Resto Druid still has the worst runes in the game

Not once per 21 seconds, and not any worse than HT, as posted in some math I did above.

Verbatim from the description in game: “This spell benefits from and triggers all effects associated with Healing Touch.”

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I leveled to 40 strictly in a melee cleave on my druid with guildies, and we didn’t double pull packs on purpose often and rather breezed through them quickly one at a time. It was fine healing as a druid.

On my priest, I leveled with a group of two mages and an Ele in a spellcleave group, also with guildies, and I am 100% sure doing that on my druid would’ve been a nightmare.

I thought it might but figured I’d be safe and say it in case it didn’t. Wasn’t at home to check. I do think it should benefit from the talents that effect rejuv though cuz it’s supposed to be used together with hots.

Yeah overall our runes outside of Wild Growth are just not good, Nourish and Living Seed in particular need work. I’ve just seen so many people complain that they’re useless when using them is still in fact a slight gain used wisely in conjunction with Regrowth.

Lackluster for sure, especially compared to Priest options, but worst of all for me is no dedicated healing rune for boots. At least make Dreamstate also proc of healing crits.

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I wouldn’t be too sure about that friend, last time I checked (which was admittedly P1) Lifebloom was both more mana and less healing than the equivalent level Rejuv :sweat_smile:

Only if you stack it quickly.
Place one, let it tick, add another just before the bloom, repeat till three stacks, then let fall off. Greatly improves the mana efficiency of the spell as you’re essentially tripling and doubling the first and second casts’ HoT portions respectively.

Is it good? Compared to PoM, or Penance, or CoH? Or Pain Supp? or even PW:B?
kekw

But it can be efficient.

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Somehow I feel like the mana cost will level out when you stop wearing level 25 gear.

I can confirm that it won’t. Druid can be strong, but it’s chokehold is still entirely the use of mana in a world where my priest can have 100% activity time and my regen mage doesn’t even know what mana is. 95+ parge average in gnomer so far on all three, and druid is the worst.

I did a lot of math to show that the runes are not totally useless earlier, but make no mistake, druid is by far the hardest shafted healer rn.

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I’m not quite sure, I could be wrong, but a quick look shows baseline at 40 the healing done is 1077 for 3 casts and allowing them their full duration (minus Bloom), that’s 534 over time, and 543 bloom.
Mana cost is 690 for 3 casts, but less the refund on final cast 575 mana in total.

That’s still only ~1.8 healing per mana before modifiers. Which is still lower even than Regrowth’s 2.1 healing per mana, and certainly Healing Touch’s 2.6 healing per mana.

I’m not upto speed on the coefficient, but I can’t imagine it being higher than either being an instant cast.

The HoT portion is just sadly not relevant enough for it to work that way in Sod from what I can tell.
It only heals for 33% of the healing in the HoT portion.
So for your first two casts you are essentially spending 230 mana a cast for 89 and 178 healing (before modifiers) respectively, before your final cast is 115 mana for 810 healing, which is great, but still requires a lot of previous investment that needs to be taken into account.

I’d love to see your view on it, because as I said this is just based on a very quick check, but I’m just struggling to see the numbers unless there is something I’m missing.

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The thing you’re missing is that the three total stacks of Lifebloom all refund their cost when they bloom, not just the final cast.

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Ah ok, that’s makes more sense. I was wondering if that was the case but thought surely not lol.
So that bumps it up to ~3.1 baseline which is significantly better, albeit with a lot of ramp time.

Thanks for the clarification :grin:

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Holy Pally is worse.
Got one good one: Sacred Shield, which doesnt even heal, mind you.

Yeah it’s the ramp time, and the uncertainty of how much of the bloom will be wasted, that makes the spell annoying to use. Once I start ramping it, I typically let my tanks dip kinda low while the three-stack ticks, hoping to not overheal with the bloom.

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Dude you can beacon someone and heal with flash for nearly like 2 straight minutes 100% activity time, druid’s got one good party-wide heal they can use 9 times before they’re OOM.

I lost hope in resto druid healing for phase 2 as soon as I saw the runes. Nourish? Good lord, no.

It would be very easy to fix resto druids. All they really need is for lifebloom to work properly and have a reasonable mana cost as well as a couple of solid defensive CDs. Those two things, alone, would go a long way to making resto druids pretty solid in pve and pvp (well, once they get the burst meta out of the stratosphere).

Your math is awful cuz you assume no living seed for HT and you assume living seed for regrowth. Which is just a laughable way to try and make regrowth seem like it isn’t a complete waste of mana when it very much so is.

The druid class in general, not just resto, but definitely resto, is just clear evidence of clueless devs who don’t even play SoD.
Pretty sad to think about.

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How did you come to this? Refund is 50%. Cost is about 720 for 3 casts at 40 and refunds about 360 or 50%.

The cost is 230 per cast (accordingto my level 40 druid), which is 690 mana for the 3 casts. If you follow the conversation you can see the initial assumption was that it only refunded on the final cast (115 mana) but apparently that is incorrect and it still refunds the first 2 casts as well.

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Why does yours cost 10 mana less than mine?

Edit: anyways with +136 healing, which is my current off set, a fully bloomed life bloom is 3.76 hpm which is actually kind of crazy. The issues is how it’s almost useless until the bloom and Druids have no good way to protect a tank to allow the bloom to safely go off. No shield or a way to instantly bloom it. You can’t just sit there going “I hope they don’t die before it blooms” so the bloom is effectively useless because you will likely just heal them with something else before it goes off.

Edit 2: to the guy saying get the crit talent for 50% regrowth Crit… Lmao.

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