@snake
Sadly the community here is totally biased...
Can only hope the Devs can see past this bias...
Removing the slow from runic 1 would certainly help the spell get used for something besides healing the caster group. But It should also gain a recast at the time, something around 18seconds at minimum. Why, you ask? Because the spell already heals for more for tick than the druid or cleric (blows the cleric away, actually).
See you guys just dont get it. The group hot is not an awesome group heal that will make the Shaman able to heal what the Druid (or Cleric) can. (Will keep comparing to the Druid, cause he is the closest healer type to the Shaman).
Again, it all comes down to simple math. How much DPS can you counter....
Runic: Spiritual Attuning:
950 Mana
6.6 second cast time
500 a tick v2 group heal, 4 ticks (60 AE range)
H/S*: 73.26 - 93.9, H/M: 2.11
Circle of Vitality:
680 Mana
5.45 second cast time (no recast, just the usual 2.5 seconds.)
1780 v2 group heal (100 AE range)
H/S**: 247.67, H/M: 2.62.
As you can see, the Druid can with the regular group heal counter atleast 250% more DPS than the Shaman hot (and as much as 325% more dps if the Shaman gets unlucky with how long from spell land to first tick).
"APPLES AND ORANGES!"
Right, i forgot, the Shaman spell is a HoT, the most inefficient heal type in the game (source Bango, no idea what he base it on), so its much worse than just being able to out heal the Shaman big time...
Anyway lets compare the Druid group hot with the Shaman one, here is the Druid one:
Circle of Soothing:
725 Mana
5 second cast time
420 a tick v2 group heal, 6 ticks (75 AE range)
H/S***: 62.53 - 73.47, H/M: 3.48.
The Shaman HoT will be able to counter little over 20% more damage, but look at the Heal per Mana. Soothing is 3.48 compared to Attunings 2.11. Thats well over 60% more mana efficient.
So yes, the Druid cant counter as much DPS with his hot as the Shaman can, but with his group heal, he can out heal him atleast 250%.
But the Druid HoT still has its use as its 60% more mana efficient (and over 30% more mana efficient than his own group heal).
AND THE SPELL IS ALREADY IN THE GAME!
Its just not worth casting, because it slows and snares the group, and for the little healing it does and for its high mana cost, its basicly useless.
*Heal/Sec is a little tricky, cause the first tick can land after 0 seconds, or as much as 6 seconds. So cast time + 18 seconds to cast time + 24 seconds.
Cast time with it is also tricky, atm its a buff, so its cast time is actually 3.3 seconds. If the snare and slow was removed i think it would just be a heal, and cast time would be 5,676 with CSI 7.
But just to illustrate "worst case scenario" i have calculated it as 3.3 second cast time.
** Since im comparing a hot running over time, its only natural to add recast to Circle of Vitality, 4.687 second cast time with CSI 7 + 2.5 sec recast = 7.187.
If we just look at 1 spell cast, it would be 1780/4.687 = 379.77 H/S.
This would mean that if we look at ability to burst counter, well the Druid may have healed 1780 while the Shaman is still waitig for his first tick...
***Heal/Sec is a little tricky, cause the first tick can land after 0 seconds, or as much as 6 seconds. So cast time + 30 seconds to cast time + 36 seconds.
Cast time with CSI 7 is 4.3 seconds.
P.S.
Looking at the Cleric group HoT, it could use a tune up, its pretty aweful. But if the Shaman R1 was fix'd, most the time they wouldnt care, cause they would prefer Shm>Dru>Pal doing the group hotting anyway. Oh and their relic group heal, its pretty amazing, H/S: 454.55, H/M: 3.42. Now thats a group heal! (with CSI 7 and 2.5 sec recast included)
P.P.S
Druid R1
healing 6 targets is H/S: 438.6, H/M: 3.22. Not to shappy, over 450% more healing per sec than Shaman r1... (with CSI 7 and 2.5 sec recast included)