Analysis, Patches, Spells and Talents
Warning: This article is speculative (and maybe a little preparatory). It assumes that Wild Growth will be affected by Revitalize at the same rate (15% chance per tick) that Rejuvenation is. It is possible that Wild Growth will see a lower percent chance of proccing this effect, though I am excited at the possibility that it won’t.
As of Patch 3.1, the effects of Revitalize (simultaneously renamed from Replenish to avoid confusion with the Replenishment effect) will be able to proc from ticks of our 51-point group heal, Wild Growth. This substantially increases the effectiveness of the ability for a number of reasons:
- Wild Growth has seven ticks instead of the six of a talented Rejuvenation.
- These ticks occur every second instead of once every three seconds, making it less likely that they will go toward overheal and yielding a much higher rate of restoration.
- Wild Growth hits up to five targets at a time instead of one per spell cast.
- While justifying the use of Rejuvenation can sometimes be difficult, there are many cases where the use of Wild Growth makes sense.
In short, the returns go from looking rather shabby to looking OM-NOM-NOM-delectable. To update the values presented under the Rejuvenation discussion, we’ll look at the effects it can have on just one target, keeping in mind that it has the potential to hit five of assorted shapes and colors. We can use a modified 8.57 casts per target per minute (60/7-second duration) and 1.05 procs per cast (0.15 * 7) to arrive at an approximate average PPM of 9.0, three times that of Rejuvenation:
Mana cost per Wild Growth Cast = 643
Wild Growth Casts per Minute = 60 / 7 = 8.57
Avg. PPM per Target = 8.57 * 1.05 = 9.0
Mana Cost per Target per Minute = (643 * 8.57)/5 = 1102.102*
* Here I’ve divided the total cost by five targets to avoid overstating the mana cost per target.
We can then apply this new PPM value to our previous calculations by individual class:
Avg. Return per Minute DK = 9 * 16 = 144 Runic Power/Minute
Avg. Return per Minute Warrior = 9 * 4 = 36 Rage/Minute
Avg. Return per Minute Rogue = 9 * 8 = 72 Energy/Minute
For mana users, the return is again based on total mana pool, using the higher PPM of 9 instead of 3.
Avg. Return per Minute Paladin = 9 * 0.01 * MANA POOL
Keep in mind that the above returns are on a per mana-using target basis. Assuming you hit a group of well-geared spell casters with it, you could be looking at upwards of 600-700 MP5 for your raid, more than (indirectly) compensating you for the cost of casting the spell.
With such a potent regenerative tool in their arsenal, Restoration Druids may soon be counted among those players who can contribute significantly to the longevity (or throughput) of their raidmates (alongside Moonkin, Shamans of all flavors and Replenishment-providing Survival Hunters, Shadow Priests, and Retribution Paladins), and with the unique twist of restoring more than just mana. Such a change would go a long way toward accomplishing Blizzard’s stated intention to "offer [Replenishment] to additional classes, as well as make sure that existing sources of Replenishment are more equitable." And if you’re wondering if Blizzard would consider giving such a tool to a healing class, remember that Shamans provide Mana Tide Totem, and Paladins provide Blessing of Wisdom, each of which has the potential to overshadow Revitalize, given the number of targets they can effect and the relative ease with which they are maintained.
I promise not to (excessively) lord my Wild Growth over DPSers if you give it the same proc chance per tick as Rejuvenation.
All my love,
- WoW Druid Guide: Restoration 101 | FREE World of Warcraft Guides
Sorry, the comment form is closed at this time.