The nerf was to trinket bonuses. What USED to happen is a druid could pop trinkets and start lifebloom, and as long as they refreshed it in time they could keep up 3 stacks of lifebloom WITH the trinket bonus and rejuvination on 3 targets indefinitely. Which was an unfair advantage for druids (if you factor in the ZA trinket, which on use provides +396 healing, that's gonna do at least 200 more HPS for the druid. The nerf made it so that refreshing a lifebloom after the trinket effect has worn off will set the lifeblooms power to that of "normal" +heal.
The idea behind keeping a 3-stack rolling is so that after casting 660 mana to get it started, you only need to cast 220 mana to keep it rolling.
From the Wowhead forums:
Quote:
1x Lifebloom incl. bloom: 5.46 + .0072H
3x Lifebloom over 21 seconds incl. bloom: 3.73 + 0.0071H
Rolling Lifebloom: (1.71HT - 1.71H + 900.9T - 900.9) / (176T)
(H = +heal, t = number of casts of lifebloom)
If you plug in 1000 +heal, you get...
1x+bloom = 12.66 HPM
3x + Bloom: 10.83 HPM
After the first 3 casts, rolling lifebloom is 9.89 HPM. After 4 casts, 11.13 HPM. 6 casts, 12.36. 7, 12.71. So by the 4th cast (pretty much what you need to get it rolling and then one more) you get more mana efficiency than 3 casts + bloom. By 7 casts, you're more mana efficient than 1x + bloom.
Considering that in a 10-minute+ fight you'll cast probably over 100 times if you're just casting on 1 target, then you end up with a mana efficiency of 14.68, which means quite a bit if you're talking about HPM in a 10 minute fight (roughly 44k health difference for the same amount of mana).