I’ve just come back to game after not playing since TBM. Seeing that the state of druids hasn’t gotten any better, but has in fact, decreased, is really disheartening. I’m going to address this with just one spell line. It pretty much speaks for the whole state of the class. Bolstered Growth You cast the bear and get Growing Exuberance every 5 seconds for 1 minute or 13 hits. Growing Exuberance is 823 mana no matter what rank of Bolstered Growth you have. After the one minute mark, the bear casts Bolstered Replenishment Rk (your rank of Bolstered Growth). This then gives you another set amount of mana: Rk 1: 9660 mana Rk 2: 10143 mana Rk 3: 10650 mana You are prevented from recasting Bolstered Growth for 5 minutes due to the Decreased Spell Haste by 10000% component of Bolstered Growth. Your best case situation with this spell is that you recoup 21,349 mana every 5 minutes. And that’s if your bear isn’t killed off early, which no other mana recouping ability has. Just for reference of how much mana this is for a druid, one cast of Nature’s Sweltering Wrath Rk III costs 27,843 mana and one heal will cost somewhere between 2k and 4.9k mana. This is very comparable to cleric and shaman heals and shaman dots. *Please note that these mana costs have not had any mana reducing buffs, worn gear, or AA abilities factored into them.* Let’s start with the fact that Growing Exuberance has not been revised since the first time druids were giving this spell line. Naturing Growth is a level 96 spell and gives 823 mana a tick and then 4,530 mana for a best case scenario of 15,229 mana back, if your bear isn’t killed early. The cost for the same line of Nature’s Sweltering Wrath Rk III was level 95 spell Nature’s Scorching Wrath Rk III. This spell cost 5,683 mana. If Growing Exuberance had kept up with the cost of mana inflation, it would be in the range of 4,032 mana a tick and the cast at the end, for rank III would be in the range of 22,194 mana, for a best case scenario of 74,612, which would allow for the same 2.7 casts of the same line of Wrath spell. Which would also put it in line with other classes' abilities to recoup mana. Why is there a Decreased Spell Haste by 10000% component of Bolstered Growth. If you want to prevent this spell from being recast more than every 5 minutes, make the spell reuse timer on it 5 minutes. Not paying attention and trying to cast this spell early, or by mistake, means that you’re locked out of casting anything at all until you /stopcast. That doesn’t seem like much of a big deal but when it can be the difference between a well timed last second heal or someone’s death… Just keep the spell gem grayed out until it can be used again, LIKE EVERY OTHER SPELL IN GAME. If you don’t want the use timer on the spell to keep the spell from being used when first memorized, then make it an AA or tie it to another AA already in use, like the 2 wolf AA. If you want to break it down to the 4 minute wolf timer, it’d be like 59,689 mana over the 4 minutes or 1492 per tick. Reuse time and amount of mana recouped. Shamans have their Cannibalization AA. At XXI this restores 92000 mana and can be used every 2 minutes. That is 276,000 mana recouped in less time than it takes to cast Bolstered Growth and be able to recast it a second time. If you also factor Hoary Agreement Rk III, that is 10,844 mana every 18 seconds and is not on the same timer as the AA Cannibalization. For the same 5 minutes, that’s 16 cast for a total of 173,504 for a grand total of 449,504. This also does not have a built-in function that punishes them if they try to use it too early or by mistake. Nor is there a chance for their mana recuperation tool to be killed early. Clerics and Paladins have Yaulp. This AA at XVI Rk III lasts 36 seconds, increases current mana by 1,416 mana (and also provides other beneficial things) and can be reused every 12 seconds. For the same 5 minute span of time Bolstered Growth lasts, that's 35,4000 mana back with Yaulp. Clerics also have Veturika’s Perseverance, which at level 7, also restores another 90,000 mana every 20 minutes. Again, these do not have a built-in function that punishes them if they try to use it too early or by mistake. Nor is there a chance for their mana recuperation tool to be killed early. DPS classes Mages have Elemental Conversion, Reclaim Energy, Sickle of Umbral Modulation, and Gather Vigor. Reclaim Energy, which is a level one spell but works on all of their pets, reclaims 75% of the mana used to cast said pet. Mages also get the passive AA Conjurer’s Efficiency, which allows Reclaim Energy to return 300% of the base mana of the cost of their pet. The down side to this is that it does cost them their current pet. While it does have a quick recast timer, it isn’t practical to use unless there is a dire need of quick mana. Next they have Sickle of Umbral Moducation. At the rank III, this gives back 32,141 mana and can be used once every 5 minutes. Again it has a fast recast timer, 1.5 secs, but is kept from being used often by the reuse timer of 5 minutes on the actual summoned Sickle of Umbral Modulation. This is still greater than the 21,349 you may be able to recoup with Bolstered Growth if your bear isn’t killed early. Comparing damage spell to mana