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Well here we go....rejuv nerf
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Post by
etrin
Rejuvenation now heals 1352 over 12 sec. (Down from 1690 over 15 sec)
Rejuvenation getting cut by 20% so the nerfs to healing whats next we don't use ?
WHY well were we on the list
NO bliz says they screwed up and this spell is always supposed to be 12 seconds.
GOD KNOWS I hate to say it but they are just making an adjustment.
I hate bliz and their stupid ways but this time I can see what they are saying.
Post by
chinmi
r u sure ? mine still read "rank 15, heals 1690 over 15 sec", or r u revering to ptr ?
Post by
etrin
Not sure if this will be a hot fix or in next patch. From what I read its in the patch.
Like I said I hate bliz and their stupid nerfs but this is a fix not a nerf.
God I never thought I would say that.
Post by
Sevok
Its just a reduction in spell length, not in HpS. It is cut by one tick of healing, which exactly is the difference in the healing amount.
1690 / 15 * 12 = 1352
fine by me
Post by
23709
This post was from a user who has deleted their account.
Post by
etrin
well the one thing still remains. Since this has been in the game for a year why now?
I really thought that at 80 you got a longer duration.
Was this intended since like I said it has been this way for a year?
so is this a nerf. Looking at how this was done I think so
Post by
Heckler
A bugfix can be a nerf... they're not mutually exclusive. I doubt this will be crippling to anyone, it just drops a tick.
If Blizzard wanted to straight-up nerf Rejuv, they would nerf it. Do you really think they would feel compelled to "hide" it as a bug fix? And if so, why? Every other rank of Rejuv is 12 seconds, so it's not as if it's some outlandish claim...
Post by
skribs
This is actually a HUGE nerf for a few reasons:
1) Revitalize - reducing the effective duration of Rejuv from 18 to 15 seconds (if you dont have that talent you're retarded) reduces the chance of revitalize from (roughly) 90% per cast to 75% per cast (for those who know how probability works, that's not exact - but its the same point I'm trying to make). Makes Revitalize less worth it for the mana.
2) AoE - on 25's, lets say Hodir, I can keep Rejuv up on 12-18 people. Now it's going to drop to 8-15. This nerfs my HPS on AoE fights.
3) HPM - simple, reducing the duration by 17% (once you factor in talent) also cuts efficiency by the same.
4) HPS - while Rejuv is the same HPS, if I'm focusing on one target I lose that GCD that could be used on refreshing another HoT or on Nourish. Limits my HPS.
5) Swiftmend - Part of the great thing about Rejuv is the power it puts into Swiftmend. It won't lose that power, but it will be giving less people you CAN swiftmend if you put Rejuv on a lot of people.
Overall, huge nerf, especially to our primary spell.
Post by
327123
This post was from a user who has deleted their account.
Post by
pelf
If it was making Druid healing better by being incorrect, and fixing it makes them worse, they will compensate elsewhere ... at some point.
Post by
Lightrain
This is actually a HUGE nerf for a few reasons:
2) AoE - on 25's, lets say Hodir, I can keep Rejuv up on 12-18 people. Now it's going to drop to 8-15. This nerfs my HPS on AoE fights.
You didn't stop to think maybe this was a bit OP? Being able to heal 12-18 people continuously thru an entire raid fight? Do you go oom continuously refreshing 12-18 hots constantly? If the answer is no, it's a fix to keep druids from being insanely overpowered.
It's also a PvP fix so druids can't have 5 rejuves, LB's, plus a 3 stack of LB on the focused target(s) for an entire fight.
Read it, accept it, and adjust to it like you always did/do/will do. This is a very minor nerf, mainly concerning mana and the fact that you can cast HoT's on 10+ targets at once.
Post by
233835
This post was from a user who has deleted their account.
Post by
karlusdavius
about time. Druids started to run away with the healing especially on 15 targets. way too OP. Much more balanced. After all, your not the only healers in the group.
Post by
38802
This post was from a user who has deleted their account.
