I was bored today and decided to do some napkin math for the improved Cenarion Ward:
Spellpower= 28,000 (just a little under what I currently run fully-buffed in raids).
Live:
Cenarion Ward- Protects a friendly target, causing any damage taken to heal the target for 6174 (+ 57% of SpellPower) every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Useable in all shapeshift forms. Lasts 30 sec
Mana Cost: 60,000*.148= 8,880 mana per cast
6,174 + (28,000*.57)= 22,134 per tick
3(ticks)*22,134= 66,402 total healing done over 6 seconds
HpM: 66,402/8,880= 7.47
PTR:
Cenarion Ward- Protects a friendly target, causing any damage taken to heal the target for 12349 (+ 104% of SpellPower) every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Useable in all shapeshift forms. Lasts 30 sec.
Mana Cost: 60,000*.148= 8,880 mana per cast
12,349 + (28,000*1.04)= 41,469 per tick
3(ticks)*41,469= 124,407 total healing done over 6 seconds
HpM: 124,407/8,880= 14.0
For other HpM References:
Rejuvenation: 7.9
Healing Touch: 4.06
Wild Growth (no SotF): Between 13.1 and 15.7
So what does this all mean?
Cenarion Ward would become one of the most efficient spells available to us. The one deterrence for this ability will be its overhealing. But I feel if used smartly (such as on Protectors for Lightning Prison targets) the healing done could outweigh the overhealing. If used on CD this ability will now do double the healing of Nature's Swiftness, but with a mana cost.
Edit: I went ahead and posted this on my blog, WTS Heals, too.
Edit: Removed Haste info since Haste is not a factor.