You really shouldn't be telling the other healers in your raid to not be healing. You should be telling them that they don't NEED to heal certain players, and if they're having mana issues they should happily not heal them. If they aren't having mana issues, it's strictly better for the raid to top them off, HoT be damned.
In some fights when it gets really hectic or you need to be mobile, HoTs can be really nice because other healers can't keep up even using their quick heals or if they can't stand still to heal. Use them when they're useful, but understand their limitations and don't force them where they don't fit.
Also someone earlier said that a rejuv+swiftmend combo was wasteful and shouldn't ever be done, but I disagree. It's a fast 1.5s emergency heal that can be done on the run, is cheaper than regrowth, and is roughly the same amount of instant healing. I wouldn't use it all the time, but it's certainly nice if you spot a rogue that's eaten a cleave and is in risk of taking another at any moment and dying. Or if you need a quick heal on the move.
When my HoT's are being overridden I really do feel like a wasted raid spot, but Lifebloom is just so good on paper.
My lifebloom currently has a mana effeciency of 15~ mp/h, non-crit in tree form. That's staggering, almost doubling the mana effeciency of alot of healing spells. Lifebloom is fast, is an instant, roughly equivalent to a 1.5 second cast but heals more, compared to holy light if you had to heal 14 targets Lifebloom would catch up it's healing speed even though it takes 7 seconds for the full effect of lifebloom to take place.
Lifebloom heals alot for a gcd, it scales extremely well, using a modified HoT +heal co-efficient it uses 92% of your heal, compared to Flash Heal or Flash of Light or Lesser Healing Wave which use a measly 43%. Currently I put out 2700 per Lifebloom, that's 1800 HP/S.
Lifebloom is more effecient, and higher HP/S than Flash of Light, it's an amazing raid healing tool. Basically if Lifebloom is let to run its course, it will heal more and heal more efficiently than any other heal. Now If only I could train all my guild's healers to ignore targets with a lifebloom =(
From grouping with a tree form druid, the speed debuff has always been a reason to avoid the talent. There is no reason for this restriction.
As a non-druid healer, I have always viewed the aura in the same way a warlock views CoE. It doesnt really help the druid but has a big impact on large raids. I realy would like to see the original buff to out going heal spells vs the current implementation. This change would make the form, as is, a much larger benifit to the raid.
As a class with one or two instant heals every boss fight, there are dozens of times instant cast dots would have been usefull. Its often hard to realize how important they are until you dont have them. Unfortunatly, the slow debuff on the form has always made the tree druid I group with a liability. That in mind, there are several fights where dots (Kazzak for example) are a key healing factor for the success of the encounter. Fortunatly for the rest of the healing classes, this is the exception rather than the rule.
Some possible changes:
A. Make the form a combination of talents such that the form itself has a speed debuff and limited bonus, the 35 point talent removes the debuf, and the 41 talent grants improved aura.
B. Turn into the spin so to speak, and leave the speed debuff but grant additional bonuses such as extra spell resist, increased spirit regen ect.
C. Alternativly switch the aura to the original implementation.
For the healing meter issue: the only class with all its heals showing on the meters is the paladin. Priests don't have PW:S and PoM, Shamans don't have Earth Shield and Druids don't have Lifebloom. All the "healing meter" thingie is screwed up from the start.
I will lose tree, which is currently pretty much worthless in 5-man and pvp. I only use it in gimmick fights such as 2-man azuregos.
Improved regrowth is nice but not essential, I do not pvp in arenas these days and in battlegrounds I will be usefull anyway.
Empowered rejuvination will hurt some to lose, I like powerful hots. However it does not work on the end part of the lifebloom on others anyway.
Will also lose 3 points in sublety, I hope I won't miss them a lot as I often pug with semi sucky tanks.
However I will gain:
Lunar Guidance, will help with all healing spells as it will give me slightly above 100 more healing. Offsets the loss of my hot power and is a pure bonus to my healing touch.
Moonglow, 9% mana reduction is a lot.
I have not decided about natures grace or 5% spirit yet.
For me it feels like a fair trade and I will even get slightly more pew pew power, even if I doubt I will use it. My plan is to use ht7 (after tips from here) mostly and full rank ht if someone takes tons of damage. Will probably continue to use lifebloom a lot though, both on the tank and on groupmembers that are damaged. However, is it worth to have a rejuv rolling on the tank when I'm solo healing?
In terms of 5 manning/pvp, yes a hybrid build is often better. Makes you more versatile. But in terms of raiding, tree druids are very powerful. Granted the speed nerf is stupid, but there are a lot of fights where I never move. And if I do, it move a very small amount. You can also shift in and out of tree form with no problems if you bind it to a key you have good access to. I bind my shifting to a custom mouse key.
As far as rejuvenation. In 5 mans I basically keep lifebloom and rejuv going. I let lifebloom end, unless it is a really hard hitting boss. There are cases however in heroics, say Mechanar with the fun Temper Forge-Destroyers, that I do nothing but HT rank 9-10 to keep that tank up. Anything else is pretty futile with those.
t doesnt really help the druid but has a big impact on large raids. I realy would like to see the original buff to out going heal spells vs the current implementation. This change would make the form, as is, a much larger benifit to the raid.
Unless your raid leader never puts you in the MT group, I don't entirely agree with this. Currently, if you are in the MT group, every single heal is getting buffed from your aura to anyone in that group. Highly valuable to the MT. However, if you were to switch it back where every healer in your group gets a bonus, that would only help if you were not in the MT group. And it would only account fof 4 people if you were to cram 4 healers with the druid. The only way that would be acceptable is if they increase the aura by 50% of spirit or something.
The majority of our 25 man raids have 8 or less healers. Having the buff affect out going heals gives 62.5% of your raid healers a heal bonus to 100% of the raid. This is better for any fight that is not majority tank and spank.