Post by
Katsudon
Pretty substantial nerf. As for the people talking about HoTing up 10 + people, thats pretty dumb. Most fights do not have the constant raid damage to make non-stop raid-wide rejuv spam worthwhile. Most raid damage will come in the form of heavy, predictable intervals, which makes burst healing AOE spells from priests, and shammys (and WG as well) better then wasting extra mp spaming rejuvs that are overhealing most of the time.
As usual, i think we will survive and adapt, just like how we did when lifebloom took its multiple hits. Blizz just likes to really push nourish (the only spell we got that not only hasn't gotten nerfed but gets buffed consantly) onto us.
Post by
murakaz
Lame. Let's not even talk about the Nature's Grace nerf in 3.3.
Nature's Grace hasn't actually been changed, what was data-mined was just a corrected tooltip... it has always worked like that (same can be said for Genesis).
Post by
skribs
Pretty substantial nerf. As for the people talking about HoTing up 10 + people, thats pretty dumb. Most fights do not have the constant raid damage to make non-stop raid-wide rejuv spam worthwhile. Most raid damage will come in the form of heavy, predictable intervals, which makes burst healing AOE spells from priests, and shammys (and WG as well) better then wasting extra mp spaming rejuvs that are overhealing most of the time.
1) Rejuv costs little enough mana as-is, and our regen is so good (especially in 25s where you're almost garunteed Wisdom, Int, Spi, and Replenishment) that the extra MP is of little consequence. Let's assume that burst damage you talk about is a 6 second AoE channeled that occurs once every 30 seconds. If, 17 sec before the AoE occurs, I start putting Rejuv on everyone (and stop when it occurs), I will get overheal for every tick within those 17 seconds and then every tick after the 6. But, during that duration, I will get 1 tick from the 1st-3rd and then 2 ticks from everything else (roughly, anyway) resulting in a total of 31 ticks of Rejuv within that 12 seconds. That's going to be about 62k healing done by Rejuv.
Similarly, let's say I hit WG at the start of the AoE, then I nourish those WG hit. I do roughly 4k/person with the WG, or 20k. Each Nourish (with decent crit/haste I can probably get off 4 nourishes within that 5 sec after AoE starts and 1 GCD from WG) which hits for roughly 7k will total 28k, so I'd get about 48k off of those.
The two (rejuv spam before, WG+Nourish during the AoE) are not mutually exclusive. Thus, I can increase my potential healing done by 129% by spamming rejuv before. Now, if you drop that number from 17s to 14s, and drop the total ticks by 6, you drop that down from 62k to 50k.
Numbers arent exact, but they are close. Rejuv is a VERY powerful spell, and this is a significant nerf to its potential.
Rejuving everyone, like I said, also results in more people you can swiftmend or benefit from a +20% (26% glyphed) nourish. It might not be good on every fight - but timed right it can be GREAT for burst AoE -or- constant AoE fights.
Post by
Katsudon
Pretty substantial nerf. As for the people talking about HoTing up 10 + people, thats pretty dumb. Most fights do not have the constant raid damage to make non-stop raid-wide rejuv spam worthwhile. Most raid damage will come in the form of heavy, predictable intervals, which makes burst healing AOE spells from priests, and shammys (and WG as well) better then wasting extra mp spaming rejuvs that are overhealing most of the time.
1) Rejuv costs little enough mana as-is, and our regen is so good (especially in 25s where you're almost garunteed Wisdom, Int, Spi, and Replenishment) that the extra MP is of little consequence. Let's assume that burst damage you talk about is a 6 second AoE channeled that occurs once every 30 seconds. If, 17 sec before the AoE occurs, I start putting Rejuv on everyone (and stop when it occurs), I will get overheal for every tick within those 17 seconds and then every tick after the 6. But, during that duration, I will get 1 tick from the 1st-3rd and then 2 ticks from everything else (roughly, anyway) resulting in a total of 31 ticks of Rejuv within that 12 seconds. That's going to be about 62k healing done by Rejuv.
Similarly, let's say I hit WG at the start of the AoE, then I nourish those WG hit. I do roughly 4k/person with the WG, or 20k. Each Nourish (with decent crit/haste I can probably get off 4 nourishes within that 5 sec after AoE starts and 1 GCD from WG) which hits for roughly 7k will total 28k, so I'd get about 48k off of those.
