The Wild Mushrom healing spell change is good … and you should feel good!
Why did wild mushrooms need a change?
The original intent when asking for healing shrooms was that restorations couldn’t keep up with the burst healing of other classes. However, healing mushroom’s initial implementation left a lot to be desired. The current Wild mushroom spell allows you to plant up to 3 healing shrooms on the ground. While the original intent was to allow for spreading them out, most of the time you just clump them up in one place. Many people have found the current mushroom design to feel awkward. It takes a lot of setup time, and even when they are buffed to do a substantial portion of healing, they still don’t feel right in the current 5.3 version. While we now have a high risk/high reward spell, it just ends up being really frustrating when an encounter doesn’t give you that high reward in return.
Original Healing Shroom problems from my 2012 post:
- Targeting circle was originally too small: Previously solved by making the targeting reticule bigger. CHECK
- Shrooms needed to interact better with our other healing spells: Previously solved by changing shrooms detonate to activate harmony. Also, the overall interactions with other spells were increased by allowing rejuvenation overhealing to increase the amount of healing done by shrooms. CHECK
- Small 6 yard radius was too small: Previously solved by increased radius to 10 yards. CHECK
- We needed some sort of HOT component on application when dropping the shrooms: Addressed in the upcoming patch (see below). CHECK
- Three shrooms felt like too many: Addressed in upcoming patch (see below). CHECK
- Have to target the ground: Many people didn’t like using the reticule to place shrooms on the ground. Addressed in upcoming patch (see below). CHECK
The big 5.4 changes solve the biggest quality of life problems.
Currently in the PTR patch files for the next patch, wild mushroom will now just be one shroom that you place on the ground. No more having to place three shrooms! While the moonkin version may still drop 3 (I haven’t been able to test it directly on the PTR), the resto version of healing shrooms only drops one.
Grow a magical mushroom with 5 health at the target ally’s location. After 6 sec, the mushroom will become invisible. The mushroom grows larger as it accumulates healing power from 100% of overhealing done by your Rejuvenation, up to a maximum of 200% of your health in bonus healing. Recasting Wild Mushroom will move the Mushroom without losing this accumulated healing. Wild Mushroom: Bloom can consume your Mushroom to heal nearby allies. Only 1 mushroom can be placed at a time. Can be cast in Tree of Life Form, Moonkin Form. Druid – Restoration Spec. 40 yd range. Instant.
The THREE underlined sentences are really the important changes. Most of the other changes are just adjustments to balance the amount of healing it does. However, there are two other important change in the above text:
- If you move your shroom, it doesn’t reset your rejuv overheal stacks. So, if everyone moves, you can replant the shroom with all the overhealing it absorbed and bloom it right away! No longer do you have to be psychic and know in advance exactly where your raid will end up in times of heavy damage!
- UPDATE: As many people pointed out the text now says “at the target ally’s location”. So, apparently your friends will be growing shrooms out of their backs. It appears to still sit on the ground and require a detonate, but it looks like you will target an ally to drop the shroom at their feet. No more reticule. If you have no one targeted, it drops at your feet. Mouse over macros are still behaving poorly on the PTR, but we may be able to work out some sort of macro to use for people by the time it goes live.
Also, they are allowing you to have the option to glyph for healing Shrooms such that your efflorescence is tied to your shrooms instead of swiftmend:
The Efflorescence effect is now caused by your Wild Mushroom instead of by Swiftmend, and lasts as long as the Wild Mushroom is active. Additionally, increases the healing done by Swiftmend by 20%.
This would allow Swiftmend to be a single-target direct heal only, and your Shrooms would carry the HOT component of efflorescence if you choose the glyph. This was something that members of the community recommended early on when druids were unhappy with shrooms mechanics, so it’s neat to see it get implemented. In true Blizzard form, the changes we ask for a year previously seem to magically make their way into the game.
So, in conclusion, if these changes go live, this will solve most of the quality of life problems related to healing shrooms. With all the other great changes they are making for resto druids, this last tier almost makes me wish I didn’t reroll mage. At least my guild’s resident resto druid, Juvenate, will be having fun!