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	<title>Comments on: Beat with the Nerf Bat</title>
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		<title>By: Blizzard Loves Druids » Omen of Clarity</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-60</link>
		<dc:creator>Blizzard Loves Druids » Omen of Clarity</dc:creator>
		<pubDate>Fri, 07 Mar 2008 01:50:46 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-60</guid>
		<description>[...] Sioban: This Nerf Bat hits like a sonofabitch and it leaves welts &#8230; Nerf to one of our spells is more .... [...]</description>
		<content:encoded><![CDATA[<p>[...] Sioban: This Nerf Bat hits like a sonofabitch and it leaves welts &#8230; Nerf to one of our spells is more &#8230;. [...]</p>
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		<title>By: Taemojitsu</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-59</link>
		<dc:creator>Taemojitsu</dc:creator>
		<pubDate>Thu, 06 Mar 2008 19:02:29 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-59</guid>
		<description>The situation where this would not work is when multiple tanks take large amounts of spike damage concurrently; in this case the immediate, multi-target healing of stacked Lifeblooms is still preferable to large, pre-casted, but single-target heals. So maybe the broken scaling of lifebloom &lt;i&gt;isn&#039;t&lt;/i&gt; so bad.. it&#039;s not like you can destroy a class by giving them a spell that&#039;s &lt;i&gt;too&lt;/i&gt; powerful, after all ;&#8203;)</description>
		<content:encoded><![CDATA[<p>The situation where this would not work is when multiple tanks take large amounts of spike damage concurrently; in this case the immediate, multi-target healing of stacked Lifeblooms is still preferable to large, pre-casted, but single-target heals. So maybe the broken scaling of lifebloom <i>isn&#8217;t</i> so bad.. it&#8217;s not like you can destroy a class by giving them a spell that&#8217;s <i>too</i> powerful, after all ;&#8203;)</p>
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		<title>By: Taemojitsu</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-58</link>
		<dc:creator>Taemojitsu</dc:creator>
		<pubDate>Thu, 06 Mar 2008 18:52:28 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-58</guid>
		<description>stupid smilies~
:&#8203;P
:&#8203;)</description>
		<content:encoded><![CDATA[<p>stupid smilies~<br />
:&#8203;P<br />
:&#8203;)</p>
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		<title>By: Taemojitsu</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-57</link>
		<dc:creator>Taemojitsu</dc:creator>
		<pubDate>Thu, 06 Mar 2008 18:51:50 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-57</guid>
		<description>Healing Touch has a cast time of 3.0 sec when talented :P It would be possible to fit one into a rotation of two LB stacks, altho if you had to cancel due to your target being at full health you would have wasted those entire three seconds, with no opportunity to try to re-cast again until you&#039;d renewed your two stacks. So yes, you do not have any casting versatility under the Lifebloom mechanics.

I can suggest two things: first, if there are resto druids in the raid, other classes with &#039;fast&#039; heals should not worry about healing up small amounts of damage on non-tanks. A druid can plop down a LB and heal it up easily, while other classes such as paladin or priest are MUCH more effective if they use their quick heals on damage that is time-sensitive, i.e. on the tanks.

Second, try a different playstyle than what you normally do! I did a little math, and it seems that while previously a 3-stack would do ~4600 healing per cast (with about 2000 +healing) compared to ~3150 for a single cast non-stacked + bloom, now it&#039;s more like 4300 vs 3100.

So see how well you do with a different rotation on the tanks: DON&#039;T stack Lifebloom, just single-cast it and treat it like rejuv: something you renew after it falls off. So keep Lifebloom up on all tanks, keep Rejuv up, use Regrowth reactively against spike damage as well as SM, then just keep pre-casting HT&#039;s and cancel them if they&#039;re not needed. You lose a bit of guaranteed, efficient but nonreactive heals from the lifebloom stacks, but you gain a huge amount of intelligent healing placement with HT!

