I was playing Enshrouded with friends so my last reply was a little lazy.
So, for less than 4% of your total mana, you don’t see the value of a constant upkeep spell on 5 people, at least one of which is guaranteed to take damage? And can be kept up for next to nothing?
Let alone that you’re still wrong about Regrowth’s HPM, the points I’ve already gone over still make it worth casting every 27-ish seconds.
I don’t know what the hardest content you’ve ever done as a healer is, but the way you type your thoughts I’m thinking it’s like 2005 Molten Core.
I agree that Wild growth should be used reactively, but you should still know which party you’ll use it on cause you prepped efflo on a different party and lifeblooms on another. Specifically, in regards to Lifebloom:
First boss: Lifebloom stack on 5 targets, starting 15 seconds before the next Demolishing Smash cast, such that immediately after the cast those 5 players sequentially have their 2-3 stacks expire and heal them for the damage taken. This can be done to 7 people with precise timing but leaves no room for Wild Growth or Swiftmend casts between refreshing so is not advised. This also leaves the druid free to WG a different party and Efflo a third, effectively healing 3 of 4 groups of the Smash damage.
Second boss: Lifebloom 5 (only 5 for the same reason as above) ranged, beginning when the boss is stopped, and stop as he starts moving again, each player will end up with 2 stacks, and these will expire just after the wave of disease dispels is done, healing disease/floor puddle damage.
Third boss you’d be right, damage is sporadic and not predictable enough to bother. Just two or even one-heal this fight if your group is pumpers.
The fourth boss, the first set of drakes, do their knockback on a timer, once again making lifebloom stacking on one party a tremendously mana-efficient tactic for healing one group, and wild growthing another. Efflo is less reliable here during the pushback for obvious reasons, but still useable once melee is back in place.
Fifth boss, as a druid, is same as first boss: all AOE damage here is on timers. You can accurately predict when damage will happen and set up before hand (again, because druid is a proactive healer)
Sixth boss does not have consistent AOE damage outside of touching flames, which do very little damage, so no need to bother for this fight
Seventh and eight boss provide consistent AOE damage via various effects, and you simply choose when to let lifeblooms expire based on who it will heal effectively, and sometimes take the loss on 3 stacks. Otherwise, melee typically one group will always have Efflo and the other WG.
If you’re still spamming wrath, you’re wasting a raid slot. Either heal or DPS. Do not waste anyone’s time still trying to do both when the raid is comfortably three-healed, and some fights even two healed, if you play the class effectively.