Glyph of Rapid Rejuvenation and 25man raid healing
Attention druids: The following statement is false:
“Glyph of Rapid Rejuvenation is bad for raid healing.”
As you were.
Let me explain. In the last few days, I’ve seen a number of people state that the Glyph of Rapid Rejuvenation (hereafter referred to as “RR”) is bad for 25man raid healing. I believe that this is a very short-sighted view of the glyph, and many people are stuck in what I call “Ulduar mode”, and immediately write the glyph off as being a Bad Idea(tm).
Not so, good druids, not so!
If you’ll allow me to elaborate…
The usefulness of this glyph depends, like a lot of things, on the usual list of variables. Your raid size, the raid composition, the number and class of healers, their assignments, whether you’re teamed up with another druid, your gear, your raid’s gear, your raid’s level of spatial and self awareness, and of course, your style of play. So as always, try to keep in mind that your mileage may vary.
There is no real right and wrong with this glyph, generally speaking, because there are so many things that will influence its usefulness, person to person. But the purpose of this article isn’t to tell you whether the glyph is good or bad. I’ve written it purely to explain why “RR is bad for raid healing”, as a blanket statement, is untrue.
Note: I will approach this from the point of view of a 25man raider, since Glyph of Rapid Rejuvenation (RR) is generally considered to be quite good for 10 mans, due to the smaller size and our ability to still cover the whole raid with Rejuv.
Misconception: to be most effective, we must always cover 18 targets at once
Druids strive for a 1second GCD in order to cast as often as possible – and in many cases, when we are assigned to raid healing, this equates to being able to heal the maximum number of targets possible. In aura fights (fights where the entire raid takes predictable damage at once), it’s extremely important that we cover many people. In Ulduar, raids came to really value resto druids, as they provided a great buffer on fights with constant or predictable raid damage. Blanketing the raid with Rejuvs, or the “5×1 rotation” of casting five Rejuvs and a Wild Growth became our norm – because it was so efficient and effective.
So, it’s understandable that many people extend this thinking when considering the RR, and many decide that since it will mean you can’t cover as many people at once, it must automatically be a poor choice. Or, worse, it could even be extremely detrimental to your healing. Many simply write it off and say “this glyph is great for tank healing, but bad for raid healing.”
This is not necessarily the case.The encounters in ICC are different to those in Ulduar, and it’s important to consider individual fights (and the factors listed above) before you write this glyph off as bad.
First, it’s important to understand what the glyph does to your healing and HPS.
From a raid-wide perspective, your healing output and HPS won’t change if you equip this glyph.
For ease of calculations, lets say that your Rejuvs tick for 3000 and you have enough haste that RR makes them tick every 2 seconds exactly. Nice round numbers to work with. For the purpose of this example, you’re also working in a vacuum here, casting Rejuvs only, nobody ever needs a Swiftmend or Nourish, your latency is low, and you never have to deviate from your rotation. You’re a well-oiled, Rejuv-casting machine. You also don’t have 4pc T10, so ignore that for now.
Without RR, you can cover 18 people, ticking for 3000/3secs – or 1000hps (3000/3) on 18 people, for a total of 18000hps on the raid.
With RR, you can cover 12 people, ticking for 3000/2secs – or 1500hps (3000/2) on 12 people, for a total of 18000hps on the raid.
So, as you can see, your total healing is unchanged – you’re still doing the same amount of healing (assuming no overheal, good latency, etc) across the raid. So we can stamp out the idea that fewer targets must mean less healing. In a vacuum, remember.
The difference with RR though is that it gives you higher individual hps. Instead of 1000hps on 18 people, you’re doing 1500hps on 12 people.
But what does this mean to us?
Very simply:
With Rapid Rejuvenation, you can top people up faster, but the trade-off is that you heal fewer at a time.
So – faster but fewer, or slower but more targets? You have to weigh things up for yourself, and decide what is more valuable on this particular encounter – is the damage coming in fast and heavy, making it more important to top half the raid up fast before they die? Or is the damage slow and steady, making it more valuable for you to provide a nice steady buffer on 18 people?
Does the raid need a slow-but-steady buffer to counter slow/light damage, or fast healing to counter fast/heavy damage?