You might be surprised, and either way it&#039;s a change of pace. :)

So no, it&#039;s a nerf any way you look at it and nerfs aren&#039;t fun, but that doesn&#039;t mean you can&#039;t still &lt;i&gt;have&lt;/i&gt; fun in the game.</description>
		<content:encoded><![CDATA[<p>Healing Touch has a cast time of 3.0 sec when talented <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  It would be possible to fit one into a rotation of two LB stacks, altho if you had to cancel due to your target being at full health you would have wasted those entire three seconds, with no opportunity to try to re-cast again until you&#8217;d renewed your two stacks. So yes, you do not have any casting versatility under the Lifebloom mechanics.</p>
<p>I can suggest two things: first, if there are resto druids in the raid, other classes with &#8216;fast&#8217; heals should not worry about healing up small amounts of damage on non-tanks. A druid can plop down a LB and heal it up easily, while other classes such as paladin or priest are MUCH more effective if they use their quick heals on damage that is time-sensitive, i.e. on the tanks.</p>
<p>Second, try a different playstyle than what you normally do! I did a little math, and it seems that while previously a 3-stack would do ~4600 healing per cast (with about 2000 +healing) compared to ~3150 for a single cast non-stacked + bloom, now it&#8217;s more like 4300 vs 3100.</p>
<p>So see how well you do with a different rotation on the tanks: DON&#8217;T stack Lifebloom, just single-cast it and treat it like rejuv: something you renew after it falls off. So keep Lifebloom up on all tanks, keep Rejuv up, use Regrowth reactively against spike damage as well as SM, then just keep pre-casting HT&#8217;s and cancel them if they&#8217;re not needed. You lose a bit of guaranteed, efficient but nonreactive heals from the lifebloom stacks, but you gain a huge amount of intelligent healing placement with HT!</p>
<p>You might be surprised, and either way it&#8217;s a change of pace. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So no, it&#8217;s a nerf any way you look at it and nerfs aren&#8217;t fun, but that doesn&#8217;t mean you can&#8217;t still <i>have</i> fun in the game.</p>
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		<title>By: lifebloomer</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-56</link>
		<dc:creator>lifebloomer</dc:creator>
		<pubDate>Thu, 06 Mar 2008 12:50:41 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-56</guid>
		<description>I&#039;m glad to see you are starting to come around Taemojitsu. My question for you is this- Should druids continue to roll Lifebloom on the tanks to prevent spike damage that can and does lead to wipes, or should they try to &quot;cast other spells&quot;? 

If I am rolling Lifebloom on two tanks I still cast: Rejuvenation, Regrowth, Swiftmend, Natures Swiftness and Healing Touch. But I because I only have 4 seconds to spare in my cast rotation I can not spam Healing Touch (cast time of 5 secs) and roll Lifebloom on two Tanks. If the developers intention was for me to spam Healing Touch they would not have made it take 2 Seconds longer than our other spells allow. 

If the eventual goal is to put spell haste on druid gear so that we can fit Healing Touch into our rotation then what are we expected to do until this gear hits? 

Why would I try to play in the style of a Paladin when my spells aren&#039;t designed for it? Who would take a Paladin that had a permanent Curse of Tongues debuff?  If I try to direct heal that is essentially what I am. I don&#039;t care about the meters so much as I care about being effective. I&#039;m sure that if I wanted to even with this change I could own the meter. Thats not what I&#039;m after I&#039;m trying to offset enough damage on the tanks so the Direct Healing Classes have time to do their job.</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad to see you are starting to come around Taemojitsu. My question for you is this- Should druids continue to roll Lifebloom on the tanks to prevent spike damage that can and does lead to wipes, or should they try to &#8220;cast other spells&#8221;? </p>
<p>If I am rolling Lifebloom on two tanks I still cast: Rejuvenation, Regrowth, Swiftmend, Natures Swiftness and Healing Touch. But I because I only have 4 seconds to spare in my cast rotation I can not spam Healing Touch (cast time of 5 secs) and roll Lifebloom on two Tanks. If the developers intention was for me to spam Healing Touch they would not have made it take 2 Seconds longer than our other spells allow. </p>
<p>If the eventual goal is to put spell haste on druid gear so that we can fit Healing Touch into our rotation then what are we expected to do until this gear hits? </p>
<p>Why would I try to play in the style of a Paladin when my spells aren&#8217;t designed for it? Who would take a Paladin that had a permanent Curse of Tongues debuff?  If I try to direct heal that is essentially what I am. I don&#8217;t care about the meters so much as I care about being effective. I&#8217;m sure that if I wanted to even with this change I could own the meter. Thats not what I&#8217;m after I&#8217;m trying to offset enough damage on the tanks so the Direct Healing Classes have time to do their job.</p>
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		<title>By: Taemojitsu</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-55</link>
		<dc:creator>Taemojitsu</dc:creator>
		<pubDate>Thu, 06 Mar 2008 04:41:50 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-55</guid>
		<description>*edit: I have revised my opinion of the whole HoT vs direct heal situation, and it basically comes to this: druids have the potential to do as well as any other class in normal healing that consumes large amounts of mana and focuses on healing up damage that is actually inflicted. However, the particular mechanics of &lt;b&gt;LIFEBLOOM&lt;/b&gt;, and lifebloom alone (not other HoTs!) make this kind of adaptability impractical, because it&#039;s just too inefficient to let a 3-stack of lifebloom fall off. This means you can&#039;t properly react to damage, and it also means you can&#039;t &#039;waste time&#039; setting up HT pre-heals to cancel if your target hasn&#039;t taken any damage, the way you used to be able to pre-TBC and the way some other classes still do; instead you are &#039;forced&#039; to spend your entire time renewing LB stacks to achieve maximum efficiency and average thruput.

So, in order to achieve &lt;i&gt;directed&lt;/i&gt; healing versatility, druids are forced to give up large amounts of healing efficiency because of the particular way Lifebloom works. However, the base cause of this is still the scaling of the Lifebloom HoT component.

good nerf, bad nerf, etc I personally don&#039;t care: a nerf to Lifebloom does mean slightly reduced effectiveness, yes. But you still have situational advantages over other class, after all few raids have as many shadow priest batteries as they might like; and more importantly imo, any nerf to lifebloom HoT scaling is another step in the direction of increased usability of &lt;i&gt;other&lt;/i&gt; druid heals. If you play for fun, you should not mind this nerf. If you play for healing meter e-peen, well~</description>
		<content:encoded><![CDATA[<p>*edit: I have revised my opinion of the whole HoT vs direct heal situation, and it basically comes to this: druids have the potential to do as well as any other class in normal healing that consumes large amounts of mana and focuses on healing up damage that is actually inflicted. However, the particular mechanics of <b>LIFEBLOOM</b>, and lifebloom alone (not other HoTs!) make this kind of adaptability impractical, because it&#8217;s just too inefficient to let a 3-stack of lifebloom fall off. This means you can&#8217;t properly react to damage, and it also means you can&#8217;t &#8216;waste time&#8217; setting up HT pre-heals to cancel if your target hasn&#8217;t taken any damage, the way you used to be able to pre-TBC and the way some other classes still do; instead you are &#8216;forced&#8217; to spend your entire time renewing LB stacks to achieve maximum efficiency and average thruput.</p>
<p>So, in order to achieve <i>directed</i> healing versatility, druids are forced to give up large amounts of healing efficiency because of the particular way Lifebloom works. However, the base cause of this is still the scaling of the Lifebloom HoT component.</p>
<p>good nerf, bad nerf, etc I personally don&#8217;t care: a nerf to Lifebloom does mean slightly reduced effectiveness, yes. But you still have situational advantages over other class, after all few raids have as many shadow priest batteries as they might like; and more importantly imo, any nerf to lifebloom HoT scaling is another step in the direction of increased usability of <i>other</i> druid heals. If you play for fun, you should not mind this nerf. If you play for healing meter e-peen, well~</p>
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		<title>By: Taemojitsu</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-54</link>
		<dc:creator>Taemojitsu</dc:creator>
		<pubDate>Thu, 06 Mar 2008 01:02:48 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-54</guid>
		<description>[quote]The 8% that is missing is more likely to be healed by another healer than it is to be scooped up by additional Lifebloom ticks. This is at least true in the case where it is being stacked on tanks to smooth out spike damage.[/quote]
[i]this[/i], and other arguments about how &quot;a paladin or priest will use a 1.5 sec cast making druid HoTs placed on a target be wasted&quot;, are just about e-peen! If the paladins and druids have the mana to burn, let them!! It just means beating the encounter will be that much easier, since YOU, the druid, will have more mana to use on your more &#039;inefficient&#039; abilities like Regrowth or Rejuv to set up a swiftmend.

The only reason to get upset about someone &#039;stealing&#039; heals from you is healing e-peen meters. If your guilds worries about such things in deciding whom to bring to a raid, maybe it is your guild that is the problem, not the coefficients on your spells.

I have seen many druids post about the usefulness of non-LB heals, such as you mention, Darian, and how these other spells are too often neglected by LB-spammers. Ofc there are always the retard druids claiming that every heal except LB would be 100% useless even with infinite mana, but I think greater viability of a wide range of spells is always a good thing for a class, it means that the incompetent players get weeded out and lets the good ones shine.

