The goal is to have mana last about the same for all healers. We don't think many players would be that interested in a style where you heal crazy good for a short period and then run OOM. How classes manage their mana varies a lot, and we are making tweaks to it for 3.1 to try and keep them in line. For example, the shadow fiend needs to be more reliable.
I am still not following the logic that Int now trumps Spirit by even more. It may have been a better stat already, but these changes shouldn't affect it that much unless you A) skip Meditation and Intensity, or B) relied a whole lot more on OOFSR regen than the average raid healer of reasonable skill.
I will break from our normal practice and go ahead and provide the numbers, just to make sure nobody is guessing about the details when doing their estimates:
-- The amount of base mana regen granted has been reduced 40%. We called this "Spirit" in the notes, since most players associate OOFSR regen with Spirit, but in reality Int factors into the equation as well and we only lowered the constant, not the relative contributions of Int or Spirit. In retrospect, this probably caused more confusion than it alleviated, but mana regeneration is a fairly technical concept.
-- The effects of talents that provide mana regen while casting have been increased by 67%. This includes: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac, and Spirit Tap. For example, Intensity and Meditation are now 17/33/50% mana regen while casting (up from 10/20/30%). For most dps classes who never got much mana from OOFSR in the first place, the results should not be noticeable. Boomkin may be a possible exception because of Innervate, and we'll take a look at that.
-- This should leave mana regeneration while casting (even the contribution of Spirit) relatively unchanged, but reduce mana regeneration while not casting by 40%. (If you don't understand our logic, I suggest you re-read the excellent post I quoted above.)
-- Since paladins don't rely on any of those abilities for mana regeneration, we lowered the healing penalty of Divine Plea to -50%. We are also likely to make Spiritual Attunement provide less mana for non-tanking paladins. We are not touching Illumination for the moment. Nor are we lowering the effects of Replenishment (though as I have suggested, it would be our likely next target if we aren't happy with the results of these changes).
Intensity will be yummy, but Innervate, at least for now, will remain untouched. That is, they won't be including it in the list of buffed abilities. Here's GC mentioning that changes to regen will mean Innervate will be less effective:
I don't think it will suddenly make druids regem from Spirit to Int. We'll see.
If you mean these changes will nerf Innervate, yes, it will. On live Innervate can be 120% of your bar, say 25,000 mana. Historically it was more like 75% of your bar, and it should be closer to that with these changes.
Ok, my skeleton friend is a bit of an exaggeration. I'm not particularly worried about this. I don't often use Innervate on myself now, and when I do, I feel like much of it is wasted (even if I'm "spam healing"). I don't need that much; 75% would be fine.
Honestly, I'm actually looking forward to a bit of a regen nerf. I'm not a maths-head like a lot of people, I don't do the sums to work out how long I'll be able to last in a particular fight, etc.. but I do know that it is dead boring to feel like you have unlimited mana and you can spam all day without caring. Not to mention the fact that some of the other healers have so much mana that they can spam their heals all over the place too. So I'm actually ready to embrace this nerf and see if it helps to create the challenge I've been so antsy for.
I want to have real assignments, feel like the healing is deliberate. Managing mana (to an extent) adds to the drama and thrill of a kill; being able to scrape through on Lifebloom refreshes.. to really agonise over whether I should use my innervate or whether I can spare it... I miss that stuff. I'm genuinely looking forward to seeing what regen is like after this "nerf". I want to jump in and get a feel for things and see what longevity is like with the changes.
I'm excited to be nerfed and to see how I adapt.
I'm a weirdo.