Hope they revert many current 10.2 changes

Did removal of circle of life and death get verted? The new liveliness talent was so much better imo since it didnt reduced the duration of hots or dots. Making moonfire talent way stronger. Wanted to test its dmg per cast but cant seem to find it now.

the 10.2 changes seem fine for M+, probably even stronger than we are now, but for raids, particularly larger raid sizes, the gutting of the flourish ramp playstyle is going to hurt. With so much of our healing coming from uncontrollable pets and procs that just pick random targets with hots… I don’t think it’s going to work well for raids, a lot of the healing is going to be wasted unless they make the set bonuses smart heal.

Each Grove Guardian casts:

-A Swiftmend on YOUR target (or mouseover if setup via macro, etc).

-Wild Growth based on the location of YOUR target (or mouseover if setup via macro, etc), which will almost always hit your target if your target is not at full health.

-Nourish, repeatedly, on YOUR target (or mouseover if setup via macro, etc), unless your target is at full health, at which point it will cast it on someone else nearby.

Uncontrollable?

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I swear resto druids are more doomer than mages these days. Y’all are getting the best side of all these healing changes out of all healers tbh.

Already leading HPS output by a country mile and will be the least nerfed going into 10.2. Please just stop lol.

Each Grove Guardian casts:

-A Swiftmend on YOUR target (or mouseover if setup via macro, etc).

-Wild Growth based on the location of YOUR target (or mouseover if setup via macro, etc), which will almost always hit your target if your target is not at full health.

-Nourish, repeatedly, on YOUR target (or mouseover if setup via macro, etc), unless your target is at full health, at which point it will cast it on someone else nearby.

Uncontrollable?

(2) Set Bonus: You and your Grove Guardian’s Nourishes now heal 2 additional allies within 40 yds at 40% effectiveness. ← Uncontrollable, goes on whoever

(4) Set Bonus: Clearcasting now causes your Regrowth to also cast Nourish onto a nearby injured ally at 200% effectiveness, preferring those with your heal over time effects. <-uncontrollable, yes it goes on people with hots but we often have hots on people that dont actually need healing when this would proc.

Grove Guardian Talent:
“The treant will cast nourish on that target OR a nearby ally periodcally” ← Uncontrollable, they dont just spam nourish on whoever you first swiftmended them with, they pick whoever they want.

the ONLY part of grove guardian healing that is controllable is the intiial swiftmend and wild growth.

Nitpicking about a minor set bonus? You do know what “bonus” means, right?

Based on how current Grove Guardian Nourish casts work, these will most likely prioritize targets that are not at full health. It should be a fairly potent bonus.

Maybe you should re-read what you quoted and consider for a moment what the words “injured ally” mean.

It absolutely prioritizes your target with those nourish casts. It only casts on alternative targets if your target is at full health. This has been confirmed countless times at this point. Considering that Grove Guardians are casting three different spells, it makes sense that they gave an abbreviated description as opposed to a page-long essay detailing all of it’s nuances.

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Injured ally = anyone with missing HP, even 1 HP. Treants will absolutely cast a heal on someone at 99% when there are people at say, 30%.

You’re misinformed on the treant nourish priority. Check the dreamgrove resto discord pins, I quote: " * Their nourish casts will go on random injured players, but there is no priority/smart healing to target lowest health allies." This matches my personal experience as well.

So same problem, if there are 5 injured targets, 4 of them at 95% health, and 1 at 20% health, the 20% health guy only has a 1/5 chance of having a treant target him.

because of this issue they have a lot of overhealing because they’re not targeting intelligently. and, since it’s random chance, it varies from run to run, sometimes you’ll luck out and they’ll happen to target good folks to heal that are injured, other times they’ll keep spam healing people at 90%+ who aren’t really in danger. It’s most noticeable in large groups, IE raids. In M+, since theres only 5 people it’s much less noticeable.

Yes that’s possible, but an extreme niche example. The bottom line is that it’s not casting it on full-health targets.

That’s in reference to who it decides to cast it on if your target is at full health.

Yes, they are trying to thread the needle in making the heals “smart” but not simply playing the game for us. It’s a compromise. And with the set bonus, we’re going to have 3 people being targeted with those nourish casts, one at full strength, and two at 40% effectiveness. And that is assuming that you only have one treant up. You could potentially have 3 treants up at the same time.

Like I said, it’s a compromise. They aren’t casting on full health targets. People don’t usually sit at 90% health for long periods of time. Also consider that when big damage bursts hit the entire raid, you can send out all three of your treants at the same time, at which point they will cast THREE wild growths and sit there spamming NINE Nourish casts over and over again on the raid… What more do you want from this one talent? lol

Bro the treant nourish thing is not even hard to test. Here is a combat log of me and the pvp and normal training dummy. I cast a rejuv on both of them, then cast a treant while targeting the pvp one, so all my nourishes should go on it according to you.

Here is a pastebin of the full log:

https://pastebin.com/bduzZ9PZ

Here are all the nourish casts:
Line 80: Treant Nourish healed PvP Training Dummy 14,742 Nature.
Line 85: Treant Nourish healed Training Dummy 8,570 Nature.
Line 89: Treant Nourish healed Training Dummy 8,392 Nature.
Line 91: Treant Nourish healed PvP Training Dummy 11,590 Nature.
Line 94: Treant Nourish healed Training Dummy 8,200 Nature.
Line 119: Treant Nourish healed PvP Training Dummy 15,270 Nature.
Line 139: Treant Nourish healed Training Dummy 16,944 Nature. (Critical)
Line 154: Treant Nourish healed PvP Training Dummy 26,290 Nature. (Critical)
Line 169: Treant Nourish healed PvP Training Dummy 14,902 Nature.
Line 172: Treant Nourish healed Training Dummy 8,176 Nature.
Line 176: Treant Nourish healed Training Dummy 8,370 Nature.
Line 180: Treant Nourish healed PvP Training Dummy 20,341 Nature. (Critical)
Line 184: Treant Nourish healed PvP Training Dummy 19,926 Nature. (Critical)
Line 187: Treant Nourish healed Training Dummy 16,880 Nature. (Critical)

Notice it alternates between them completely at random since both are “injured”, despite me casting grove guardian on the PVP one.

Which PvP and Normal training dummies are you testing this on that aren’t already at full health?

the ones in valdrakken in the pvp area

Gnr might need a mage to port them out to Val lol due to being 35 to see what you are talking about :dracthyr_hehe_animated: