Restoring Nature's Balance: Wild Mushrooms' Revival

how towild mushroom bloom restoration

Resto Druid Wild Mushrooms are a spell that can be used for proactive healing. The spell allows the druid to place up to three small mushrooms on the ground within 40 yards, which will exist for up to five minutes or until they are bloomed using the Wild Mushroom: Bloom spell. When Wild Mushroom: Bloom is cast, the mushrooms will explode with an instant burst of healing. The amount of healing depends on various factors, including the number of mushrooms and the druid's maximum health pool. While the spell is useful for proactive healing, it requires careful planning and placement of mushrooms before entering combat. Additionally, it has been criticised for requiring multiple global cooldowns and having a limited range.

Characteristics Values
Spell type Healing
Who can use it Druids who have chosen the Restoration specialisation
Spell learned at level 84
Number of mushrooms that can be placed 1
Health of the mushroom 5
Number of allies the mushroom can heal 3
Healing range 10 yards
Cooldown time 30 seconds
Radius 6 yards
Damage increase 30%
Bonus healing 25% of overhealing performed by the Druid's Rejuvenation effects
Maximum bonus healing 33% of the Druid's health
Patch 5.4.0 Wild Mushroom moves to a new location and retains its accumulated bonus healing
Patch 5.3.0 Healing from this spell increased by 100%
Patch 5.0.4 Radius of detonation increased to 6 yards
Patch 4.0.6 Wild Mushroom is now instant cast

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Wild Mushroom: Bloom spell

Wild Mushroom: Bloom is a druid spell that can be learned at level 84 by druids who have chosen the Restoration specialization. It is a difficult and clunky spell that requires proactive thinking and planning.

When cast, it causes a Wild Mushroom to bloom, healing all allies within 10 yards. The bonus healing on the Wild Mushroom will be divided evenly across all targets. This spell works in conjunction with the Wild Mushroom spell, blooming all mushrooms planted within 40 yards of the druid.

To use Wild Mushroom: Bloom effectively, it is important to cast and place the mushrooms strategically before entering combat. Place them where you anticipate your group will take the most damage during heavy damage phases, rather than where they are currently located. They can also be placed near enemy targets as they will not cause aggro or threat generation.

The Wild Mushroom spell allows the druid to place up to three small mushrooms on the ground within 40 yards. These mushrooms will exist for up to five minutes or until they are bloomed by the Wild Mushroom: Bloom spell. During this time, any Rejuvenation ticks that overheal a target within 40 yards of the Mushroom will cause 25% of the tick to be 'stored' in the Mushroom, up to 33% of the casting Druid's maximum health. With three mushrooms, up to 99% of the casting Druid's maximum health can be stored.

By casting Wild Mushroom: Bloom, you can then bloom or 'explode' the Mushrooms with an instant burst of healing. The amount healed depends on various factors, including the number of mushrooms, the number of Rejuvenation ticks stored, and your own maximum health pool.

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Resto Druid Wild Mushrooms

While the mushrooms are active, any Rejuvenation ticks that overheal a target within 40 yards of the mushroom will have 25% of the tick "stored" within the mushroom. This stored healing power will increase the size of the mushroom. When Wild Mushroom: Bloom is cast, the mushroom will explode, and the healing will be divided evenly among targets within 10 yards.

The Wild Mushroom spell has a 30-second cooldown and lasts for 30 seconds. It requires three global cooldowns (the time delay between each spell cast) and each cast requires the Druid to 'place' the mushroom using a location target on the ground. This can be challenging if the Druid is moving around a lot. Blooming the mushrooms also requires another global cooldown and has a 10-second cooldown. However, the spell is beneficial as it has a low resource cost and can provide a strong heal with little mana cost.

The effectiveness of the Wild Mushroom spell has been a topic of discussion and concern, with some Druids finding it clunky and difficult to use. It is important to note that Wild Mushrooms should not be considered a go-to spell that should always be prioritised over other spells.

