Here's a write up I did, mostly based on experience and gear at the time (around 1500 or so.)
So, here's something easy to use.
1) Use on use click to +heal trinkets
2) Lifebloom x3 on your main target (assuming 1 tank, if more then 1 tank then lifebloomx1 on each rotating until they have lifebloomx3 Don't stack all at once or you get caught up in refreshing while trying to stack.)
3) Regrow your main target. Refresh lifebloom right after
4) Rejuv your main target.
At this point you can toss out 1-2 lifeblooms or rejuvs on the raid. When you get better about your global cooldowns, you can time a regrow and rejuv/lifebloom between refreshes, but your highest priority is keeping the initial trinketed stack on your main target. If you lose that, you needs to restack it and get back to maintaining. You will lose some of your stacks, it happens. Remember once you refresh regrow, do lifebloom right away until you get in the habit of always making sure you won't lose your stack to the next gcd. After that you should have 5.5 seconds to play with after. Yeah, it wastes mana, but you need to get in the habit of watching that timer. If the tank takes heavy damage again, swiftmend should be your next spell, not another regrow. You loses all your healing from LB at that point if you does that (unless you're good at managing your cooldowns.) Refresh lifebloom then another regrow if needed. Rejuv is better for swiftmend from a HP.
Useful links:
Druid healing with pictures - ImageShack - Hosting :: fullnd9.jpg
Spirit to Mana/5 in 2.3, including talent choices: WoW Forums -> Spirit vs. MP5 and 2.3 -- How to Decide.
Graph from that conversation for quick reference:
http://i39.photobucket.com/albums/e1...h/druidmp5.gif
Quick write-up I did (some of the numbers are different now, but this is what I had at the time):
Hot healing vs. others:
Druid healing post 2.0 has changed considerably due to our new spell, Lifebloom, in addition to an already strong rejuv and a moderate regrow, generally considered too expensive to spam during a longer fight. In 2.1, we got a change to lifebloom allowing all of the +heal bonus applied on the first lifebloom to be applied to each one, even when stacked. The resulting HP/Mana efficiency is almost unrivaled.
In order to take advantage of the new-found bonus, you have to understand where druids fall in raid healing currently. ~We are not in general raid healers~
With chain heal, shamans will always be faster and more effective then we will ever be with HOT healing. Paladins and priests will always top off a target faster then we can. If they aren't, they need to examine their heal style. Regrow is too mana-inefficient to spam unless you're looking at just trash fights. Rejuv takes at least 3 seconds to see the first part of its effect. Lifebloom provides excellent hp/s, however it has to be stacked, not healed over before it gets a chance to bloom, or you have to wait 7 seconds for your recipient to see the full benefit.
1 tank I’m reaching 1147 hp/s
2 tanks I’m healing 2294 hp/s
3 tanks I’m healing 3441 hp/s
Healing 3 tanks follows this pattern (for me): LB, LB, LB, rejuv tank 1, lb, lb, lb, rejuv tank 2, lb, lb, lb, rejuv tank 3, lb, lb, lb. It's tight, but doable. 2 tanks is easier, obviously, and allows more time to not just spam buttons. Make sure you check to see if your tank isn't taking any more damage so you can either save that mana or put it to use elsewhere.
Assigning 2 druids to 1 tank, assuming we’re doing our most to maximize our HOT’s, means that the tank can expect, at minimum, 2100 hp/s (assuming the other druid is at minimum assisting with 1000 hp/s), refreshed at a small mana cost. Lifebloom is refreshed at 178 mana, rejuv is refreshed at 332 mana (mana cost in tree). When a tank is spiked, 2 druids, without changing anything, have already healed the tank for at least 4200 hitpoints, this is before any other class has time to react to it. With the inclusion of swiftmend, as well as natures swiftness and regrow (regrow ticks at another 443 hp/3 seconds) we have an instant 3-6k crittable heal, as well as another HOT that doesn’t disrupt our other healing.
All it requires us to do is keep our focus and keep maintaining our stacks.
If we’re on 1-2 tanks, we have on average, 2 global cooldowns free. This allows for raid healing, running and jumping, regrow as needed while still refreshing the mainstay of our healing. At 3-4 tanks, we are completely stationary, but we have the ability to provide an hp/s that’s unrivaled. (You’d only have 830 hp/s since you couldn’t factor in rejuv), That’s still 3320 hp/s without doing anything more then refreshing your HOT stacks.
Ok, not so small, but hopefully useful.
The important thing is not to stop questioning. Curiosity has its own reason for existing.- Albert Einstein