A tree druid's overheal will always seem very small, as well as our total raw heals.
This is because how blizzard's combat log works, hots on a player at 100% will NOT display in the combat log, so any hot ticks which are 100% overheal will not show up as overheal in your healing stats.
Finally, +healing trinkets like the one from badges are godly for rolling lifeblooms. If you start your trinket, stack 3 lifeblooms and keep them rolling, it'll count as if you have the +300 healing permanently. Hard to do on fight where you have to dodge things but it's still a nice boost you can keep up for 1 min or 2.
This is probably one of the best kept secrets of tree healing, I kept a godly 850 tick lifebloom going on the tank for half of gruul last week and finished with almost double the effective healing of the next person on the heal meters (20% vs. 11%). Eventually I lost the stack to a reverberation, but it was great while it lasted. That was with only 1700 heal, a 1k tick lifebloom is well within the reaches of gear that is currently available to guilds that are working on BT and Hyjal.
Then I strongly suggest you try doing graves. The people can wait the few seconds for the Hots to tick. Also a tree is nice on the MT since so much of raid heals are taken by shaman/poh, and you can only spare 3 healers at the most for the MT.
Morogrim, as suggested by Igniter, is a fight for a tree druid to really excel, if you're given an appropriate job to do. Covering graves is perfect, the only limiting factor is really healing aggro from the murlocs.
Throughout the fight you will often get earthquake into grave before people can be topped off, and those people will die if not healed while graved, it's just not possible for druid to heal that much in the short timespan.
I don't find that druids do too badly in this fight, what I do is usually keep hots on the MT, and when murlocs come keep hots on both tanks. After murlocs are down, just hots running on the tank while lifebloom the raid.
I only lost to a chain-heal spamming super geared pot guzzling shaman in terms of effective healing.
Hey, I'm in a similar position having changed main from hunter to druid about a month ago, I'm a PvP/PvE spec (8/12/41) tree too, and my guild is working on Morogrim at the moment having downed Hydross and all prior instances. I'm no expert, but my two cents:
I personally don't bother trying to keep Regrowth on a tank. I use NS+Regrowth for emergency heals, or simply Regrowth if a full lifebloom stack and rejuv are on and the tank needs a heal. Using regrowth when the tank is full is wasteful to me, especially since you only need a Rejuvenation for swiftmending.
My experience raid healing (which is typically just tossing HoTs inbetween maintaining lifebloom and rejuv on the tank) is that, at least with my guild, it is wasteful. Theoretically it could work as healing is often non-urgent post-earthquake for classes that aren't likely to be beat on by any murlocs. The reality is that most of my guild doesn't have grid configured to show Juv on a target, so anything I heal is quite likely to be hit by a chain-heal happy shaman or flashing priest/paladin.
However, I have made myself useful during the murloc phase by first hotting up the tank when it occurs, shifting out of tree and using rank 1 hurricane on the murlocs, then if the tank is stable, using HT to top up raid members. As I'm not keeping regrowth on the tank I find I have plenty of mana to spare, and my gear isn't fantastic either.
Haven't had any experience grave healing, so I cannot comment there.
I don't use meters, but I feel useful playing like this. Hope that helps.
While normally, I might have Igniter's back on this...this time he's wrong. The resto druid is now mainly a MT healer instead of a raid healer. A paladin or Shaman are going to be able to top off the raid a lot more efficiently than a druid, especially if it needs to be done quickly.
I'm not sure what your rotation is on your HoTs, but being efficient with those is pretty much the name of the game. Letting rejuv's get full cycles in, keeping the 3-stacks of lifebloom up at all times.
If you're planning on being a MT healer, then you should be stacking spirit. There's a point where +healing becomes less efficient than if you have high +spirit/mp5 to keep your mana pool going. The healing buff from tree is the reason to be in the raid, in my opinion. The only way that's viable is if you're balancing +healing with spirit stacking.
I agree that Shaman's are amazing raid healers, but I disagree that Paladin's are better.
Lifebloom is superior to FoL in single casts situations, and Holy Light is the most inefficient "large heal" available. FoL is great for spam on tanks, and 2 second HL are excellent for reacting to spikes.
I also disagree with stacking spirit, since Tree druids need to keep a stack of lifebloom going constantly, you'll never get out of the 5sr if your doing your job correctly. In this situation MP5 trumps spirit in every possible way (for mana regeneration), at a certain point since we can't uprank our HoTs - mana regeneration becomes useless after we can maintain our max - rank hots on a tank for the average fight length. If you've had a look, all the (non-set) leather healing gear in SSC/TK has no mp5, maybe an indication of that?
