Magic Mushroom Buff…where are we going dude?

So where are we going with these Wild Mushrooms! …and how did we get here?

It’s no secret that right now restoration druids are at the bottom of the pile. We don’t offer any significant raid cooldowns that other classes don’t do better and we have no spammable AoE burst healing. In any fight where the raid groups up we should, barring any skill variance, fall behind other healers and even more so if the fight caters well to spirit shell. This isn’t to say that we are not useful as druid healing is, as always, incredibly potent at helping to stabilize the raid.

Blizzard ‘seems’ to be acknowledging this with their change to wild mushrooms. Their idea is to allow us to take a percentage of our rejuvenation overhealing, which will happen when our heals get sniped in frantic healing situations, and funnel it into a sizeable mushroom bloom when needed. What this does is allow them to keep the bloom cooldown at 10 seconds, but arrange it so that should we want these mushrooms at full potential the cooldown effectively becomes much longer and requires additional mana in the form of rejuvenation casts.

Functionality:

The current build suggests that each mushroom can ‘store’ up to 33% of our total health pool as additional bonus healing (completely subject to additional tweaks) and upon release will split the healing done among all targets within range. With three mushrooms this would be a total amount of bonus healing equal to 100% of your total health or approximately 460K (before mastery and other such bonuses).

Limitations:

Other AoE effects state that a fixed amount of life is returned per tick and is usually subjected to diminishing returns. Ghostcrawlers terminology seems to imply that this healing done is split evenly between all members caught within the blast. This also seems to imply that there is no diminishing returns and that the effect is simply limited by the amount you were able to store in the mushrooms and the number of players involved.

Speculations and Assumptions:

I am assuming that his terminology means that the amount healed is not divided by some fixed number in the anticipation of healing a certain number of players. Swiftmend for example heals three people for a fixed amount and will not increase the amount healed if only one person (the MT for example) stands within it. If that is the case then the ability can be used in some creative ways.

Charging the mushrooms

Depending on the encounter a set of mushrooms may take somewhere between 20 and 30 seconds to fill up if people are taking damage. You could certainly game the system by placing multiple rejuvenations on players who are not hurt (especially if they have any way to increase healing received) to speed it up. The new 4 piece Tier 15 set bonus seems to have a rather interesting synergy with this as well. With this new set bonus each time rejuvenation heals (1 initial 4 ticks at base cast, 5 ticks at standard haste levels) it gains a 6% increase to healing done. For those using the first haste break point it means it ticks at 100%, 106%, 112%, 118%, 124%, and 130%.

If one were to get your haste into the mid six thousands, something feasible in t14, and more than likely really feasible in T15, you could use the tier 15 set bonus along with the new Soul of the Forest to pull off interesting shenanigans. Let’s say your rejuvenation ticks for 15,000 base non crit. With the 70% haste from Soul of the Forest and T15 4 piece bonus your rejuvenation would tick 9 times for a total of ~190,000. This one rejuvenation, if entirely overheal would contribute 47,625 bonus healing to each mushroom which is about 1/3 of what it can store. Each additional rejuvenation would each contribute 25,875 bonus healing. This means one supercharged rejuvenation and 4 regulars might be enough to fill up your mushrooms provided they were overhealing.

While this can speed up the process of charging up the mushrooms I don’t know if giving up Incarnation is worth it nor might it be worth it to encourage a playstyle focused on gathering up overhealing. All of my numbers are entirely speculative though as I’m pulling some stuff out of the air and much of the ability isn’t anywhere close to finalized.

Use

So the question is what do we DO with this new version of wild mushroom. The answer is…it depends. With some tier 15 gear you’ll probably be able to get your HP up to 470,000 or 480,000 with somewhere in the realm of 23 to 24% mastery provided you don’t change your haste target. Let’s say this gives us a bank of 595,000 bonus healing in your mushrooms (198,400 individual mushroom). Right now mushrooms heal for 10K give or take a little bit. I don’t know exactly how much because…well I don’t care to know. With diminishing returns in 25 man it probably dips down to the 6K or 7K range more than likely.