WoW is just too obsessed with &quot;buff&quot;/&quot;nerf&quot; these days. /shakes head</description>
		<content:encoded><![CDATA[<p>[quote]The 8% that is missing is more likely to be healed by another healer than it is to be scooped up by additional Lifebloom ticks. This is at least true in the case where it is being stacked on tanks to smooth out spike damage.[/quote]<br />
[i]this[/i], and other arguments about how &#8220;a paladin or priest will use a 1.5 sec cast making druid HoTs placed on a target be wasted&#8221;, are just about e-peen! If the paladins and druids have the mana to burn, let them!! It just means beating the encounter will be that much easier, since YOU, the druid, will have more mana to use on your more &#8216;inefficient&#8217; abilities like Regrowth or Rejuv to set up a swiftmend.</p>
<p>The only reason to get upset about someone &#8217;stealing&#8217; heals from you is healing e-peen meters. If your guilds worries about such things in deciding whom to bring to a raid, maybe it is your guild that is the problem, not the coefficients on your spells.</p>
<p>I have seen many druids post about the usefulness of non-LB heals, such as you mention, Darian, and how these other spells are too often neglected by LB-spammers. Ofc there are always the retard druids claiming that every heal except LB would be 100% useless even with infinite mana, but I think greater viability of a wide range of spells is always a good thing for a class, it means that the incompetent players get weeded out and lets the good ones shine.</p>
<p>WoW is just too obsessed with &#8220;buff&#8221;/&#8221;nerf&#8221; these days. /shakes head</p>
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		<title>By: Darian</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-51</link>
		<dc:creator>Darian</dc:creator>
		<pubDate>Tue, 04 Mar 2008 19:56:15 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-51</guid>
		<description>&quot;Just look at it this way: 8-10% less healing for Lifebloom ticks means that 8% more of your ticks will go off, instead of ticking on someone who’s already at full health.&quot;

That&#039;s an incorrect assertion.

The 8% that is missing is more likely to be healed by another healer than it is to be scooped up by additional Lifebloom ticks. This is at least true in the case where it is being stacked on tanks to smooth out spike damage.

I don&#039;t find your arguments compelling, but I do appreciate you making them. Personally, I&#039;m more interested in the angle of whether the increased mana regeneration from spirit will offset this by allow Druid to be less picky about their healing rotations.</description>
		<content:encoded><![CDATA[<p>&#8220;Just look at it this way: 8-10% less healing for Lifebloom ticks means that 8% more of your ticks will go off, instead of ticking on someone who’s already at full health.&#8221;</p>
<p>That&#8217;s an incorrect assertion.</p>
<p>The 8% that is missing is more likely to be healed by another healer than it is to be scooped up by additional Lifebloom ticks. This is at least true in the case where it is being stacked on tanks to smooth out spike damage.</p>
<p>I don&#8217;t find your arguments compelling, but I do appreciate you making them. Personally, I&#8217;m more interested in the angle of whether the increased mana regeneration from spirit will offset this by allow Druid to be less picky about their healing rotations.</p>
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		<title>By: Taemojitsu</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-49</link>
		<dc:creator>Taemojitsu</dc:creator>
		<pubDate>Sat, 01 Mar 2008 21:42:03 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-49</guid>
		<description>Every single class has huge amounts of overheal in raids. The HoTs that do not tick on a target at full health are equivalent to all the heals that a paladin or priest or shaman uses, that ends up hitting a tank that was already at full or nearly full health. WWS makes this so easy to check... personally I think it&#039;s absurd that healing classes tend to end up with around 40-50% overheal, because it means they&#039;re spending almost twice as much mana as is &#039;optimal&#039;. But that&#039;s the way the game is... most likely because the high avoidance on tanks these days increases the variance on damage taken in the negative direction, as opposed to the old style in early WoW of increased spike damage in the positive direction from crits and crushing blows.

WoW could be designed to avoid these high avoidance values, thus leading to more predictable damage taken (instead of miss, dodge, parry, dodge, HIT HIT, dodge, parry... etc), but that&#039;s not the topic here. Druids are by no means underrepresented in raids. This can be very easily shown:
http://wowwebstats.com/?search=illidan

