All my following posts were originally on my guild forums but unfortunately there were some players in the guild who were simply too immature to have a good discussion with, resulting in the thread being locked... hopefully i will have more success here
The 'bare minimum' spec
The following allocation of points is the absolute minimum you will need to heal using the methods i will be describing. What you do with the rest of the points is up to you!
WorldofWarcraft.com -> Info -> Classes -> Druid -> Talent Calculator
The basic application of druid healing
The idea behind the style of healing i will be discussing is this.
Maximizing the tick of HoT spells on predicted targets in order to minimize the effect of spike damage in a sustainable and mana efficient manner.
The main tool that allows us to do this is the lifebloom spell. The reason this spell is so effective is the fact that it ticks every single second and scales incredibly well with gear.
Thus as soon as the tank takes any damage they are instantly healed by the lifebloom tick, essentially giving the other healers more time to cast larger, longer cast time spells.
WWS
heres a link to some of my guild's WWS parses...
As you can see druid healing is very suited to some encounters, whilst not to others (and some i'm just lazy), but as of late, on encounters suited to it i am coming close to doubling all the other healers
WWS History
Idealized Application of druids for specific encounters
Probably said so before but i'll sum up quickly here...
Druids are basically good at healing any target that takes a lot of damage (spike or not) over a sustained period of time. Having to switch targets and restack is where we loose efficiency BUT keep in mind it is very easy to keep more than one target stacked at the same time with hots...
Here is the "ideal" druid placement for the boss fights that my guild have completed(in my opinion)
Hydross
LB stacks on both MT's - Also either keep Rejuv up on both MT's or stack LB on one of the AD tanks as well (could even do 2 AD tanks if lag isn't bad but need very careful timing on the refreshes)
Lurker
Stack both MT's (if theres 2) otherwise just MT heal and use the rest of your rotation for raid heals where needed
Leo
Stacks on both the druid tanks (mobility is win here possibly consider not using tree from). Stack the Warlock in demon phase.
(i personally haven't been doing too great on this one... been wearing way too much dps gear to sustain stacks... wearing all healing gear with a good weapon and offhand to switch to will easily down the demon as i recently found out... now i have a mindblade the healing in this fight should step up a lot)
FLK
Heals on shaman from a druid i would say is almost essential here... the massive damage spikes can really hurt... other good druid position is on MT... after the shaman goes down the druid can hot stack the MT, themselves, and the other healer healing MT... this should eliminate the need for a healer to heal the healers healing the MT (mouthful)
Morogrim
Should definitely stack both the MT as well as the pally tank
Vash
Stack MT's For P1 and P3... P2 stacking the 2 tanks is good as well as using the spare rotation time to throw a few hots on the kilters and rogues (so basically center)
Although that said outside will be kinda useful as well due to cleanse poison and additional mobility (i personally don't like it though).
Alar
P1 MT chasing
P2 stack both MT's
VR
Run around spamming regrowth... this fight sucks for us
Solarian
Stack both Arcane soaks
Comparison of heavy spirit based weapons vs heavy mp5 /+heal for tree druid
Stats on solarian staff:
41 stam
40 int
60 spirit
386 healing
----------------------------
Lightfathom Scepter
27 stam
19 int
431 healing
10 mp5
----------------------------
Tears of heaven (offhand)
75 healing
6 mp5
----------------------------
Raw stat comparison
Staff > Mace + OH
stam: 41 > 27
int: 40 > 19
spirit 60 > 0
heal: 386 > 506
mp5 0 > 16
so by taking the staff we would be loosing out on 120 healing and 16 mp5 for some spirit and a bit of HP ... but how does that spirit affect healing stats... lets examine further
with the 15% regen in combat talent each point of spirit gives 0.09 mp5, netting us 5.4 mp5 additional
with the tree 'aura' the spirit would grant an additional +15 to all heals cast on the tank.
so now the breakdown becomes somewhat simpler...
by taking the staff we
gain 240 hp
loose 10.6 mp5
loose 120 healing (but give an additional 15 to everyone else)
but just how effective is this 15 for everyone compared to the 120 for a druid...
