Originally Posted by
theburned
Personally I use DoC for that fight, rather add some dps than stand half of the time doing nothing, while saving mana, and yeah I go oom if I just spam it on cd, but in reality you won't do that it's not cata nor MoP where you could just spam SM wild growth on cd.
There are rare ocassions where I would consider it worth it to just use wild growth without SM, and that is life or death cases, you know there is some incoming damage, and in most cases if SM is on cd I am better off just throwing out a few rejuvs/regrowth(s), regrowth cases will most likely save people more than a regular WG and rejuvs will be more effective or pretty much the same as WG in terms of overhealing and thus HPM.
later on in p2 the damage ramps up, but there is pretty much sustained damage, so just putting in a few SM wild growths can be really worth your time.
in p1 I dps most of the time, focusing the operator helps a little in terms of damage in later phases (the faster they go down the faster the bosses loses heat below the threshold in last phase, thus you he only gains 13 energy pr 2 seconds instead of 22 or 23.
HotW can be really strong here, but when I tried it, I ended up standing still for too long, just spamming wrath anyway, though it felt wrong the theory behind it is that you can spend your p1 time to burst down operators, thus less heat and in later phases of the fight you can use it just when p3 starts to stabalize the group, preferably with tranq.
why you would not be running germination though feels weird to me, currently with the 5 sec MoC its just not having anything to it's advantage, it makes you able to spam a spell you would normally not be casting, thus the chances of actually getting a regrowth cast <1 sec after the proc is very small, unless you are spending precious time baiting regrowths when you could be doing something slightly useful like throwing a wrath. then you have like 1.1-1.4 sec regrowths, lets assume you take 0.5 sec reaction time to the buff, should be more than fair, considering gcd, and otherwise reaction time/lagg. You might get off around 3 regrowths, this requires you the stand still for the 4 seconds casting, with ToL the cast is at the start of the gcd rather than after thus you will get off one extra, Also during BL you will both get more proccs, and you will be able to cast of an additional cast, thus leaving you with 5 casts.
With perfect playstyle the talent might be debateable, but the playstyle requires that you know which targets to heal, and in what order. Also there is a good reason the talent is being buffed by 50-60% (2 sec might only sound like 1 extra cast, but it should amount for around 2 casts considering how badly/how well the casts pre-buff fits in.) 3 casts -> 5 casts.
To me it just doesn't make sense how this talent can be used in it's current state, because it requires perfect execution and still then it sounds a bit meh.
And most people I've seen use it comes with answers like "it's great with 3 heals with no cost when oom"...you shouldn't really allow your playstyle to let you go oom in the first place, and if you do you want to handle it with a cheaper talent like DoC...
In terms of healing DoC really isn't good though, it doesn't do much useful healing, but it makes your playstyle a lot more forgiving, and in terms of combined dps and healing it's somewhat decent, at least it's getting buffed by 15%, thus excelling more at doing this.
Also a lot of mana issues can be blamed on being too liberal with your mana during low damage phases, we really aren't well suited for low damage phases, except for mushroom... thus keeping up mastery, lifebloom and spamming wrath, using regrowth proccs is only things you should do then, other classes got way cheaper/better toolkits for handling them... if they come at the start staying mana neutral is okay, but if they come at later stages you need to regain mana.
as for ToL WG vs SotF wg, ToL increases SotF HPM/HPE by 33% including the 15% that gives roughly 53% effectiveness gain, lets round it downwards, and it equals that of SotF.
Depending on encounter swiftmend won't overheal at all when combined with WG, (if you are preparing WG basically just to snipe heals, flamebender anyone? you won't get the effectiveness of swiftmend though.)
though 16k mana for the 50% increase thus it's mana cost is 33% higher thus the HPM for SotF is 25%(turn it around and ToL is 33% stronger) weaker than ToL WG.
Just using a log from my raid today, with 38% overhealing with WG and 0% OH with SM it's 1/6 of the WG heal, for 1/3 of it's cost, thus we can count out 2k of the mana (I can do this because, the relative strength between ToL and sotf wg is so close) reducing the difference in half thus 12.5%/16.7% (again depending on how you look at it)
also it means that the HPC is roughly 70% stronger (please correct me if I am wrong, getting tired here, and this number is not exactly important) roughly double if you count out the swiftmend.
Though in the end you can cast that one 3 times pr 3 minute at most....
these are all relative values though... the actual numbers for sotf and non sotf WGs can be somewhere in other threads..
there is barely any mana issues when using sotf WG, and just maintaining cheap spells, and harmony, the issue comes when you are starting to throw in too many rejuvs, though on the other hand this allows you to convert mana into actual healing, instead of just being a bit more free with your mana... Thus having more mana from DoC/buffed-MoC will be great.