Examples of when to use RR (and when not to use it)
Healing is a personal thing, and everyone has their own style, and what they consider works best. Rather than just saying “RR is good, you should always use it”, or “RR is bad for raid healing, don’t use it”, I think it’s probably best to give some examples and reasoning, so that you can make up your own mind. If nothing else, my goal here is to encourage you to keep an open mind when considering your glyphs, and not pigeonhole them as “good” or “bad”.
I’ll just cover TOC/ICC as current content. Again, this will vary depending on the usual variables.
Encounters to consider RR
Northrend Beasts – Gormokk: Brilliant on this fight. Generally speaking, the only people taking damage will be the tanks, the melee (when he stomps), and anyone standing in fire. The tanks obviously benefit from faster Rejuvs. People in fires need to be topped up FAST. Melee should be pre-hotted prior to the stomp, then hasted rejuv ticks plus a WG means they are topped up super fast. Here’s my strategy: Roll rejuvs through the tanks and melee, spot-heal fire victims with Rejuv/Swiftmend, then on the stomp timer, hit WG. Repeat. HOWEVER: If your raid group relies on you to do a chunk of the tank healing, then you may find it difficult to have spare GCDs while healing the melee too. Consider this when you choose.
Northrend Beasts – Acidmaw/Dreadscale: Fast ticking on tanks, and great spot-healing for anyone who takes incidental damage.
Jaraxxus: Fast ticking on tanks, on anyone who stands in fire, and again – roll through the melee (that’s all the blanketing necessary).
Faction Champs: Depends entirely on your style here, but I play part proactive and part reactive here. I never roll rejuvs on maximum people here, it’s usually more about spot healing ASAP while people are getting gang-ganked, so I think RR is excellent here.
Anub: Fast ticking on tanks, quick spot healing for Penetrating Cold (but probably not in heroic P3). No blanketing here, so there’s no need to cover maximum targets. P3 will depend heavily on your strat and who is usually assigned to raid healing (and how).
Marrowgar: Fast ticking on tanks being hit hard; fast top-up of people in bone spikes, and fast top-up of people in fire. Again, no blanketing here (if your raid is good enough at not standing in fire), so there’s no need for max targets.
Deathwhisper: This is another reactive fight, so fast ticking on tanks or people who need top-ups.
Gunship: lol. Seriously though – fast ticking on tanks (who do still take pretty high damage), and incidental top-ups.
Saurfang: No blanketing here. Fast ticking for tanks, but most importantly: fast ticking for MARK. Why do 1000hps on mark targets (who are taking heavy damage) when you can do 1500? RR is a clear winner here, hands-down. I would go with Swiftmend, RR, and Nourish OR Rejuv, depending on whether you tend to concentrate on one or two marks, or whether you spread yourself out and roll HoTs across all of them.
Rotface: No blanketing here. Fast ticking on tank, on the ooze kiter, and on the person as they get marked. No need for max Rejuv targets; faster ticks are more valuable.
Putricide: This was a tough one, but I’m putting it into the “good” section. Fast ticking rejuvs on the tanks is huge, especially in P3 where a tank death will mean a wipe. Fast ticks on people targetted by oozes, who get hit by bombs or goos, is also useful. Fast ticking on the raid in P3 is also good, because topping people up fast is very important. However – you won’t be able to cover as many people in P3, so you need to consider that. Also, I like to pre-hot people just before the green ooze blows up and knocks everyone away – and you won’t be able to cover as many people here, either. For me though, the pros are bigger than the cons, but use your judgment.
Blood Princes: Heavy tank damage makes RR valuable for this fight; raid damage is mostly reactive apart from empowered shock vortex damage, which people should be spreading for so they take limited damage. This is another one where I consider the benefits of RR to outweigh the limitations.
Queen Lanathel: This is another fight that I *DO* use RR on, but I believe many people don’t, because they want to cover more people. However, since her aura ticks every 2 seconds, the glyph allows our Rejuv ticks to line up perfectly with the damage and top people up fast. Again, it will depend on your other raid healers. Pros: Ticks match the damage ticks excellently; fast ticking on the tanks, plus spot healing on people with debuffs. Cons: Can’t cover as many people at once, and can’t pre-HoT as many going into the air phase. Remember though, you’ll need to heal fewer people as time goes on, as vampires will be healing themselves quite a lot – so it’s only in the first couple of phases that you’ll be straining to cover maximum targets. Weigh it up for yourself.
