For two deep talents, I've found Living Seed and Revitalize to be a fairly hefty waste of 6 talent points.
After a few weeks of research, I've seen nothing but single digit, < 5% healing return on Living Seed. This is mostly due to the pathetic means of proc on Critical heals (and our HoT's don't crit), IMO. But I wanted to get some more feedback. I'll go over my thought process, and maybe some other Resto Druids can chime in to discuss.
First, let's go over the Resto tree quickly and outline the primary talents that get you to your 51 point talent, and what's enticing/likely in the Balance tree. This is partially opinionated, but heavily common in Resto specs.
Tier 1:
- Imp. MotW: This is a given.
- Nature's Focus: Almost forced and too easy, although not terribly useful in PvE. Great and a required talent for PvP Resto Druids.
- Furor: Worthless in PvE, maybe worth in PvP depending on the build, and playstyle.
The likely outcome is 2/2 into Imp. MotW and 3/3 into Nature's Focus.
Tier 2:
- Naturalist: Definately a good talent, but not terribly required now that we have Nourish. Benefits Ferals due to damage output more than a required Resto talent. Good bonus talent if you're looking to fill 1-3 talents to move a tier without "wasting" the points, so to speak.
- Sublety: Required. Threat reduction is a must in PvE. Not required for PvP builds.
- Natural Shapeshifter: Good, but only because it opens Master Shapeshifter for the Healing bonus.
The one required is 3/3 in Sublety. Points can be spread after that, most likely taking 3/3 in Nat. Shapeshifter to open up the Healing bonus in the next tier.
Tier 3:
- Intensity: Required. Opens Nature's Swiftness and the Mana Regen is a big "duh".
- Omen of Clarity: Great, procs often and contributes to mana efficiency, awesome 1 point talent.
- Master Shapeshifter: Healing bonus is a must, so expect to spend these 2 points as well.
This is a huge tier. Almost every Resto druid will have this entire tier filled, consuming 6 points.
Tier 4:
- Tranquil Spirit: Reduced Mana Cost of HT, Nourish, and Tranquility. If it were Nourish alone, it'd still be a good talent.
- Imp. Rejuvenation: Opens Nature's Bounty, which is a must now that we have Nourish.
3/3 into Imp. Rejuv is required, Tranquil Spirit takes 5, and most likely will be filled before you get to 50 points. Both of these are also great talents.
Tier 5:
- Nature's Swiftness: Required, don't leave home without it. A primary O.S. button with a Rank 13 HT.
- Gift of Nature: Required.
- Imp. Tranquility: Given the narrow scope and us having Wild Growth now, this is negligable and avoidable.
Another 6 point tier.
Tier 6:
- Empowered Touch: Negligable and avoidable due to reduced use of HT with the intro of Nourish. It's only 2 points, however, and another spot where points can go and not be wasted. Also depends on player-specific style and use of HT.
- Nature's Bounty: No doubt, required. 25% crit to Nourish and Regrowth is our primary niche' as Nourish is our equivalent of a Holy Paladin and Disc. Priests Flash Heal. Good stuff!
Nature's Bounty alone fills this tier, 5/5. Emp Touch is avoidable for the most part.
Tier 7:
- Living Spirit: With Imp. ToL and our thirst for Mana Regen while casting, it's 3 points well spent.
- Swiftmend: Duh. O.S. button #2...especially tasty when glyphed!
- Natural Perfection: PvE no. PvP yes.
This is a 4 point tier, with both Living Spirit and Swiftmend being required.
Tier 8:
- Empowered Rejuvenation: Best 5 points a Resto Druid can spend. Two bark-y thumbs up!
- Living Seed: See points at end of talent outline.
Tier 9:
- Revitalize: See points at end of talent outline.
- ToL: Yes.
- Imp. ToL: Yes yes.
Tier 10:
- Imp. Barkskin: Very good PvP talent, but avoidable for PvE. Unless you're tree tanking, which is scary.
- Gift of the Earthmother: This is going to go into my discussion regarding the two talents primarily focused on in this discussion. Is it a good talent? Worthy talent? Could it be if it isn't already?
Tier 11:
- Wild Growth: One of the most powerful heals in the Druid's ********
So all together, a 51 point spec would take all the "required" above, and add extra points to max Tranquil Spirit and let's say 1 point in Empowered Touch. Likely Balance talents taken at this point are:
Tier 1:
- Genesis: 5% boost to periodic healing. Great talent.
Tier 2:
- Moonglow: Great spells cost less!
- Nature's Majesty: 4% crit increase to Nourish!
Tier 3:
- Nature's Splendor: Can be argued, but I always take it. It's a good talent for making your GCD easier to manage during intense healing.
All in all, this leaves 9 unused Talent Points. Revitalize and Living Seed can consume 6 of those, leaving 3. Both Revitalize and Living Seed are deep Resto talents aimed at enhancing healing and raid contribution. But how much do they really do? And in the realm of Haste, GotEM talent, and Crit...I provide this argument.
Let's start with Living Seed. I've seen it rarely contribute over 5% overall healing in an entire raid encounter or raid lockout period. Actually, I've never seen it contribute over 5% at all in my research and experience. When you factor in overheal %, this is the biggest waste of 3 deep-tree talent points. The benefit elsewhere will be discussed.
Next, Revitalize. In my research, while it's helpful, does provide positive returns, and requires no management...it's overall "percentage" returned is fairly low, especially compared to other classes Replenishment and the fact that it's always up. And sure, Replenishment doesn't return Rage or Runic Power (Energy is meh...), but even then the contribution it provides is minimal, since most Warrior or Druid tanks are rarely rage starved and DK's tend to manage Runic Power well enough without it. Another 3 deep-tree talent points that are, well, disappointing.
Now, let's assume the primary focus of itemizing Haste in end-game is to focus on lowering the GCD. GotEM talent alone can reduce the GCD by 20% of the primary spells that benefit from it (Lifebloom, Rejuv, and Wild Growth...all instant cast). So let's assume we can heavily reduce our Haste itemization, and in turn maximize our Crit itemization...taking 3 points in Nature's Grace and now any of our Crit's have a 100% chance of increasing our next casting speed by 20%...effectively taking another huge load of Haste itemization.
I see more Druids (and I have, too) up to now take Living Seed and Revitalize as almost a given. However, the returns just aren't doing much and are avoidable, IMO...whereas alternatives like what I've gone over open more doors to better HPS output without having to rely on Proc's and chance...which is what Healing is all about, the "raw" end of it in terms of output. All things said and done, remove the one point from Empowered Touch, and go 5/5 GotEM and 3/3 in Nature's Grace, you're left with two points to play with. Since Crit is a focus, then going 2/3 in Living Seed can be a "reasonable" choice since you'd itemize for Crit over Haste anyways.
Does this all sound like "sound" logic in terms of weighing the talents discussed herein?