I thought that issue was reported and fixed but i also noticed it again last night when i was healing a heroic pug.
I tried playing around with custom lag tolerance but the results of all spells is totally strange which is weird because before this week maint that option helped to que my spells better. (my home and world ms is usually at 40 to 60 ms and increased to 90 ms with custom lag tolerance option to somehow improve the que of the spells)
Another issue i had was that i have to press swift nature 2 times in order to activate it and i also notice that when i had a traq casted my tooltip had the traq available again! (it was last 30 secs of madness heroic so when i finish my cast did't notice that traq could be cast again until we started to handle loot)
But the swiftmend issue is a strange one.
p.s. initially the bloom of mushrooms seemed kinda slowed and not instant (at least the numbers of healing flying to the screen and animation was taking abit longer than any other usual aoe healing spell e.g. wild growth
--NS is important enough that it's hard to imagine taking Cenarion Ward.
--Grab sp/crit values for Int from Balance guide.
--Spirit numbers a little weird. I think it's pretty close to 1.128 MP5 per, which is 56.4 MP5 for 100 Spirit.
--Similarly, think mastery should just be 600/1.25 = 480 for 1%.
Do we actually have any idea how secondary stats compare to each other yet (until TreeCalcs is done)? Well, aside from the sort of obvious that mastery is just stronger than crit and crit doesn't do anything special.
--I'd still consider Spirit secondary to Int. Gems trade Int for secondary stats at 1:2 now, so probably a fine place to get Spirit, but I'd be loathe to ever recommend trading Int for Spirit at 1:1 with things like flasks/food. I guess Darkglow is okay.
--Ember meta seems really silly now that we don't have Replenishment/Revitalize. I'd only consider the other two.
--Note that haste on boots should only be used if you always have Feline Swiftness.
--Client processing when you release key by default is no longer accurate, just say it's an option.
--Does SotF actually cause your next WG to give 50% more ticks? That's a pretty big bump.
Left CW as "situational" - but clarified the language a little bit, so as to indicate that NS is the better option in almost all circumstances.
Updated, and thank you!
Updated spirit numbers, will update MP5 on trinkets in a bit.
Updated Mastery numbers. No definitive "x is better than y", but as nothing has really changed that would cause us to favor crit, I believe Mastery will continue to trump Crit in almost every situation. If treecalcs has variances in that assumption, I will get it updated ASAP.
Added qualifiers to the food/flasks to indicate that they should only be utilized if the regen is needed and cannot be found elsewhere.
Left in ember meta for completeness, but added a clarification that it should not be used if a revitalizing gem is available.
Added note to clarify haste to boots is only optimal with feline swiftness.
Updated to note that it can be on down or up stroke of the key.
Yes on SotF effecting Wild Growth.
Please let me know if I missed anything.
Great minds discuss ideas; Average minds discuss events; Small minds discuss people. ~ Eleanor Roosevelt
--It's hard to imagine dropping NS like I said, but could note for completeness that Renewal doesn't take a GCD.
--At L75, Ursol's Vortex can be used at range and the other can't, which is an important distinction for healers.
--Description of spellpower: Int no longer gives "mana gains."
--"Aside from haste breakpoints, mastery is the secondary stat giving the best throughput increase." Bracket this for now--it seems likely based on the conversion ratios but I don't know if anyone's theorycrafted it all out.
--Breakpoint table: I know you grabbed it from Bink, but that is probably really overwhelming to newcomers and in practice the Lifebloom ones don't matter much. Maybe at least find some way to indicate that the Rejuv/WG ones are the main takeaway from that.
--Maybe simplify the bit after that too to eliminate the stuff about 3039 haste (just say 3043 "for your Rejuv and Tranquility tick" or something). I know technically 3039 is more important but they're so close together and probably not worth making it more confusing.
--In general, "Stat priority and reforging" will need an update once we have harder information, so won't worry about it for now.
--Rework wording just slightly in gem sections to point out that, unlike in the past, you should always match colors--i.e. remove comments about "if you have a good socket bonus."
--See Balance thread, someone confirmed runspeed enchant stacks with Feline Swiftness, so you should take out the non-runspeed enchants.
--Note that the 320 Spirit from Alchemy + Spi flask is a really subpar bonus.
--Same for Jewelcrafting. In general you really don't want to use JC gems with secondary stats because they are much weaker than the primary stat gems. If we do in fact strongly prefer a secondary such as Sprit, then JC is the weakest profession.
--Not sure why this matters, but just nitpicky, the 4% clearcasting proc rate is the same as it was before.
--Tree of Life no longer boosts Wrath.
--Symbiosis: "Abilities gained" doesn't need columns other than "Resto".
I love the SotF healing style of Swiftmend then using the 50% on Wild Growth, going along with the new 4p making this even better.
So I was thinking about the Haste Breakpoints for Wild Growth while doing that, I don't know the exact math for it. However, if we get the 12.51% for rejuv at the start, we'll have 62.51% haste on Wild Growth right? Correct me if I'm wrong, Wild Growth's ticks are half of 1/base_ticks for the first extra and just 1/base_ticks for every other extra tick. So this is what I'm getting:
So going for the rejuv breakpoint with SotF, we are just shy of the next Wild Growth tick at 64.285%. I currently don't know anything about how wow does the rounding so these numbers are most likely inaccurate, but wouldn't going for a little bit more haste be worth it for the tick?
Earen, you forgot the new belt buckle. Furthermore players with herbalism have a chance to loot Water Spirits. I've heard they do not share a cooldown with normal potions. Maybe someone can confirm or refute that.