it's not ranged based, and i don't want to respec. it's area effect based, and focuses on properly attacking or defending when you want to spend mana, to deal damage or healing, mostly healing, as I said, these bonuses have only a small buff to our survivability.
I haven't nullified any inherent flaws with clerics, they still lack mobility, for a targetable dispel, they still have invuln as a survivability cooldown. All I've done is add a method to convert mana to damage, then an additional buff to change the way that damage works.
it's more akin to how priests use chakras and mantras from the latest cataclysm changes, or various other specific class designs that revolve around this type of system. I just had the idea earlier today that would make the class more epic to play. It's rather linear and boring, as well as being about 40% underpowered compared to the new bloodmage, samurai, ninja, thief, etc. All of the other specs are getting decent buffs, I'm just saying it's time for clerics to get a radical change in their playstyle.
Having a bunch of, pardon my french, fucking single target heals with seperate cooldowns, is boring as shit and doesn't provide interesting gameplay. It's about like playing with a quarter. You can flip it over and it's either heads or tails. But all you can do is flip it over, and over. The same action. The same mechanic. Nothing different.