I don't believe stacking spirit it worthwhile, you give up alot of ability for that +50 heal.
Under 2 circumstances imo, the druid is a powerful healer.
1.) If nobody else is over healing our hots
2.) Single or split healing 1-2 tanks who are taking constant damage
If your guild has a healing wack a mole style like ours, raid healing except in certain circumstances is a trial. The paladins and shaman will most likely blow your hot off before it can tick once or twice, and you'll find yourself resorting to mass spam regrowth or carefully timed healing touch.
Morogrim tomb healing is a situation where the healers hots for the most part can roll on their own. Bloom is really nice because you can prebloom everyone before the explosion and have the final heal at the end. You'll also have SM up every tomb and NS up if you need it. If two people go into the water in a bad way, you can pull them out. No other class has that kinda clutch power. Ya they still have to be ready to pot or stone some hp if quite a few people go in bad, but on the whole the druid does that job rather well. You can even sit and hot the pally tank from your spot at the base. You could have the tree on the tank but thats a matter of preference.
On the whole though our tree is tank healing. Stat wise you don't want to ignore spi, its really easy to get into a place with the current healing gear where you have many pieces lacking spirit. On the other hand, you need enough Mana/5 to keep you going full time constantly rolling bloom. Early off I find it better to get tier gear, and accessory's with spirit on them, since tier pieces have mixed stats it will not leave you gimped. Later on (BT, Hyjal) I am not so sure, as some of the T6 pieces hardly upgrade spirit at all, and you only really NEED so much mana 5. Your work load isn't that much harder on your mana from a slow period to a fast period of damage except you might pop out more regrowths between Blooms. You're always going to have hots rolling, so eventually your mana/5 needs are going to level off and become less of a need.
That leaves you with healing and spirit to push, which is heavy on some pieces, and you can slot them in as you balance out your mana/5 demands. Going all spirit is a waste if you cannot keep up the workload of hots, and the Royal Nighteyes are still by far the best gems to socket in. The end result is a bit of a balancing act in gear. I know some people go +8 spirit stones, or the shadow pearls in gear, but +4 spi isn't better than 3mana/5 imo. This isn't much of a problem though, since most of your heavy spirit gear... just doesn't have sockets...
Really though if we could just get a talent to convert our spirit to mana/5 so we could get some more personal use out of it, it would be huge. Till then it be nice at least to get some more upgraded version of classic spirit enchants like +spirit to boots.
For Morogrim we have a shaman on Graves - Chain Heal + NS Chain Heal can heal up 3 low targets while you will lose one if you Rejuv SM + NS Regrowth. Furthermore for the typical situation where there is only one low target - LHW or even CH is much more efficient than Rejuv SM. Rejuv / Lifebloom without SM will not heal the target up before the grave bombs and regrowthing graves is just inefficient.
It seems the best Morogrim role I have found is just simply raid healing with lifebloom and Focusing on MT with HoT's. One lifebloom heals pretty much everyone in the raid to full after an earthquake and even if people get graved soon after an earthquake, the HoT makes the shaman's job that much easier.
As a tree druid, your hots provide the MT with an extra guaranteed HP buffer. While you may not top the healing meters on an extreme single tank burst fight, your HoTs can always be counted on to provide the tank with 1000+ hp before the next hit lands, with swiftmend as a guaranteed burst heal when needed.
This is prety much Bang on.
People really miss the point of using HOT's on the MT.
They tick when they are needed most (when a tank gets low). They are for creating a safety net on the main tank and as such they can not be measured against the direct healing other classes do.
Main tank healing is entirely outcome based, if the tank lives the healers were sucesfull, the amount of effective healing that the Druid does really isnt relivent, whats important is that he keeps all the HOT's up all of the time.
My guild is just now starting BT and I'm a bit disappointed to see so much Leather heal gear with haste rating. I'm a tree druid - the only full time in my guild. We have one other resto druid who is sometimes tree, sometimes moonkin/HT depending on the encounter we're learning or what dance she thinks is cooler that week I guess.
Anyway, to me tree seems extremely powerful, especially for raid healing or as a secondary healer on the MT and if you're gonna be full resto, it seems that you might as well put 60 points in it unless you're gonna be a moonkin hybrid. So as a tree, all I'm casting are instacast spells which obviously get absolutely no benefit from + haste. I would think that most full resto druids looking for upgrades in BT are in the same position - mainly using instacasts.
Tree druids already got shafted in SSC/TK by not getting any craftable patterns - the TK trash gloves are worse than T4, and now there's even more "bad" gear from BT with all this wasted item level on haste rating.
