I've posted quite a lot on fury / warden infusion.
Please review. I could retype it all, but really I broke it down quite clearly. Was it too strong, as I say in the thread, yes. So the nerf that happened dropped something that was strong to less than 10% of its previous power.
Simply going back to the original version would be a great solution.
The original version was, cast a group heal on 6 targets - get 6 single target hits assigned randomly, and those hits were small pokes. So 6 people healed = 6 small pokes. This original version came with the drawback of 6 times power is used. So the infusing fury needed to be mindful of power or have an illy babysitting them since their power drained quite quickly.
The version that was too strong that evoked the nerf was this version: cast a group heal on 6 targets - get 6 aoe hits with no target limit - fury is only charged power for 6 infusion triggers. If there is 15 mobs (farm status raid trash clearing for a top guild) that is 90 dmg triggers, for only the power cost of 6. Of course the straw that broke the camel's back was when enterprising furies would cast porcupine offensively. 24 friendly targets, with 15 mobs, for a total of 360 damage triggers.
The words of a previous author "making less damage events" is a meritorious concern.
Consider this option:
One way this could be addressed is to convert infusion into a raid-wide buff for a single target. When that player is healed or receives any positive spellcast from the fury themselves, that triggers a single blue aoe from that player. This goes thematically with the idea of the name of the ability. You are infusing strength, and that creates a static damage outpouring against that player's foes. The damage should be scaled appropriately to make the AA endline something worth taking.