not long enough to react to them, stop casting/wait for gcd and then remove the fear with this skill and still being worth your time. Changing these skills to remove fears and give target an immunity buff vs fears just as the p/k lv35 Calm Heart does, would certainly help.
priest/druid:
lv40 Healing Void: visual effect lags quite badly, pls consider changing it to something more subtle.
lv60 Mana Retention: manareg is way too high, noone has this much mana - include runtime in tooltip
lv70 Chain of Life: dmg taken by chain of life still interrupts playing instruments, which makes it almost impossible for this class to play them during combat. changing the skills dmgtype to the same as bloodarrow or holy candle would help.
priest/warden:
nothing significant to mention here, I like this class very much and it also seems to be fairly balanced.
druid/priest:
lv30 Holy Teachings: idea to make staffs more viable is nice, but as long as heal-amount is this high compared to hp-values of players, its still not worth losing the benefits a shield/talisman provides. (same for p/d lv20 Elven Teachings)
lv35 Master of Regenerate: maybe create a new buff for this skill that adds the effects of those two hots together into on, having 4x ticks from this elite alone really spams the screen and combatlog with green numbers, especially for the caster.
lv45 Curing Wave: I like the skilldesign, but sadly its somehow useless on this class with mother earths fountain and all its HoTs.
lv70 Saviour of Light: in my eyes 52% dmg reduce is too much, combined with the CD-reducing function. In a full raid with 36 players you would need only 7 druids to have a permanent dmg reduce of 52%+HoT.
(btw: imagine the healoutput on the entire raid just from HoTs with 7 Druid/priests (which on top can be "played" by alts with makros) for 36 players...thats just crazy!!)
On the other hand, in small raids (<12) the CD-reduce is not really worth to mention.
druid/champ:
I like the concept behind this class very much, there are just two downsides:
I have not figured out any situation where the teleport-to-mechanism skill for the raid is actually helping and not only a fun extra. being teleported to a random location right next to the mechanism and not directly into it, like p/wl does, also makes this less useful.
at current movementspeeds players are more mobile and have more accurate positioning within a >150 radius while just running, compared to this teleportation. so maybe increase the range to more than just 150.
second downside is general mobility of the class and its mechanism. a raid moves way more than just 300 range in 30sec and even during many bossfights its hard to have as many players as possible benefit from the mechanisms.
one suggestion to solve it would be to change lv30 elite Vital Escape to teleport your mechanism to you instead you to them. this will increase the mobility of this class and make it more attractive to play. plus the aggro-reset is practicly useless on this skill.
lv40 Mechanism Implosion: having this pulling/charging thing instead of teleporting is pretty bad, casting and stunned and rooted mobs will not move, I still dont get it why you implemented this charge instead of teleport anyway...
lv70 Enlightened Formation: the hp/def increase seems to be pointless, since this class is not designed to particularly tank anything. despite the 100% more aggro, heals do not generate more aggro than any tank does with one hit. Even in the unlikely case that you did tank anything with this class/skill, you would not want to lose that buff after just 30sec.
warden/priest:
I would say the least attractive healing combo out there atm, similar pet to priest/warden, but only 2 skills for active healing and no usable ISS.
Its just boring AF and inferior in healing output AND offensive+defensive supporting to other healing classes.
Having a main priest and a main druid for buffs is almost mandatory in raids, there simply is no more room for this class as it is, to make any difference.
Lacking important buffs and a res without CD, this class will also never be played as a solo heal.
lv25 Focused Aide: should at least give same +healing% as healing salve/healing seed and/or stack with them.
lv30 Summon Divine Oak Walker: I believe the pet is still not working as the tooltip says, considering the additional instant heal procced by urgent heal if target is below 60%.
lv40 Grand Auro: with just 3sec on raid its far inferior to for example knight/mages and knight/druid holy shield, despite having 1 min less CD.
lv45 Natures Aide: 1% MP reg is not that great. players will practicly not get OOM on this class without additional manadrain and if your mana gets somehow drained, these 30% every 2min will not help more than using a manapot. same is for the pet and IF it somehow would get OOM, you can just resummon it.
lv70 Angels Prayer: as this is the only res for this class, its CD should not be 5min. I would reduce it to 2-3min and add a healing decrement like for priests and druids ISS res.
I hope this is not too much of a wall of text, but I wanted to be able to compare all combos to each other, thus giving feedback on all at once.
And again, I am very thankful for all the effort the team puts into this.
Cheers!