Dreamwalker: RR is mandatory for healing the dragon. Raid healing is quite reactive and spotty, no blanketing. Tanks can take heavy damage at times, so RR is good here.
Sindragosa: Another “use your judgment” boss, but one that I love RR on. I cycle rejuvs through the tank and melee, plus WG. In the first phase the damage on the raid is not very heavy, so unglyphed Rejuv would be good; but in the later phase, people need to be topped up fast, and I favour RR. Many people will want to ditch RR for this boss, but it does have its merits. Most of our wipes were due to tank deaths, not raid deaths, and a faster-ticking Rejuv is so valuable, particularly if your tank healers are on the move or out of LOS. Damage ranks up in P3 on the raid, also, so that’s where your 2 second ticks are going to start saving lives. It’s a close call – you’ll have to decide what works best for you.
Lich King: More massive tank damage. Hard to decide on the raid; there were times when I wanted to drop RR to cover more people for Infest. But working with other healers, I cover melee and my druid friend covers casters, so there’s no need for me to Rejuv 18 people, it would be a waste. For those who don’t know, Infest ticks harder the longer it is on the target, and is removed when the target is above 90% hp – so you just need to quickly top them off and your work is done – one tick should be enough. Both of us covering half the raid and ticking every 2 seconds is better than covering more people ticking every 3 seconds. Plus, remember that melee will be doing some self-healing with Light and LotP if you have it, and won’t need as much healing to reach 90%. So at first it may seem better to cover as many people as you can, but most of those people are going to be overwritten anyway – better to top up 12 people super fast than to HoT up 18 people and have most of them stomped on, especially if you have high latency (don’t I know it). Again, will depend on your healer makeup.
Situations where RR isn’t so great
Northrend Beasts – Icehowl: Fast ticking on tanks, but if you prefer to blanket as many people as possible before the charge, then obviously RR will cover fewer. But, on the other hand, it will top them up faster. Use your judgment here.
Twins: I love RR on this fight, but most people will probably disagree, so I’ll put it in the “not so great” category. Personally, I run with another druid – I opt to cover melee (I have Revitalize), he covers casters, and we overlap on the middle group, and we find it is an excellent way to raid heal. If you were running by yourself, it would probably be better to cover more targets.
Festergut: Like Twins, I believe most people prefer to blanket as many people as possible. Again, I run with another druid and we split the raid, but if I were to run it alone, I *might* prefer no RR. But then – as the tank healing gets heavier, RR is valuable for them. You’ll need to decide based on your other healers and what kind of raid healing coverage you have.
Summary
So, as you can see, elements of many fights make RR quite valuable. In my experience, it is valuable in most fights, which is contrary to what a lot of people may tell you.
Of course, there are still fights where it will be better not to use the glyph, particularly if you are a lone druid, or if you have fewer raid healers. On fights where the DPS of the raid damage is lower than the HPS of hasted Rejuv (ie, light damage across the raid), then you’re definitely better without RR, because most of your ticks will end up as overheal. There may also be parts of fights that benefit from RR, and other parts of the same fight that you don’t want hasted Rejuv for – in which case you’ll have to weigh up which way to go.
But, overall, in many fights, Glyph of Rapid Rejuvenation can be an asset, and is not the hindrance that many people see it as.
There really is no “best set” of glyphs for most situations; I reglyph often. I recommend keeping stacks of glyphs with you, so that you can reglyph as you see fit. This is not terribly expensive if you can source herbs for around 15g per stack.
I’m certainly not going to tell you that you must use this glyph – there are other things to consider, of course – all of the factors listed above, the T10 bonus, Revitalize and what have you. You’re not ONLY going to be casting Rejuv, you need GCDs for other spells. It’s not cut-and-dried. As always, use your own judgment.
I just hope that I have opened your eyes a little, and shown you that saying “Glyph of Rapid Rejuvenation is bad for raid healing” is untrue – that it is extremely valuable on many bosses – and you should never write it off as only good for tank healing.
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Thank you for an explanation all of us can understand! I wasn’t too sold on RR before, but now… hmm, instead of going “tick tick tick!!” in my head while someone’s dying, the glyph would make the ticks faster \o/
Of course, this brings the problem of what glyph to change… (I don’t want to change glyphs for every fight, I think it’s a minor improvement and too much hassle, so I have to decide what to drop for good.) Time to waste precious company time by looking at Armory!