Assuming that the bloom splits the bonus healing evenly with no penalty on top of the core explosion then on a 23 person group (often times the tanks aren’t standing on your side of the boss when grouped up) you have 26K healing per person and something like 32K per person if you get the core explosion too. This means you can heal each member for a whopping 6.7% of their life. This is a little less than two ticks of rejuvenation on everyone. I’m not going to say that I’m particularly excited about this because it doesn’t feel like a massive benefit for the amount of time and mana invested. I’d like to know if someone has the math on how much per person Healing Rain gives over its duration.

In a 10 man raid things change slightly. Let’s say the tanks are standing on one side of the boss and you have 8 players standing on the other side. In this scenario each player would be healed for 74K from the bonus healing and 80K if the core explosion is added. This would be ~17% of everyone’s health which is almost like feeding a healthstone to the whole raid. Now we’re getting somewhere.

If you push it a little further and refine the explosion to cover only select numbers of people then you will see even more burst potential though highly focused. They would heal one person for 600,000, two people for 300,000, three people for 200,000, four people for 150,000 etc. You have the potential to provide a spare lay on hands for the tank or some sizeable heals for anyone forced to soak a certain mechanic in a known area of the battlefield.

Catch

As with everything there are considerable catches to this spell.

-Just as before you must deal with the 3 GCD’s to place them.

-You must now charge them up and monitor the amount stored within them though I would wager a guess someone will create a mod to track this for you.

-Then you must time your detonation to maximize its effect. There is a risk a good portion of your explosion will end up overhealing if you are trying to heal say half of your 23 people who took damage while clustered together.

-The raid or raid member(s) might be forced to move away from the designated location making your effort for naught. The counter to this is that the mushrooms should be quite large and easy to spot so your designated people might still be able to run to them and get healed.

Verdict

I find their idea interesting but ultimately somewhat underwhelming given the setup. It doesn’t seem like they will be amazing at solving some of our current weaknesses which is a reliable tool to handle burst AoE damage in raids and a reliable tool to keep us even when the raid is grouped up doing AoE healing. In those scenarios the ability will be going off only every so often and not for a significant amount compared. There is some serious potential In using them on smaller groups of people but there is a high level of coordination involved making sure those people are near the mushrooms at the time you need to detonate them. This may end up being a high risk, high investment, poor or risky reward type scenario. You could have fabulous luck with it and you could have absolutely abysmal luck with it.

Tank Healing – potential to be a free lay on hands every 30 or 40 seconds  during a fight with some coordination if the cards all fall where they need to fall.

25 man Raid Healing – potential to be a modest heal among your raid (28-30K), a medium heal among your melee or ranged (50-75K), and a decent heal among a small group of players (75-125K) if everything goes right

10 man Raid Healing – potential to be medium heal among your raid (75-95K) , a decent heal among just melee or ranged (100-150K) if everything goes right

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5 responses to “Magic Mushroom Buff…where are we going dude?

  1. Pingback: Patch 5.2 resto druid buff update | Restokin

  2. If they changed the shroom mechanic so you can cast it on a friendly for the heal or an enemy for the damage then I would like shrooms. Or make a glyph that does it but the damage or healing do not affect the target of the shrooms.

  3. “You could certainly game the system by placing multiple rejuvenations on players who are not hurt”
    So now I’ll have to overheal on purpose?
    No thanks.
    My Priest will be 90 by 5.2
    Goodbye druid.

  4. It will be interesting to see how it works out. Although if overhealing on purpose to charge mushrooms (if it works) becomes a Must Do, my guess is the mechanic will be changed.

  5. It seems like the goal was to make it so mushrooms actually get cast, rather than to turn them into something druids actually need. The charging mechanism is needlessly complicated; putting a timer on them such that the longer you wait before detonation the bigger the heal would have had pretty much the same effect.

    I expect swiftmend style nerfs to get added before live, so once again mushrooms end up never being cast.

    (OK, I admit it, I do cast them and use them on Feng in MV, but that’s really only because I have nothing better to do; I detonate them just after the bubble expires. I view it as my contribution to not getting all our other heals getting nerfed to encourage us to use mushrooms more)

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