In ToV the damage shield line of spells was updated for level 111-115 spells so that these spells make more sense to see use against current mobs. Icebriar Bulwark/Legacy of Icebriar (112/115) 1: Increase Damage Shield by 4959 Daggerspike Bulwark/Legacy of Daggerspike (107/110) 1: Increase Damage Shield by 643 That is a 670% increase, which was necessary to make these spells moderately useful against current content. I'd argue its worth scaling up most of the values more across the various levels of the spells but that's not the point here. They saw an issue with a neglected line of spells and adjusted the most recent ranks accordingly. While they did this I think they forgot about the regeneration line of spells which also have been lacking for a decade or so. Spirit/Talisman of the Enduring (111/114) 1: Increase Current HP by 1202 per tick Spirit/Talisman of the Unwavering Rk. III (106/109) 1: Increase Current HP by 899 per tick The is a 34% increase. The final value of 1202 HP/tick is negligible with modern hitpoint pools. I think there are two ways to update the regeneration line of buffs to make them viable options for a valuable buff slot on your bar. You could increase the value of the regeneration amount. It would need to be around 10,000 per tick to be somewhat useful in modern content and even then, the game is so fast paced that you usually cannot allow regeneration to tick you up to full like you could in the beginning of the games life. You are constantly having to top off everyone's health in your group so that they can live through the next round of AE damage. Instead what I would suggest is modifying the regeneration line to be not just regeneration but also a melee and spell rune. I would think of it as you are instantaneously regenerating a certain amount per hit, but effectively it would be a flat 100% absorb up to a max value for every spell, dot or melee hit. For example: Spirit/Talisman of the Enduring (111/114) 1: Increase Current HP by 1202 per tick 5: Absorb DoT Damage: 100%, Max Per Hit 1202 7: Absorb Spell Damage: 100%, Max Per Hit 1202 12: Absorb Melee Damage: 100%, Max Per Hit 1202 Something like this so that regeneration spells have some value again, just like you made some updates to damage shields to bring them back into peoples buff bars.