most SSC/TK fights typically run with about 8 healers, so if we consider total +heal for everyone in the raid (15x8) we come up with 120 again... which doesn't seem so bad (although keep in mind this bonus will ONLY be recieved by those healers healing the tank). But +healing gear isn't focused on to the same extent by all classes. A druid is one of the few classes that can happily itemize away from other stats for more +healing (as long as they are over the necessary mp5). Due to the fact that we are healing with lifebloom primarily, our hots tick every second, meaning we have a faster response to spike damage than any other class... the bigger this response is, the more chance the other classes have to get off a longer cast time heal to bring the tank back to full and ultimately the less chance of tank death. The other good thing about lifebloom is that it scales incredibly well with +healing gear. Another thing to note is that other classes upon reaching higher levels of +heal will typically down rank their spells, further reducing the +heal scaling.
SO, while in essence the same total +heal level in the raid is maintained either way, its is more effective in the hands of a druid. Not to mention that the druid actually has to be in the tanks group for them to receive this benefit.
Lets examine the typical tank group makeup...
Tank
Offtank
Warlock (imp)
Shaman (totems)
Paladin (armor aura) (can vary here but lets assume)
now to switch a druid into this group we would be reducing effectiveness of at least one other synergy
now if the only differences between the weapons was how the +healing was applied i believe it would be a simple choice the mace over the staff... BUT ITS NOT... by taking the staff you loose an additional 10.6 mp5!!
this one is called hands down to the mace/OH combo in my opinion.
The last thing you may argue is the benefit to the out of combat mana regen. While yes, this is nice, if a druid is healing at optimal capacity (see the post on healing rotations) there is no point where you will get the 5 second regen tick... its essentially all chain cast.. and as for innervate being buffed... mine usually goes to a shadow priest anyway, netting more total raid mana
Healing rotations
For single MT healing the maximum HPS to keep up is Lifebloom, Regrowth, and Rejuvenation.
Lifebloom needs to be refreshed once every seven seconds (usually every 6 to preserve the stack). This is first priority as it is the highest HPS hot that we have. it also happens to be the most mana effective too.
Rejuvenation needs refreshing once every 12 seconds (every second rotation). This is our 2nd biggest HOT.
Regrowth lasts 21 seconds and thus only needs to be refreshed every 3-4 rotations. Regrowth however is a comparably weak HOT, ticking only once every 2 seconds for far less than rejuvenation. The main component of regrowth is the large heal it applies initially. Thus i only find myself casting this when the tank takes spike damage, giving a large heal to get the tank back up whilst the other hots help to ease the spike damage. This is a very inefficient heal especially because a paladin or a priest can heal for much more with faster cast time and less mana cost in this type of style.
Thus in my 6 second rotation i find i have a lot of spare time in which i could be casting other spells without loosing ANY HPS on the MT (the only issue becomes mana)
The actual rotations would look something like this...
First rotation
0-1.5 Lifebloom
1.5-3 rejuvenation
3-5 regrowth
5-6 Unused
Second rotation
0-1.5 Lifebloom
1.5-6 Unused
Third rotation
0-1.5 Lifebloom
1.5-3 rejuvenation
3-6.5 Unused
ETC
SO basically we have a lot of time where we could be casting, as well as maintaining 100% of our HPS on the MT, but aren't. A lot of druids simply use these spaces to help conserve some mana due to lack of MP5 (such as not bothering to chain pot), others will just be lazy at this point an not use those available slots. However with sufficient MP5 this is where our rotations can become interesting...
consider this rotation
First rotation
0-1.5 Lifebloom MT
1.5-3 rejuvenation MT
3-4.5 Lifebloom OT
4.5-6 Rejuvenation OT
Second rotation
0-1.5 Lifebloom MT
1.5-3 Lifebloom OT
3-5 Regrowth MT
5-6 Unused
Third rotation
0-1.5 Lifebloom MT
1.5-3 rejuvenation MT
3-4.5 Lifebloom OT
4.5-6 Rejuvenation OT
Using this rotation we maintain EXACTLY the same HPS on the MT as well as maintaining our best two HPS HOTs on the OT.
