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Lifebloom - bloomFollow

#1 Dec 18 2007 at 1:36 AM Rating: Decent
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Looking through the comments for lifebloom on wowhead, it appears to me that the most efficient way to use it is to keep 3 stacks on the tank and refresh every 6 seconds, not letting the bloom go off. Is this true?
#2 Dec 18 2007 at 5:46 AM Rating: Decent
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Depends on how much damage your tank is tanking. If it's a good tank, a single Lifebloom allowed to bloom and recast after it does stacked with a Rejuvenation is often enough to keep them topped completely off.

You could continously stack it, but that's 220 Mana every 7 seconds, whereas for a 3-stack Lifebloom costing 660 Mana, you could spend 845 on a Regrowth that heals once big, and sticks around for 21 seconds continously ticking alongside Rejuv and single Lifeblooms for three HoTs. Most fights are over in 21 seconds.
#3 Dec 18 2007 at 5:53 AM Rating: Good
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For boss fights and such that last longer I'd guess a renewed Lifebloom x 3 would be best, with a Rejuv on top of it, too.
#4 Dec 18 2007 at 7:11 AM Rating: Decent
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As far as i know the best way is to pop +heal trinket cast lifebloom and then keep up the stack. That way the entire stack benefits from the trinket, even though the effect wears off
#5 Dec 18 2007 at 7:29 AM Rating: Good
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Quote:
As far as i know the best way is to pop +heal trinket cast lifebloom and then keep up the stack. That way the entire stack benefits from the trinket, even though the effect wears off


Unfortunately, this is getting nerfed in 2.3.2. After the nerf, a 3-stack will be 3x a 1 stack given your current +healing.

To the OP, especially when you get to raids where there are multiple tanks, druids can keep a 3-stack of lifebloom on 3 tanks easily and, if you have a really good connection, theoretically on 4 tanks. Add to that the reduced mana cost in tree form and you can go for a long time before running out of mana and still top heal charts.

Edit: checked patch notes, and it will indeed come with 2.3.2.

Edited, Dec 18th 2007 10:34am by FluxDensity

Edited, Dec 18th 2007 10:34am by FluxDensity
#6 Dec 18 2007 at 9:22 AM Rating: Decent
Nerf my life bloom?? NOOOOOOOO!

Generally when im healing, I put rejuve, stack my lifebloom 3x on tank, use the 5 seconds grace to thro hots on party members if needed, hit lifebloom on tank, rinse and repeat.

I never run out of mana in 5 mans, normal or heroic, and rarely have to cast regrowth (uber mana burner for actually a small return), if tank dips low, I let the lifebloom bloom, and restack.

In Raids, again, I will keep rejuv and lifebloom up, sometimes regrowth too (specially in fights like gruuls where there is silences, and hateful blows).

Most laugh when They find I'm in all purples, and have barely +1580 healing unbuffed, but cry when they see me top the Healing Charts. (I may have to concentrate on more + healing if they change lifebloom tho)

With the 2 of set proc from t4, and an 11k mana pool to begin with, and my mp5, using the mp5 trinket i have, and the LC prayer book (my one and only beloved blue) I rarely have to use my innervate on myself.
#7 Dec 18 2007 at 9:49 AM Rating: Decent
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That 2.3.2 Lifebloom change isn't readily apperant to me. I'll understand it once i've seen it in use, but in text it's kinda vague compared to how it's described versus how it works now. Mind posting a demonstration of how it'll function, please?
#8 Dec 18 2007 at 10:30 AM Rating: Good
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1,859 posts
What you can do now is pop some trinkets that will boost your +Heal as high as possible, even take short duration potions, and then start stacking Lifebloom three times on a tank and keep renewing it with a single Lifebloom. Thing is, even if your temporary +Heal wears off, the stacked Lifebloom will be renewed with the same +Heal values, so it'll be uber buffed as long as you can keep the stack up. If it is allowed to bloom, you lose the bonuses and have to do it again.

Now they'll just "nerf" (read: fix) it so it resets to your "real" +Heal value when you renew the stacks.
#9 Dec 18 2007 at 10:42 AM Rating: Decent
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2,717 posts
Or for example, let's say that without blowing CDs on trinkets/pots, you can hit 100 heal/tick with lifebloom per stack (300 hpt with 3 stacks). With trinkets, lets say you have a window of 10 seconds where you can get 133 hpt per stack, or 400 hpt with 3 stacks.
Pre 2.3.2, after that 10 seconds if you renew lifebloom (i.e. hit it again before it goes off), it will still get the 400 hpt. But now, refreshing it after that 10 seconds when your +heal is back to normal will reset it to 300 hpt.
#10 Dec 18 2007 at 10:55 AM Rating: Good
I very typically only use a 3x refreshed Lifebloom approach on Bosses, as typically it's the only time the length of the fight can warrant the strategy. Throwing a Rejuv on top of that is a very strong HoT, usually requiring very little spike healing (usually satisfied with an occasional Swiftmend if needed).

The farther I go into content, the more I realize how much Regrowth is a giant waste of mana when main healing. As an emergency spike heal, it really doesn't heal enough consistently to be mana-efficient...and Crits aren't something you should really "rely on" as a main healer. They're nice when running around solo grinding or whatnot, or as a life-saving off heal...but anytime I find myself casting Regrowth more than once a fight, it's never on the tank and always on a DPS or off healer that needs a heal so I don't have to pay attention to them after casting.

I don't think the 2.3.2 Lifebloom nerf is going to be as bad as everyone is expecting.
#11 Dec 18 2007 at 11:37 AM Rating: Decent
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Ah! That makes excellent sense now, thank you. I was thinking along the lines that it effected normal Lifebloom operations, and not trinket-increased healing bonuses.
#12 Dec 18 2007 at 1:23 PM Rating: Decent
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Basically blizzard is making it so we can't exploit the game mechanics to make lifebloom more powerful than it really should be, which is a nerf, but I consider it a fix moreso.
#13 Dec 18 2007 at 1:28 PM Rating: Good
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ya, its more of a fix. as it was, a single tree druid could keep three full stacks of lifebloom on three seperate targets throughout an entire boss fight and do obscene amounts of healing just cycling through those three targets, keeping the same stacks going at full trinket power. add a shadow priest and/or shaman with mana stream into the party, and you had an infinite mana druid who was healing for well over 3k hp/s across three different targets.
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