For a one-minute single-boss fight the search settled on 11/0/40. Balance points stop at
Nature's Splendor, Restoration goes to the bottom for
Wild Growth, and any points left over sit in
Heart of the Wild.
05302001--5052035153113051Each fight and faction got a talent search of its own. Apart from Heart of the Wild, the party's Tranquility talent and some points that score nothing, the results match, so the reasoning below covers all of them.
Why these talents
Reflection keeps half of your Spirit regeneration flowing during casts, up from Classic's 15 %. A one-minute bar never empties, so here it scores 0.0 %. At two minutes or longer it becomes the most valuable talent you have: 11.3 % on three.
Gift of Nature is a flat 10 % on every heal, the ticks of Rejuvenation, Regrowth and Wild Growth among them. Because it multiplies healing instead of saving mana, fight length barely moves it: 8.9 % here.
Nature's Splendor, the 11-point Balance talent, makes Rejuvenation 3 seconds longer and Regrowth 6: an extra Rejuvenation tick and two extra Regrowth ticks without any more mana. The single-target build gets 2.9 % out of it.
Tranquil Spirit makes Healing Touch and Tranquility 10 % cheaper. That buys 5.6 % on three minutes and next to nothing for a one-minute single target, whose mana is never the limit.
Naturalist is the old Improved Healing Touch renamed. Healing Touch casts in 3 seconds at rank 11 and 2.5 at rank 4, half a second quicker, and the 5 % damage it also grants never touches a heal. It is worth 13.0 % here. On one minute you cast rank 11 after rank 11, the saved time becomes extra heals, and the talent rises to 13.0 %.
Gift of the Earthmother trims the global cooldown after Rejuvenation, Swiftmend and Wild Growth to 1 second. On a single target only Rejuvenation is an instant you cast, which leaves the talent at 4.6 % here.
Improved Rejuvenation gives Rejuvenation 15 % more, unchanged from Classic, for 1.2 %.
Living Spirit, new in Forever, raises your Spirit by 15 % and is worth 2.7 % on three minutes. Thanks to Reflection, that Spirit keeps paying mana in the middle of a cast.
The rest of the build is small change.
Heart of the Wild now gives 10 % Intellect, half of Classic's, and is worth 1.6 % on three minutes.
Genesis lifts your heals over time by 5 % (0.6 %).
Nature's Majesty is crit (1.5 %) and the gate to Nature's Splendor.
Each point of
Improved Regrowth adds 10 % to Regrowth's crit chance (0.8 %). Three points make its direct heal crit about half the time, and the five the one-minute builds take make it about seven in ten.
Flexible points
Around ten points in each build score zero. Most are there to unlock rows: Nature's Splendor wants 10 Balance points above it, Wild Growth 30 in Restoration.
Nature's Focus and
Moonglow. Five points of Nature's Focus open Restoration's second row, and Moonglow's three complete the 10 that Nature's Splendor needs. Nature's Focus guards casts against interruption from damage, but nothing hits you in our fights. Where your raid takes area damage, it stops your Healing Touches being knocked back. Moonglow now cheapens damage spells only.
Wild Growth. On one target the 31-point heal has nobody else to reach, so no single-target rotation uses it and it scores 0.0 %. It sits in the build only because nothing else would score either.
Subtlety. Your Nature spells make 30 % less threat. Threat isn't measured here, so it reads zero. It earns its points once your healing starts pulling adds.
Swiftmend. Left out of most builds and taken unused by a few (see below).
What the simulator leaves out
Swiftmend works differently in Forever. It heals a target carrying your Rejuvenation or Regrowth for the whole of that heal over time and leaves it ticking. Our model is still Classic's, using up the Rejuvenation and healing only 12 seconds of it, and under that rule the search keeps Swiftmend out of the two- and three-minute builds.
Played by Forever's rules, a Swiftmend every 15 seconds would heal about two and a half thousand for 248 mana and leave the heal over time in place. Our arithmetic puts that at several percent for every build, enough for every build to take it. It hasn't been simulated.
In Forever your heals over time can crit. Blizzard's 24 September notes switched it on for Rejuvenation, Wild Growth and Tranquility, and our model has none of it. Genesis, Improved Rejuvenation and Nature's Splendor would all gain, the party build's most.
Twenty points into Feral,
Natural Instinct now also turns 25 % of your Intellect into healing. The engine only knows its Feral half, so the search never saw the healing. Getting there would cost the Balance talents and a good part of Restoration, which makes it unlikely to pay.
What each talent is worth
Every row is its own run of the build with that one talent removed. Talents lean on each other, so the rows won't sum to your total healing. When you're placing a single spare point, read the last-point column instead.
On every fight
Fight to fight, only the empty points and Heart of the Wild move. The one-minute builds shift some or all of Heart of the Wild into Improved Regrowth, and the one-boss version also into Subtlety and a Swiftmend it never uses: with mana to spare, 10 % more Intellect is worth little. The three-boss three-minute build gives up Nature's Swiftness for a fourth Improved Regrowth point, a trade that barely registers either way.