Now that addons are available I took the opportunity to heal a few dungeons for the first time. Vuhdo seemed stable and was working properly.
Healing felt good overall although I still have a gripe or two:
1. Rebirth- I still do not understand why the health percentage of this ability has not been equalized with other Battle Rez classes. Soulstone and Raise Ally both have 60% health as baseline while Rebirth still sits at 20%. This forces Glyph of Rebirth to be MANDATORY for progression raiding. If Rebirth was equalized with Soulstone, etc. I might consider Glyph of Rebirth to be a choice.
2. Wild Mushrooms- I admit it. I use to be on Team Wild Mushrooms. I was looking forward to using a new spell. Now that I’ve tried it out? I HATE IT. I think I used it once in the few dungeons I did (and I planted them before the boss pull). They were clunky to setup and when I did manage to set them other players would just move away from them essentially causing me to waste GCDs.
I look at our current lack of burst and I’m starting to think, “Did we really need a brand new spell to deal with the issue?” Is there any particular reason why the developers just didn’t take Nature’s Bounty to the next level? Quite frankly the initial idea of Nature’s Bounty was quite brilliant. The talent caused a good relationship between our HoTs and direct heals which is something that our mastery Harmony encourages. Why not expand upon that?
Nature’s Bounty- When you have Rejuvenation active on 3 or more targets you gain Nature’s Bounty. Nature’s Bounty causes your Nourish spell to heal 2 additional targets within X yards for Y% of the amount healed and reduces its cast time by 30%.
This type of ability would have been much more fluid. It would have encouraged Rejuv (HoT) and Nourish (direct heal) use which is something the developers want us to do. This would also have been manageable with the older 10 second duration of Harmony and 10 second Lifebloom.
As of right now I’m not really planning on using Wild Mushrooms that much. I’ve found that Soul of the Forest + Wild Growth and Glyph of Rejuvenation have become decent substitutes in dealing with burst for the time being.
Which leads me to one final thing. Harmony is pretty unbalanced against other healer mastery’s now. Every healing mastery has some type of downside. For Holy Priests, Echo of Light is a HoT that can overheal. Shield Discipline only affects shields and not direct healing. Deep Healing is only powerful when targets are at low health. Illuminated healing is a shield that can fall off and be wasted.
Harmony’s downside was always it’s duration. There are times where we might not have had time to cast a direct heal to refresh it because there were raid members injured and it was just better to spam Rejuv until Swiftmend came off cooldown.
Now? With the duration increased to 20 seconds you can have Harmony at 100% uptime just by casting Swiftmend. It no longer has a weakness and at this point they should just make the mastery passive.
This post was also pasted to the Beta Class Feedback forum here.
The healing from Harmony can overheal, just like the HOTs and shields from other mastery effects.
Harmony doesn’t overheal. The spells that Harmony affects can overheal. That’s not a disadvantage to Harmony, but just our spells in general. If Harmony was a separate spell that had it’s own healing (see Echo of Light) then I’d agree.