EDIT: My main point with this wasn't to attack Revitalize and druids who take it, it was more an argument between me and a druid, the druid claiming that Nature's Splendor was shit and that Revitalize was one of the best talents in his arsenal, and myself claiming otherwise. This thread was a working space for my numbers and I invited opinions (or implied that I did) after I was done working. I apologize to any druids I may offend.
Got in to an argument with a druid I pugged a raid with just now, I asked why he'd taken Revitalize when it was a fairly poor gain for talents spent, and he slung me the typical "baddie", "scrub", "your guild sucks" etc. So I decided to calculate the absolute maximum gains Revitalize can give in a raid, plus the realistic gains it can give.
---Max gain---
-90 ticks (30 Rejuv, 60 Wild Growth) per minute per person.
-15% chance to trigger a gain per tick.
-13.5 triggers per minute.
The numbers above assume the druid has glyphed Rejuvenation with maximum haste + Wild Growth on all players at ALL times throughout the fight (which is fairly unrealistic in itself). You will see the following gains per person:
Energy: 13.5*8 = 108 energy per minute.
Rage: 13.5*4 = 54 rage per minute.
Runic Power: 13.5*16 = 216 RP per minute.
Mana (assuming 35k paladin or disc priest pool): 13.5*350 = 4,725 mana per minute or 78.75 MP5.
Mana (assuming 25k caster DPS or other healer pool): 13.5*250 = 3,375 mana per minute or 56.25 MP5.
So two free Mutilates every minute for rogues, two free Whirlwinds every minute for fury warriors, 5 free Death Coils per minute for DKs etc. But remember this is the absolute maximum potential gain (assuming you constantly have the two HoTs rolling on you as fast as possible) and you will not see gains anywhere near this in reality.
---Realistic gain---
EDIT: Made a huge mistake. When I originally wrote this part of the math I took only the effective healing ticks in to account, and not the over healing ticks. Over healing ticks can still proc Revitalize. Since I'm already satisfied with my conclusion and have moved on, I won't bother adding them in to the math, but someone else might want to: There were 830 EH ticks (as listed below). In addition to that there were 650 OH ticks. So the predicted resource gains below could be roughly doubled.
---
Now I happen to have the healing log of my dear druid friend from the twins fight, where he was spamming his heart out to top the meter (and made sure everyone knew he was doing so). His top two heals were:
Rejuvenation - 253 counts
Wild Growth - 577 counts
Total - 830 counts
Total estimated triggers - 124.5
The fight was rougly five minutes in length (since the DPS let a Twin's Pact go off), so we can assume ~24.9 triggers per minute, or let's say 1 trigger per minute on everyone in the raid (since that makes the next calculation easier).
The raid was composed of 25 people in total:
3 energy users
3 RP users
2 rage users
15 mana users (~25k pool)
2 mana users (~35k pool)
So assuming 1 trigger per minute per person, the total gains per minute raidwide were:
3*8 = 24 energy (less than half a Mutilate shared between three rogues)
3*12 = 36 RP (a Death Coil shared between three DKs)
2*4 = 8 rage (half a Heroic Strike shared between two warriors)
15*250 = 3,750 mana or 62.5 MP5 (4.2 MP5 per person)
2*350 = 700 mana or 11.6 MP5 (5.8 MP5 per person)
This is what you are giving the raid by taking 3/3 Revitalize. I understand that one druid on one fight is hardly a worthy sample size, but I can't see the numbers going much higher than that, especially since this was a fight where the druid was spamming like crazy. Revitalize, to me, seems like a complete waste of 3 talent points.