Originally Posted by
Dracodraco
People are never going to go for the "stack up for healing, or even "move for healing" approach if it costs DPS, especially if another healer can do it without that approach. There's a reason they have had to change mistweaver's mastery in 5.2.
Also, you can't even remotely compare shrooms to healing rain or sanctuary. Both of those can be casted on the group's CURRENT position, and has no wind-up time apart from the cast itself. Both of those are also very small heal ticks, that will constantly help to top off the group, while the burst from stacked shrooms is a one-time-every 1-2 minutes thing.
Just to consider the current tier, on heroic 25, and where shrooms are effective:
Stoneguards - no, constant movement for bombs/amethyst pools, no big bursts of sudden damage that can be planned around.
Feng - yes, Epicenter/Arcane vortex (Arcane is usually chosen for first phase, which means that you won't get to use charged shrooms unless your raid lets you place them, and waits for you to fill them up, and you then fill another pair up over the shield phase going into epicenter).
Garajal - no, lack of sudden bursts of damage, maybe apart from the very last part of the enrage burn. I guess it could be argued they're usefull.
Spirit kings - no, movement with no chance of being sure where you'll end up due to flankings/volleys/arrows/adds/running idiotic mobs.
Elegon - no burst healing required, but the last phase could argueably make it usefull, as there's constant raid damage going out, and it'll help topping that off.
Emperors - Yes and no. Due to the nature of the constantly ticking AOE damage, you won't overheal for alot. You also won't ever find the entire raid in one spot (ranged/healers won't go in melee due to dance, melee won't stand with ranged/healers), and you won't find the entire raid at a low percentage of health that needs to be bursted up (as the only damage is people randomely failing on the dance, and the constant ticking AOE). While they're good for the encounter already, the change won't make them shine even more here. They'll be slightly stronger, of course, but you almost want to use them on CD as a rotational ability here anyway, so the amount of healing they'll absorb is meh at best.
Zorlok - depends on your tactic. Could probably make use of it.
Bladelord - I guess you could run off to a side and place them halfway through the encounter while nothing's going on. Have anyone checked the range on these bastards absorbtion? Their 8 yard range makes them halfway-useless for the strikes.
Garalon - no way in hell are you preplacing a shroom, and determining where your raid will be when a crush goes off, in order to make use of it. Constant high raid damage ensures little overhealing from rejuv, too. You'd be entirely dependant on your raid moving to them.
Windlord - no sudden bursts of AOE damage.
Ambershaper - allright for last phase.
Shekzeer - not alot of overhealing during the phases, people will constantly be taking heavy dmg. Not stacked untill ~11 min into the encounter for last phase, gets a one time use then.
Protectors - good for the last phase, "meh" for the first (not enough time to charge, sporadic damage on people due to dot rather than aoe dmg).
Tsulong - borderline useless, can be used for burst on tsulong everytime you enter the day phase, but you move far too much in night, along with having unpredictable sunbeams.
Lei shi - allright for get away if your raid's a little disciplined.
Sha - not usefull at all.
All of the above obviously assumes that you are capable of ensuring your raid to be at the position minutes later, when the healing is needed, and that you know exactly how long each phase will last.
All in all, they're still "situational". Guess blizzard succeeded.