Jen´s last blog ..A confession
You had me at the extensive elaboration.
Thanks for this carefully thought out and easily understood post. To those of us who have a tendency to “glyph it and forget it”, it’s a good reminder that glyphs, like talents, should be looked at often.
Taz´s last blog ..Tornainbow
Great post – I love to see a great post where the writer actually do care to mention that most situations and calculations are based on non-realistic situations.
I have myself been using RR-glyph and I find it very nice for many purpose and I do as you keeva (always keep a stack of each of the glyphs on me).
Nice to hear that other druids actually have to attend other jobs once in a while then just raid healing
Thanks for the post. It’s nice to justify my feelings on how it has been working out.
When I first started with it I made a few extra to swap glyphs around depending on what fight we were doing, but nowdays I just run with the RR, WG and nourish glyphs. Depending on what is happening I can be swapping from raid healing to tank healing mid fight (we have had problems getting reliable decent holy pallies), so that covers everything. Plus the last week I have had a second druid in the raid which made blanketing the raid with hots much easier.
Twin Valks – with 2 druids to cover the raid, the glyph works great. We usually leave the healers group for the priest to top up with that party wide heal they have.
Queen Lanathel – Range can be a problem for this fight. But WG on melee whenever it is up, and chain rejuve on whoever else is in range keeps the raid up.
Good post. I haven’t really seen people saying the Glyph is bad, but maybe I’m just not paying attention.
I mainly raid 25s. I glyphed RR when it came out, and even though I carry around stacks of glyphs with me, RR is one that I don’t think I’ve ever switched out. Even for blanket-fights like Fester, I find the quicker ticks are such a benefit on healing people with Vile Gas and the heavy tank damage, that it greatly outweighs the ability to have HoTs ticking on 18 people at once.
Another thing to consider: If you’re raid healing in 25s, you’re most likely not the only raid healer. Leave some targets for the other healers.
Jasyla´s last blog ..Daily Dose of Cute 
I’ve been skeptical on RR myself, and I raid 10s far more regularly than 25s, but this makes me wiling to try it out… but what do I give up??
I have Nourish, WG, and Swiftmend…
I hate these choices…::chuckle::
I have used rapid rejuv since it came out, and never looked back. I haven’t found a situation yet in which I wished to remove it. I have twitchy co-healers and they tend to be impatient, so the faster someone’s health is going up, the less likely the hot will get overwritten by some well-intended direct healer.
crankyhealer´s last blog ..In which Cranky fails and whines about it.
It boils down to this: rejuv costs less mana than lifebloom. When a long-ticking rejuv isn’t enough to keep someone up, lifebloom is often used, but RR lets you go back to that revitalizing-lowercost-rejuv-button. If they’re seriously hurting, it makes the rejuv+lifebloom combo all the stronger, and circumvents the swiftmend cooldown more neatly (particularly useful when lots of people are standing in fire and making you wish your rejuv was actually a frying pan to whack them over the head with).
Of course, I don’t raid 25s terribly often, but that’s my logic on it
The glyph is indeed situational, and I use it for particular fights. For fights like BQL and Festergut where range players are spread and melee are clustered, 2 RR druids rolling on a ranged assignment (6-8 each), and a shaman to CH-spam the melees can put out some really efficient raid healing.
I’m not convinced that faster ticking is a plus in most fights. With the amount of pally overheal that gets thrown around these days, my rejuv on tanks is generally just a placeholder for a future swiftmend. Thus, the longer duration is preferable. For things like fire/void zones, RR is still far too slow when compared to a naked nourish or rej-sm which lands in half the time for far, far more health.
The main benefit of the glyph in my eyes is that it enables a druid to effectively roll heals on a tighter assignment of people; prior to the glyph it was inefficient to assign a druid to just 5-8 people.
I’ve only recently picked up RR and I’m pretty pleased with it so far. I know it is a broad generalization but for my play style I’ll go with faster is better.
So I’m running RR, Swiftmend, and Regrowth.
For the past 2 months, I have been swapping glyphs and even respeccing talents trying to reach the ultimate healing “sweet spot” for resto druids. By “sweet spot” I mean, healing with minimal effort, yet able to do it effectively.
My findings.
