I want to start of saying that I´m speaking stricly out of PvE pov. Most of the buffs are aimed towards PvE. Or well they are all infact. Including the Ironbark "buff" which I will speak of in this post.
At Wild Mushrooms current state, overhealing and not being able to reposition fully stacked shrooms is the MAJOR issue.
The current ovehealing of wildmushroom is high, adding another 100% healing wont solve anything (imo).
So for fixing healing done by Wild Mushrooms. You could maybe take into consideration of giving Rdruids a absorb spell?
Instead of giving us 100% increased healing. You could give a shield to everyone healed by the mushrooms. Shielding the person for 5-30% of the flat heal, or simply based on overhealing done on the poor lad who didn´t get any heals!
Meaning that you keep the spells current healing as of 5.2, and adding the absorb effect ontop of that when 5.3 hits.
This would make the spell a lot more apeeling. In terms of a significant "buff" overall, there is no question about absorb healing > overhealing is the best way to go, hehe.
More healing on shrooms would be nice on some fights ofcourse. But giving a absorb instead would allow the spell to be used on every fight to it´s full potential. Not just on high peak dmg fights, (the once we excel at healing anyway).
In several Heroic encounters melee camp / ranged camp moves around a lot. Making it hard to get 100% stacked shrooms to go off on people, that are the once wounded / needed to be healed.
A simple way to fix this issue. Would be to allow fully stacked shrooms to only bloom. When you hit the "bloom" key. And not when you add another shroom to the field making your fully charged one explode. Allowing you to reposisiton your fully stacked shrooms. Ergo, when you got x3 shroomies up, and use another shroom you simply reposition your current one keeping the stacks on it.
There is so many ways this spell could be tweaked. Just to make it more fun / less irritating.
It´s so demoralizing seeing your shrooms that you used x3 casts on to place finally getting fully stacked and then noticing the boss and melee camp has moved!
So for example, placing x3 shrooms as one but giving it a full 1 sec GCD instead of 0.5 sec for each when you single pop em. Would be a cool addition.
// If you have x3 fully stacked shrooms. Being able to manually reposition all three with a 1 sec gcd. Or single place them with each a 0.5 sec gcd. (keeping them at the % increased healing they had on em at that point of time)- and ofcourse being able to reach 100% stack even if they got moved on 50% etc.
Ironbark cd reduced to 1 min instead of 2 mintutes. Leaving the dmg reduction still at 20%
"PvP" Ironbark CD (4-set) increased by 1 min.
Ergo this change is stricly aimed at PvE.
So. Why Ironbark is laughed at in PvE is not because of it´s CD. And a 1 minute CD reduction wouldn´t make any difference really, it simply needs a higher % reduced. Not a lower CD timer.
We are the class who lacks the most of a defensive raid CD, and we´ve always been that class.
So I love that you are infact considering of buffing Ironbark. But I feel giving it a 20% increased -> 40% reduced dmg or even 60% with a shorter uptime. At the cost of keeping it a 2min cd / making it a 3 min CD. Would be a lot better.
Paladins have there Devo, priests with Pain sup etc. Our dmg reduction spell is not even close. 20% is not much in PvE enviroment, not enough to be relied on as the only dmg reduction at least.
Tranqulity, Swiftmend. Great buffs!
Why I did not write much about these is for the simple fact that they are actually good as they are right now. Buffs are always appreciated doh! <3
*Reason for focusing so much on Wild Mushroom, is due to the T15(4set) which screams out that blizzard wants more people to use shrooms*
Cheers for the read!
My nick in game is "Túbby" on Frostame-EU just to show that I´ve raided HC this tier