So why does blizz make the tree form and then waste haste rating on all the leather healing gear...it makes no sense. I understand the argument that stacking haste gear may get HT down to the 2.5 second range but at the same time...the pally's, shaman, and priests are all going to be getting haste gear as well so druids will still have the slowest casts.
I'm just wondering if I'm missing something about how to play a resto druid here but if blizz wants to give druids the option of speccing HT, then they should put in haste gems or something and not dominate stat allocation with it on the only items that are available.
As an aside, I both offtank and main tank for my guild. As a druid tank, spike damage is my biggest problem. If I don't get overhealed, I don't survive the 'big hit' bosses like Gruul and Maulgar, or it becomes a crap-shoot' at best. I don't have a resto Druid to stack HoT's in my guild 10 man group so fights like Prince (phase two) become much less 'certain' when the group composition requires me to MT. A Tree spamming Hot's like lifebloom/rejuv with high +heal would go along way toward those times when 3-4 crusing blows and a hit or two in rapid fire succession eat away a full stack of hp. If I don't get overhealed in these fights we don't stand a chance of winning the encounters.
As an aside, I both offtank and main tank for my guild. As a druid tank, spike damage is my biggest problem. If I don't get overhealed, I don't survive the 'big hit' bosses like Gruul and Maulgar, or it becomes a crap-shoot' at best.
As a druid, spike damage should be the least of your worries. Damage should be more regular and less spikey, albeit that you require more healing over time, than an equivalently geared warrior. Are you emphasising dodge at the expense of armour?
Well I'm a bit dissapointed with Tree of Life form. I was using whole ssc, tk moonglow build. Success for me is to keep assigned tank or group of ppl alive, not to be happy from some HPS or healed amount. I'm really confused what to use for further content of raid instanceS such as BT or hyjal.
Let's show example for ToL build:
Solarian, perfect situation to heal 2 arcane resist geared tank with Lifebloom, rejuw etc. for good amount of HPS, they have all the time hp up except situation when solarian aims them with missiles. Healing touch would be almost impossible in this situation to keep them alive, even for priests it's really hard to keep them up. But now i ask myself, is tol really necessary, is it such a boost as i would be moonglow ? I had never no problem with mana (180mp5 unbuffed, alchemist's stone) so mana cheaper hots are not so big boost for me. There are bigger heal ticks in tol build than moonglow one. But again, there is no need to have tol to be successful in this healing situation. My hots will tick for 900~ HPS instead of 1200~ HPS, for critical situation i can swifmend rejuw and in next hot spam cycle put it again on tanks.
I see no point to be tol to keep hots on MT, i'm keeping it also with moonglow build + casting healing touch. There is no problem for solohealing (water graves, some assigned tank etc.)
Several times I had to switch out from tree form and use healing touch. (insane mana cost in tol build) then i could get back and again spam my slacking hot heals. I consider Tol like a lazy version of healing druids, i can just cast hot on several targets and staring what to do next. With other build i have to pre-cast ht which can save much more then some HPS. When boss, mobs hit quickly for high amount of dmg, there is no chance how to keep ppl alive with ToL, one swifmend, and then just regrow spam which is not really mana effective as healing touch and +2200~ or +3700 with crit per 2 seconds it has still too far for 6000 or nearly 10000 crit healing touch per 3 seconds.
I would really like to hear anyone how to deal with those situations in tol build, because i had no problem to heal till hyjal with moonglow. Then i specced to tol, when i saw all pages with theories about insane HPS but personally i don't think it is so sweet as everyone published.
Anyway most of time when hots are up, it's overheal beyond 100% hp which is not counted to heal meters. I will not care if i have 200% or 20% overheal but i will care if i have in 5 minute fight just great healing in middle or top tank's life and when tank gets life on lower level as 5% i just stare helplessly with spamming regrow, swifmending and it's still not enough. Just one or two healing touchs would deal with this.
Perhaps you will answer me that i'm healing wrong targets or i'm there only for good HPS/aura to keep tank alive in low hp.
Then i can say, swich me with paly or priest, it is wasted slot for such a healer as i described above.
Ok, spam on 2 targets i can produce pretty nice HPS together but again i'm not able to keep anyone of them alive by myself, i need next healer = 3 healers (me + 1 on each tank) or if i won't need next healer, then i can heal it in moonglow aswell
Well, pls correct me what's wrong but i see moonglow still more hps effective then tol for one target. I can control pre-casts to produce more heal in one moment then some healing over time which is almost uncontrolable. In situation where i'm spaming ht and tank is still slowly loosing hp i can say, "add next healer", but in tol build i can say "damn i'm useless for this target, next time i wanna spam raid for HPS"