1) Always use Celestial Focus unless you can get enough haste from gears ALONE to reach 856, and gem all SP. If not, use Celestial Focus and gem haste till you get 735, spell power gems on every other available socket.
2) Nourish and swiftmend glyphs aren’t necessary.
3) Recommended glyphs are Rapid Rejuvenation,Rejuvenation and Innervate. But you can swap in Wild Growth if you think raid members are closely stacked enough to benefit from it.
Rejuvenation glyph. Am I crazy? No. Rejuvenation is our staple heal spell. Gone are the days of having to stack multiple hots to heal the tank or the raid. Now, with RR + Rejuvenation glyphs, our rejuvenation will keep anyone up. If extra heals are needed, nourish spam. Apart from wild growth also being on your target, you will not benefit from the nourish glyph.
With the setup above,healing spells being casted by a resto druid will be rejuvenation, wild growth and nourish. Swiftmend only during emergency, but most cases it only takes a second to cast nourish, plus when anyone with rejuvenation drops below 50% health, the extra heals kick in, buying time for nourish, making swiftmend almost obsolete. Look at the total number of swiftmend you cast on recount over an entire raid night, and decide if you really want it taking up a glyph slot.
I love my RR glyph, especially on the fights you highlighted. One big con I find though, for example, on the Blood Queen, is that I’m not in a vacuum – I’m rejuving as many as possible, but also swiftmending, nourishing to top someone who is really low, and then I realize that I have maybe 2-3 rejuvs left running on 2-3 people. So then I frantically try to get rejuvs running on the others, and then I really wish that they ticked for just a few seconds longer to get more people at a time. BUT, on the other hand, the people who DO have those rejuvs running are golden. If my rejuvs ticked more slowly, I might end up having to spare yet another nourish to get them up, or whatever.
Basically on Blood Queen, I try to leave the quick top offs to the paladins, and just focus on my raid healing job with LOTS of rejuv and WG when it’s up.
A lot of your examples are based on using RR for fast spot healing, but I don’t think Rejuv is ever good for fast spot healing without T8. Even with Rapid Rejuv, the first tick arrives two seconds later. You’ll get much much more health to the target in two seconds by casting Nourish, even without hots on the target. If fast isn’t important, then Rejuv+Nourish will get you the spot coverage with a much smaller impact on the raid coverage of Rejuv.
Not really – I would never glyph RR because I wanted a spot heal. Improved reactive healing with Rejuv is usually a small side benefit, and not the main reason why I would want RR for a fight.
Eg:
Gormokk: Mostly for faster tank ticks and pre-hotting melee. But reactive Rejuv on someone who took a few seconds in fire (probably with a Swiftmend or Nourish to top them up) is good because they will continue to take a bit of damage, whereas Nourish alone won’t continue to heal the debuff.
Worms: Mostly for faster tank ticks. Incidental damage will require best judgment as to whether they can just get a HoT or whether they need something faster/chunkier.
Jaraxxus: Mostly for faster tank ticks and pre-hotting melee. But other debuffs are shown on Grid before the person takes damage, so I can get my Rejuv on them before they burn, get tossed in the air, etc.
Champs: Mostly for faster ticks on people being focused, but also because you can’t really blanket here. Incidentally, I use Regrowth and Nourish a lot on this fight, so it’s not really a case of “RR is great for spot healing”, more a case of “you can’t blanket here, so might as well use RR for faster ticks when you *do* Rejuv people.”
Marrowgar: Mostly for faster ticks on the tanks, but also good for people who stand in fire. OK for bonespike, but only if your other healers are pretty slow. If your other healers are good, your Rejuv will be next to useless on bonespikes.
Deathwhisper: Another “can’t blanket so might as well go with faster ticks when you do use Rejuv” fight. Faster ticks on tanks, plus spot-hotting people who get aggro. I will Nourish people who take sudden, chunky damage.
Gunship: Faster ticks on tanks, Rejuvs on people who light up with aggro (ready to Swiftmend to save them).
Saurfang: Tanks and Marks.
Fester: Tanks mostly, fast raid pickup after blight. Also, I can see who gets Vile Gas before they take any damage, so having a HoT on them quickly is great – Nourish would be mostly overheal here.
