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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