I will typically however drop regrowth out of my rotation a lot of the time due to high inefficiency. This allows an even more interesting rotation
First rotation
0-1.5 Lifebloom MT
1.5-3 Lifebloom 1st OT
3-4.5 Lifebloom 2nd OT
4.5-6 Rejuvenation MT
Second rotation
0-1.5 Lifebloom MT
1.5-3 Lifebloom 1st OT
3-4.5 Lifebloom 2nd OT
4.5-6 Rejuvenation OT
Third rotation
0-1.5 Lifebloom MT
1.5-3 Lifebloom 1st OT
3-4.5 Lifebloom 2nd OT
4.5-6 Rejuvenation MT
This allows us to keep our highest HPS hot on 3 tanks! as well as our 2nd highest HPS hot on 2 of them. The potential HPS at this point is becoming somewhat insane
Lastly, my favorite rotation
(all instances of this are the same)
0-1.5 Lifebloom MT
1.5-3 Lifebloom 1st OT
3-4.5 Lifebloom 2nd OT
4.5-6 Lifebloom 3rd OT
This is the rotation that gives by far the best HPS and mana efficiency, but unfortunately is not suited to many fights.
The thing about all these rotations (besides the first) require low latency (less than 500ms). Good timing and co-ordination (got to remember which spell comes next on which target... can be surprisingly difficult whilst having to move or watch other things as well). A decent amount of mp5 while casting(i will crunch the numbers for each of them when i have more time), and finally require FOKUS!!!
Gems
For the purposes of analysis i am going to with with the basis of 10 gem slots (makes the numbers easier to compare)
The gems i will be comparing are:
Purified Shadow Pearl:
+9 healing +4 spirit
Royal Nightseye
+9 healing +2 mp5
Teardrop Living Ruby
+18 healing spells
First off lets work out the total benefit of 10 Purified Shadow Pearls
90 healing and 40 spirit
40 spirit equates to 3.75 mp5 while casting, 25 mp5 idle, and +10 to all heals received by the group.
Now 10 Royal Nightseyes
90 healing and 20 mp5.
Now lets compare the differences if we were to stack half our sockets with Royal Nightseyes and the other half with Teardrop Living Rubys as opposed to stacking them all with Purified Shadow Pearls
Total benefit of Nightseyes + Ruby's
+135 healing and 10 mp5
Compared to the Pearls this gains us 45 more healing(35 if we are in the MT's group), 6.25 mp5, but we loose +10 healing received by the group and 15 mp5 while not casting.
Firstly i am going to discount the mp5 whilst not casting, as whilst using an idealized healing rotation there is no place for a regen tick outside the '5 second rule' and even if there was to make up for the difference of 6.25 mp5 casting you would need to spend just over 40% of the fight not casting to get more benefit out of it.
now, puerly for the purposes of comparing the benefits of the gems are going to balance our Nightseyes and rubies to a point where the mana regeneration is roughly equal, allowing us to compare the gems on healing benefit alone.
Lets assume we are going to use 3 Nightseyes in our 10 sockets, with 7 Rubies.
In total this would give us
+153 healing +6mp5
compared to the pearls thats
+63 healing +2.25mp5, with a loss of 19 mp5 idle and +10 heals to the group.
Now assuming we are using a 'less advanced' healing rotation or are not healing for a bit... and we are actually gaining mp5 outside of the 5 second rule... with these particular stack ups of gems the mana gained during a fight would be roughly equal if we were to spend approximately 12% of the fight outside of the '5 second rule'. So now the comparison comes down to 63 healing vs +10 healing to group.
if you have a look back at previous posts i have discussed this issue before when comparing heavy spirit based weapons and heavy +heal and mp5 weapons previously, but heres a recap. In any given fight it is unlikely that you will have more than 5 healers focusing on the MT alone. Thus comparing the total amount of +heal in the raid we have 63 alone for the druid vs an additional 50 spread amongst all those healing the MT. On total +healing in the raid alone the spirit gems loose, but also as previously discussed druids by far can make the most out of additional +heal due to gear scaling and faster application of heals (i.e 1 second HoT ticks)
Please keep in mind however, that this 70-30 stack up of gems is not the one i would choose however, i would be taking more Nightseyes as the additional mp5 allows us to use more 'advanced' healing rotations, although a set of gear stacked with nothing but +heal would also be quite useful for fights where the MT is the only person taking damage.