Rotface: Tanks again. On ooze targets I generally Regrowth, but Rejuv/Swiftmend works too. It depends on your guild’s strat for cleansing; if you don’t cleanse straight away you’ll need more healing as they run. We cleanse straight away so any damage is incidental – so for me, a Regrowth works. But regardless – you have warning before they actually take damage, so Rejuv would be good “reactive” healing here.
Putricide: Tanks, ooze victims (who are effectively tanks for a short time), some pre-hotting.
Princes: Mostly tanks, perhaps the target of big fireballs.
Queen: The “reactive” healing here is on people with debuffs before damage, so a small delay is fine. Nourish would generally go to overheal. In P2 I pre-HoT as many as I can, but then I use Nourish to top people off.
Sindragosa: Another fight with plenty of warning before any spot healing is needed.
LK: Not really any reactive healing here. I use Nourish a lot, to top up Infest victims. (Pre-HoT as many as possible, WG on the Infest cast, then top up with Nourish anyone who still has the debuff).
I don’t use Rejuv as flash heal. It depends entirely whether I think the person will continue to take damage, or whether they just need to be topped up and that will be it.
In most cases it’s a case of “that person has a debuff or aggro, toss a HoT on them and move on”. But if it’s more urgent that they be healed up, or the damage is a “one-off” and won’t be followed by more damage (in this situation they will usually be topped up before 2 seconds anyway), I absolutely use Nourish, rather than wasting my time using something that will take 2 seconds to land for 3k.
Keeva´s last blog ..Glyph of Rapid Rejuvenation and 25man raid healing
Hi Keeva!
I was reading through some other blogs earlier today and was rather annoyed by one “Avoid rapid rejuvenation like the plague!” comment that was made. Went to give my thoughts on it but saw that you had already gone a round with the author in that regards. People that are so quick to judge a glyph or talent as worthless are only aiding to the cookie cutter builds that are so common now. Glyph and Spec in a way that YOU enjoy and are comfortable healing with (within reason of course). You may not pull out the “perfect numbers” but you will enjoy the game; and as long as the raid survives who can really argue?
Avoran´s last blog ..What’s in a name?
Some people hate RR and I don’t think they are necessarily wrong. I just don’t like it when people advise others, based on their personal opinion, but make it sound like facts. That leads to very skewed ideas.. and in my mind, closed-mindedness. Which is why I also wrote an article on “black sheep talents” a while back.
Healing isn’t like DPS – DPS will have certain rotations that are best, because that will squeeze out the most DPS. We’re not like that – we have to factor in a lot of outside influences PLUS our personal play style. So it’s never really very cut and dried.
It works both ways, of course – many people are quick to judge something as worthless, where others are very quick to accept something as amazing, when often it is mediocre on particular encounters. You just can’t make blanket statements, they don’t work.
That’s why when I give advice or guides in my blog, I try very hard to emphasise that it’s just how I do things, and you may want to do things differently… rather than simply saying “Do this” or “Never spec into this”.
Sure, some things are easy to state – like “never gem full spirit” or “don’t spec Furor even though it’s a resto tree talent”.. but when it comes to some specific talents and glyphs, it’s not so easy to say “always” and “never”.
For these reasons I find myself treading VERY carefully whenever I give specific advice to people.
Keeva´s last blog ..Glyph of Rapid Rejuvenation and 25man raid healing
[...] at TreeBarkJacket explains the pros and cons of using the glyph of rapid rejuvenation in a 25-man raid, which is far more nuanced than a simple “it rules” or “it [...]
I am not understanding something.
How does RR decrease the amount of Rejuv’s you can toss out in any given time?
The glyph doesn’t say it affects your global cooldown. Why could you not drop a Rejuv on the same amount of people as before? What am I missing?
It doesn’t affect the speed that you can cast Rejuvs, but because of the reduced length, it means that you can only have ~12 out on the raid instead of 18.
Keeva´s last blog ..Healing Sindragosa
Ah, before it needs to be refreshed on the first target… I got it now.
Keeva, I’m kind of late on this post, but I was wondering at what haste levels do you start to see this glyph really kick in? I was considering replacing one of my three major glyphs (Lifebloom, rejuvenation, swiftmend), but I’m not sure if it’ll be worth it with my current haste (27% with talents).
[...] at TreeBarkJacket explains the pros and cons of using the glyph of rapid rejuvenation in a 25-man raid, which is far more nuanced than a simple “it rules” or “it [...]