Now, maybe shaman are a bit OP, because of the high base thruput of Chain Heal as well as its scaling which is better than most other heals (but significantly less than even nerfed Lifebloom!). But other than that, druids have about the same representation as any other class, maybe even more than some others; hunters look like they might be the worst off, tho maybe it&#039;s just that encounter. But druids are, and will continue to be fine. Just look at it this way: 8-10% less healing for Lifebloom ticks means that 8% more of your ticks will go off, instead of ticking on someone who&#039;s already at full health. ;)</description>
		<content:encoded><![CDATA[<p>Every single class has huge amounts of overheal in raids. The HoTs that do not tick on a target at full health are equivalent to all the heals that a paladin or priest or shaman uses, that ends up hitting a tank that was already at full or nearly full health. WWS makes this so easy to check&#8230; personally I think it&#8217;s absurd that healing classes tend to end up with around 40-50% overheal, because it means they&#8217;re spending almost twice as much mana as is &#8216;optimal&#8217;. But that&#8217;s the way the game is&#8230; most likely because the high avoidance on tanks these days increases the variance on damage taken in the negative direction, as opposed to the old style in early WoW of increased spike damage in the positive direction from crits and crushing blows.</p>
<p>WoW could be designed to avoid these high avoidance values, thus leading to more predictable damage taken (instead of miss, dodge, parry, dodge, HIT HIT, dodge, parry&#8230; etc), but that&#8217;s not the topic here. Druids are by no means underrepresented in raids. This can be very easily shown:<br />
<a href="http://wowwebstats.com/?search=illidan" rel="nofollow">http://wowwebstats.com/?search=illidan</a></p>
<p>Now, maybe shaman are a bit OP, because of the high base thruput of Chain Heal as well as its scaling which is better than most other heals (but significantly less than even nerfed Lifebloom!). But other than that, druids have about the same representation as any other class, maybe even more than some others; hunters look like they might be the worst off, tho maybe it&#8217;s just that encounter. But druids are, and will continue to be fine. Just look at it this way: 8-10% less healing for Lifebloom ticks means that 8% more of your ticks will go off, instead of ticking on someone who&#8217;s already at full health. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: lifebloomer</title>
		<link>http://lifebloomer.wordpress.com/2008/02/21/beat-with-the-nerf-bat/#comment-47</link>
		<dc:creator>lifebloomer</dc:creator>
		<pubDate>Fri, 29 Feb 2008 15:06:10 +0000</pubDate>
		<guid isPermaLink="false">http://lifebloomer.wordpress.com/?p=25#comment-47</guid>
		<description>Taemojitsu,
I have to take exception to your post because you are overlooking one major factor of Lifebloom rolling. In order for LB to be mana efficient it must be maintained throughout the fight. Many, MANY of Lifebloom&#039;s ticks on the Tank are wasted. In fact Lifebloom doesn&#039;t even tick when the target is at full health. So when Druids look at their combat logs they may well see that Lifebloom was only 40% of their healing done even though it was approximately 75-90% of their casting. Don&#039;t try to tell me that the scaling on Lifebloom was too high I have to keep spending my mana on a spell that only heals 50% of the time, by design.  

Your assumption that Druids should require a mana battery is also flawed. Most raids take one Resto Druid, Tree of Life aura is only applied to the group the tree is in, typically there is not room in the main tank group for a shadow priest as well, nor would it be effective to have a shadow priest group with only one other caster. 

This is a huge nerf because it will limit our ability to do our current job in raids, limiting spike damage so that the other healers have enough time to get their flash heals off. If we were to start &quot;using our other abilities&quot; we have to completely abandon the role that we are necessarily filling.</description>
		<content:encoded><![CDATA[<p>Taemojitsu,<br />
I have to take exception to your post because you are overlooking one major factor of Lifebloom rolling. In order for LB to be mana efficient it must be maintained throughout the fight. Many, MANY of Lifebloom&#8217;s ticks on the Tank are wasted. In fact Lifebloom doesn&#8217;t even tick when the target is at full health. So when Druids look at their combat logs they may well see that Lifebloom was only 40% of their healing done even though it was approximately 75-90% of their casting. Don&#8217;t try to tell me that the scaling on Lifebloom was too high I have to keep spending my mana on a spell that only heals 50% of the time, by design.  </p>
<p>Your assumption that Druids should require a mana battery is also flawed. Most raids take one Resto Druid, Tree of Life aura is only applied to the group the tree is in, typically there is not room in the main tank group for a shadow priest as well, nor would it be effective to have a shadow priest group with only one other caster. </p>
<p>This is a huge nerf because it will limit our ability to do our current job in raids, limiting spike damage so that the other healers have enough time to get their flash heals off. If we were to start &#8220;using our other abilities&#8221; we have to completely abandon the role that we are necessarily filling.</p>
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