Originally Posted by
Pelagoth
I disagree with you here. General low Level of damage doesn't mean that it's sustained damage. So if people rarely go below 60%, rejuvenating them makes Little to no sense, but Wild Growth usually targets all most damaged Players at once. So the time it takes you to hot those damaged players to apply cultivation is a lot longer than using swiftmend on a badly hurt member and then following up with a wildgrowth who quickly brings up the remaining most damaged players. Also it helps his issue with being more mana efficient.
I currently use Cultivation + Cen Ward myself because I have 10% mana reg (2 relics with that trait), thus I can sustain a lot more mana during a longer fight than OP said he could. I also play higher end content where it makes more sense to prehot a lot of undamaged players before a Guarm breath/Charge, so Cultivation has a much bigger effect than swiftmend + wild growth could possibly achieve.
If you can't sustain much mana during a fight, prehot spamming undamaged players with rejuvenation can be super mana intensive and possibly lead to early oom phases, which make the rest of the fight a pain and possibly lead to a wipe due to inefficient heal portioning.
I'd generally (exceptions exist) recommend these builds:
EN nhc: Prosp+SotF
EN HC: Prosp+SotF or CenWard+Cultivation
Odyn nhc: Prosp+SotF
Guarm nhc: CenWard+Cultivation
Helya nhc: Prosp+SotF
ToV HC: CenWard+Cultivation
Additional advice: Use Innervate as soon as possible into a fight. I usually use it the first time I reach 90% mana. I like to time it with renewal of effloressence and wildgrowth as they both cost a lot of mana. The rest of my innervate time I use to spam rejuvenation as much as possible. Then try to use it whenever it comes off cooldown. At best you should be able to efficiently use it 2-3 times per battle.
- - - Updated - - -
Anything regarding Mythic: Has to be adjusted towards every battle individually, but generally CenWard+Cultivation