Post by oberondreaming
Remember, there's a reason Talents and Glyphs extend DoT uptime and reduce HoT uptime, greater efficiency and throughput.
The only one I know of that decreases uptime in order to increase throughput is: http://www.wowhead.com/?item=42411
But then priests =/= druids. Their healing style is totally different.
edit -- Also, for the record, Glyph of Renew appears to mostly be popular among PvPers and the occasional Disc priests (who tend to be tank healers). Both instances where fewer targets with bigger, faster heals are a priority. It doesn't seem popular for anyone planning to do raid-healing style healing (i.e. a lot of targets requiring smaller heals over a longer period of time).
Post by oberondreaming
You don't want Glyph of Lifebloom anymore with the changes to the spell mechanics in the last few months. For tanks you want to let it bloom to smooth out any spikes in damage and on raids you want the bloom portion for burst healing.
And I can agree with you that the glyph is mostly useless now, because increased duration is mostly a benefit for raid healing and lifebloom has become much more of a tank healing spell than it is a raid healing spell. I can see Glyph of LB having potential for druids who want to tank heal, but it's probably outperformed by other glyphs, especially since it doesn't increase HPS the way the renew glyph does.
Natures splendor increases DoT/HoT uptime without increasing throughput, all it does is simplify rotations but doesn't change anything with the HoTs effectiveness or healing throughput.
Right, but it increases uptime without affecting throughput (assuming by throughput we're talking HPS). It's probably the most direct counter argument to the benefit of faster ticking hots when raid healing. Nature's Splendor doesn't "simplify rotations" for raid healers, because while raid healing druids don't have "rotations." We're putting HoTs out on as many people as we can. Usually Rejuv and Wild Growth, occasionally Regrowth and Lifebloom. The benefit in that case comes from the spells lasting longer and doing additional ticks of healing before the given person needs to have the HoT refreshed. Thus, in turn allowing us to HoT more people at the same time.
As for the T10 4-piece bonus 2% is 2% no matter how fast or slow the ticks come. In fact, you benefit from faster ticks since they will proc (assuming no ICD) more frequently.
I mostly included it as an example of "increased HoT uptime." The benefit that will arise from the 4t10 bonus is an extra GCD because you won't need to cast Rejuv on someone that it has "jumped" to (assuming of course, that it's not removing it from the original target). This, in turn, allows you to have Rejuv going on more people at the same time. Which is one of the main functions of a raid healing druid.
And that's my main point. Every single glyph/talent/set bonus raid-healing druids have going for them points in this direction: HoT as many people as possible at the same time to provide buffer healing against raid damage. Except for a few cases where there is fast and raid-wide damage (like Valkyr Twins, Hodir's Frozen Blows or Anub'Arak phase 3) having your HoTs tick faster is counter productive, because it reduces the number of people you can have HoTed at the same time.
And honestly, even in several of the examples I gave there it might be counter productive. In Twins and Anub, you still want as many people HoTed as possible, because everyone's taking damage and everyone needs the buffer against the ongoing damage. Hodir is probably the only time this would be beneficial, because it's short bursts of raid-wide damage that needs to be countered.
As a thought experiment consider this: You have enough haste to make your HoTs tick twice as fast. How does that affect Wild Growth
, which now does all its healing in 3.5 seconds, but still has a 6 second cooldown?