The two (rejuv spam before, WG+Nourish during the AoE) are not mutually exclusive. Thus, I can increase my potential healing done by 129% by spamming rejuv before. Now, if you drop that number from 17s to 14s, and drop the total ticks by 6, you drop that down from 62k to 50k.
Numbers arent exact, but they are close. Rejuv is a VERY powerful spell, and this is a significant nerf to its potential.
Rejuving everyone, like I said, also results in more people you can swiftmend or benefit from a +20% (26% glyphed) nourish. It might not be good on every fight - but timed right it can be GREAT for burst AoE -or- constant AoE fights.
Sounds like your a recount !@#$% no offense. Waste alot of gcds to up your hps a smidge. The only time where prehotting as many people in the raid is really needed is either: constant raid damage (like aura effect), or aoe raid damage that is fatal if unchecked immediately. Most raid damage comes in controllable bursts that occur infrequently enough such that you don't need to rely on having 10+ rejuvs up at all times to save people from dying from a subsequent aoe (basically for most fights you need to heal people up enough so that the subsequent aoe that follows doesn't kill them - not the current one that just hit). Sure there are a few fights where rejuv spaming the raid is worthwhile but the majority of fights do not rely on this.
Either way It sounds like your both agreeing with me and disagreeing with me (Your arguement was basically You're wrong.because of.......... then the last line said "oh yea but i'm arguing the same thing"). I also believe its a nerf, and a fairly substantial one (not because of the rejuv spaming persay but because the total amount healed has decreased)
Post by
skribs
We're not arguing the same thing, though. You're saying that its not worth it on a burst AoE fight, whereas I am. Now, you can have your feelings about it - but I've seen it in action. Hodir 25 I was 6% above a healer that I am normally 4% below (a resto druid as well) because I used this method and he did not.
Yes, there is the constant aura, but during frozen blows it really helped to have people pre-hotted for it. There's other fights where I've used this technique as well, such as XT (tantrum) which do not have a static aura.
New subtopic - this really doesn't address how druids are OP. Druids are not OP because we can HoT up 18 people. We are OP because of the versatility and mobility of our heals. Our HoTs can turn into an incredible set of tank heals -or- raid heals, based on whether we stack or spread them. Wild Growth is a nice AoE heal or a buff for Nourish. We can cast our main 3 HoTs on the move, and our main nuke heal is a 1.5 sec cast before haste or Nature's Grace. Just to prove this point I never stopped running on Anub'Arak in H AN and I still kept us all at 100% while maintining >90% mana. Druids also are the best at dealing with stuns/silences or similar effects because we have so many HoTs (think back to TBC bear-boss in ZA, or Gruul's AoE silence). We can roll hots on multiple tanks in PvE or players in PvP, making it hard to switch.
Paladins, on the other hand, only have HoTs on their target; their AoE is tied to either a specific secondary target or a glyph on their big nuke heal, and thus are very limitted in what they can do. They only have 1 mobile heal, and it's on a CD.
Shamans have decent hots and decent mobile heals on 1 person, but on AoE they have to turret. Priests are actually very good if played well, but are even harder than druids. What Blizzard needs to do is not nerf druid's numbers, but buff the mechanics of the metal classes.
Post by
MegaVolt
This is a ridiculous nerf.
It actually buts Rejuvenation on par or even below a Priests Renew (since they got the 4t8 bonus as talent). Rejuv was rightfully stronger since Priests have CoH
and
PoM for AoE healing. CoH was already superior then WG in burst situations but the Druid could at least offer higher hps in steady damage fights. Now a Druid will only be a second class AoE healer and easily be out-healed by good holy Priests.
In a fight like Twin Valkyrs this will be a 12% nerf to my overall hps. (~70% healing done with Rejuvenation). Same for Anub phase 3. Not to mention that it severely tightens our rotation in a 10man, making Druid healing much more difficult.
If they really keep the short duration we simply have to get a talent like Priests that gives us an instant heal (of the size of 1 tick) when we apply Rejuv.
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