Well, guess the devs were serious about nerfing Rejuv.
Resto talent: Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% instead of its previous effect. (Previously: Reduces the base global cooldown of your Rejuvenation, Lifebloom and Wild Growth spells by 4/8/12/16/20%.)
Basically, HOT’s lose 10-15ish% haste, direct spells gain 10% haste. My short thoughts:
- Haste is useful again and is no longer a serious cap for 25-man trees.
- Rejuv blanketing is dead. Rejuv (combined with new Rejuv glyph) will now be a reactive cast, not proactive. More on this once the new glyph can be tested.
- Long live Regrowth blanketing! (Seriously…it’s not going to be that much slower now than Rejuv was, and has the long-lasting HOT for Swiftmending. Just think of it as the T8 bonus on steroids).
- Nourish is fast enough already, it didn’t need a haste buff. Ah well. Hey, Non-NS+HT might play a small role again! We’re back to classic WoW!
- Everyone’s going to go back to picking up Celestial Focus, probably.
- Also, nobody’s talking about it, but Lifebloom got NERFED AGAIN! Let’s check the history (copied from WoWWiki):
- Patch 3.2.0 (2009-08-04): The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.
- Patch 3.1.0 (2009-04-14): Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
Lissanna’s done the heavy lifting on analysis as usual, so check her post out. She’s also looked at the new idols (meh…T9+10%, done.). Also see Kae and Keeva for their thoughts.
Hey, at least we got this: Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
So now that our HPS is down and people die because of it, we can rez them faster! 🙂 (Kidding. I think.) It’d be nice if there was a way to implement this like Bloodlust/Heroism, to where it’s a short CD for wipes but long CD for re-use.
I think saying that Rejuv blanketing is dead might be a little premature 🙂 I think it will still be a strong strategy for constant raid damage; we just won’t be able to cover as many people at once. It will still be a proactive heal.
Keeva,
Constant raid damage (ie IC), sure. Rolling for spiky burst damage, no. RG will take that role; at new haste cap it’s looking like 1s for Rejuv vs. ~1.11s for Regrowth. Regrowth is a slightly less powerful tick, but lasts a LOT longer for SM/nourish buffing.
Course, they’ll change all this again in the next build. 🙂
Since I only do 10 mans (other than pugs) I already use Regrowth quite extensively.
Rejuv will still be my staple though – even in my poor gear and only 10man buffs, my Rejuv ticks for 2260 vs Regrowth 1210. That’s quite a big difference.
Certainly if it’s low but constant damage (eg aura fights), then I would usually go with Regrowth (I often do, already) – and the reduced cast time will be great. But Rejuv will still be better for heavy hitting raid damage (eg Mimiron P2), as it hits substantially harder, plus we’ll have the option of speeding up those ticks as well.
So Rejuv blanketing isn’t dead – it’ll just be a smaller blanket (especially when hasted), and not the default go-to strategy. For too long it’s been too easy to just blanket the raid and that did the job – now we’ll have to be a little more selective when using Rejuv blanketing.
Yep, this is my thinking as well. Regrowth is the sprinkler, Rejuv is the fire hose (which makes Swiftmend the…water balloon? analogy too far)