recuperation, the most mana heavy DD for mages is Spear of Molten Lucinite Rk III. It cost 10,070 mana. That is 3 casts worth of mana recouped in the same five minutes worth of time druids have with Bolstered Growth, which again does not give enough mana back for even 1 cast of our costliest damage spell. Mages also have Elemental Conversion available to them once every 15 minutes, which gives them an additional 36,000 mana back, or 1 cast of Spear of Molten Lucinite Rk III every 5 minutes. Lastly, they have Gather Vigor. At rank III this gives you 26,417 mana back every 7 minutes, or 2 casts of Spear of Molten Lucinite Rk III. In total, this is giving mages the equivalent of 6 casts of their most costly damage spell every 5 minutes or roughly 63,010 mana, not including Reclaim Energy. Again, these do not have a built-in function that punishes them if they try to use it too early or by mistake. Nor is there a chance for their mana recuperation tool to be killed early. Wizards also have multiple ways of recovering mana. Their most costly damage spell is Ethereal Ignition Rk III and costs 12,719. Shadow Harvest Rk III gives back 46,257 mana every 7 minutes. This equates to 2 casts of Ethereal Ignition Rk III every 5 minutes. While Harvest of Druzzil XX gives an additional 40,500 mana every 5 minutes which is 3 casts of Ethereal Ignition Rk III. In total, this gives wizards back 73,540 mana every 5 minutes, or 5 casts of Ethereal Ignition Rk III. Again, these do not have a built-in function that punishes them if they try to use it too early or by mistake. Nor is there a chance for their mana recuperation tool to be killed early. Necros have quite a few costly spells but the most costly one is Prye of Va Xakra. At rank III that is 20,240 mana. Death Bloom XI returns 5800 every tick for 1 minute and can be reused every 5 minutes. That is 58,000 mana or 2 casts of Prye of Va Xakra Rk III. While Lunaside Rk. III can be cast every 1.5 seconds and lasts for 60 minutes increasing mana by 626 a tick or ten times a minute for 31,300 mana for a 5 minute period. That is 89,300 mana or 4 casts of Prye of Va Xakra Rk III in a five minute span of time. Again, these do not have a built-in function that punishes them if they try to use it too early or by mistake. Nor is there a chance for their mana recuperation tool to be killed early. **Every one of these classes have at least one spell and one AA that allows them to recoup a significant amount of mana.** But have you tried.. The plethora of ways other druids have tried to say our mana recoup is ok IF YOU USE is really infuriating. All of the other classes also get a lot of the same mana reduction/regen AA passive abilities, augs, gear, and beneficial buffs that druids have access to. They also, like enchanters, necros, beast lords, clerics, and mages, have AA and spells they can use on other players to increase mana recoup. Examples being Great Wolf, mod rods, Quiet Prayer and the like. Everyone also has access to weapons that siphon mana from mobs and gives to the player, clicky gear, using mounts, medding between mobs. It is asinine to read that other druids respond to people questioning the relevance of the Bolstered Growth line by saying “but you should be doing this if you have mana problems. Oh, and wait for Gift of Mana to cast your mana heavy spell” Most useful druid spells are mana heavy and some of our AA abilities also consume mana. EVERYONE who is playing a caster of any sort is already taking advantage of all of these tools provided to their classes. **Wanting to have a way to recoup mana, like every other caster class, isn’t out of line. No one wants to take those tools away from those classes, we just want to have access to a similar tool.** Druid vs Shaman as priests For those of you thinking that druids are a priest class so why does this matter? Shaman are also listed as a priest class. Their heal lines are much more in sync with clerics. Every priest class, except druids, have HoT and Splash spell lines. Also, no other priests have timers on their heal spells preventing them from using lower level spells in the same line. For example, clerics ignore the Light line and shaman ignore the mending line, choosing instead to use multiple levels of the same spell lines, Remedy for clerics and Reckless for shaman. Shaman also have multiple damage spells that cast multiple damage spells in one cast, freeing up spell gems for other spells such as heals, adps, and debuffs. Shaman aura is also a permanent cast. Druid aura lasts for 5 minutes, causing us to take up yet another spell gem for aura casts. Druids also have damage and regen auras, even though the regen aura has been left behind, the last being level 70. Clerics and enchanters are able to run multiple auras at the same time. There is no reason why druids should not be able to run both damage and regen aura at the same time as well. If making druid aura a permanent aura like Packt of the Wolf isn’t possible, then making the aura last closer to the hour duration more in line with other classes most definitely is. If you’re getting ready to post, "then just play a shaman," don’t. I’ve already done that. Was my first toon actually. Wanting your class to be on par with its peers isn’t asking for too much.