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Rejuvenation overhealing

Over time, the mechanics of Wild Mushroom: Bloom and its interaction with Rejuvenation overhealing have undergone several changes. Here is a breakdown of the key updates:

  • Patch 5.2.0 (5-Mar-2013): Wild Mushrooms gain 25% of the overhealing performed by the Druid's Rejuvenation effects, up to a maximum of 33% of the Druid's health in bonus healing. The mushroom grows larger as it accumulates more healing. When Wild Mushroom: Bloom is cast, this bonus healing is divided evenly among targets in the area of effect.
  • Patch 5.3.0 (21-May-2013): The healing provided by Wild Mushroom: Bloom is increased by 100%, including all bonus healing from Rejuvenation overhealing. The radius of the spell's effect is also increased to 10 yards, up from 8.
  • Patch 5.4.0 (10-Sep-2013): Wild Mushroom: Bloom is adjusted to no longer be capable of critical strikes. It now accumulates 100% of the overhealing done by Rejuvenation, reduced from 150%. The overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.
  • Patch 6.0.2 (14-Oct-2014): Wild Mushroom: Bloom is removed from the game, as Genesis serves a similar purpose for burst healing.

It is worth noting that the strategy for using Rejuvenation overhealing in WoW may vary depending on the player's preferences and in-game situation. Some players may opt to use other healing spells like Healing Touch or Regrowth in different scenarios. Additionally, the effectiveness of Rejuvenation overhealing can be influenced by factors such as mana efficiency and the number of targets within the area of effect.

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Wild Mushroom placement

To maximise the effectiveness of Wild Mushroom placement, it is recommended to cast and place the mushrooms strategically before entering combat. This proactive approach involves considering where your group will take the most damage during heavy damage phases and placing the mushrooms accordingly. It is important to note that the mushrooms should not be placed where your group is currently located, but rather where they will be when they need healing. Additionally, the mushrooms can be placed near enemy targets without causing aggro or threat generation.

Another factor to consider when placing Wild Mushrooms is the accumulation of bonus healing. Each mushroom can store up to 25% of the overhealing performed by the Druid's Rejuvenation effects, up to a maximum of 33% of the Druid's health in bonus healing. This bonus healing will be divided evenly among the targets within the area of effect when Wild Mushroom: Bloom is cast. Therefore, it is advantageous to place the mushrooms in areas where they can benefit multiple allies.

It is worth mentioning that Wild Mushroom placement requires careful planning and can be challenging, especially during frantic movements. Each placement requires a global cooldown, and the range of healing is limited to a certain radius. As such, it is essential to balance the use of Wild Mushrooms with other healing spells and abilities to ensure optimal healing output.

By following these placement guidelines and adapting your strategy based on the specific encounter and group composition, you can effectively utilise the Wild Mushroom spell to provide proactive healing and support your allies in combat.

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Wild Mushroom: Bloom vs Genesis

Wild Mushroom: Bloom is a Restoration druid ability available at level 84. It causes a wild mushroom to bloom, healing all allies within 10 yards. It works in conjunction with the Wild Mushroom ability, blooming all mushrooms planted within 40 yards of the druid.

Wild Mushroom: Bloom was removed in Patch 6.0.2 (2014-10-14) as it and Genesis filled a similar need for burst healing.

Genesis is a spell that can be used in certain situations to give the player and other healers time to get their allies back to full health. However, some players have expressed that they don't find much use for it and that it is too costly.

Some players have expressed a preference for Wild Mushroom: Bloom over Genesis, stating that it is more straightforward to use and more efficient. They have suggested that instead of removing Wild Mushroom: Bloom, adjustments could have been made to its burst healing or charge-up time.

While some players have expressed a desire for the return of Wild Mushroom: Bloom, others have acknowledged that Genesis has its uses, particularly in PvP and small group situations. Ultimately, the decision to remove Wild Mushroom: Bloom and keep Genesis may have been made to balance the game and prevent resto druids from having too powerful of a healing ability.

Frequently asked questions

Wild Mushroom: Bloom is a spell that causes your Wild Mushroom to bloom, healing all allies within 10 yards.

First, cast the Wild Mushroom spell to place up to 3 small mushrooms on the ground within 40 yards. These mushrooms will exist for up to 5 minutes or until they are bloomed by the Wild Mushroom: Bloom spell. Then, use the Wild Mushroom: Bloom spell to bloom or 'explode' the mushrooms with an instant burst of healing.

The amount of healing depends on several factors, including how many mushrooms have been placed, how many Rejuvenation ticks have been 'stored', and the Druid's maximum health pool. With a possible 3 mushrooms, up to 99% of the casting Druid's maximum health can be stored.

Cast and place your mushrooms before entering combat, while party/raid members are buffing up and restoring mana and health. Place them where you believe your group will be taking the most damage during heavy damage phases.

Wild Mushroom: Bloom requires 3 global cooldowns and each cast requires you to 'place' the mushroom using a location target on the ground. This can be difficult if you are moving around a lot. Additionally, the range is quite limited, and it takes time for Rejuvenation overheals to charge the mushrooms.

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