Healing 101: Raid healing and you
Posted: Sun Jan 24, 2010 12:56 am
So we have a DPS thread, but no healing thread and a few people who are new 80s or new to healing and ready to learn!
Healing a raid is like DPSing in the sense that each fight is different and has its basic mechanics to learn but instead of filling the time when you're not standing in a fire with hitting buttons and doing damage, you're hitting buttons and healing it. The similarity stops there, because DPS may have the luxury of stopping DPS to move out of a fire (although if you're doing it right, you shouldn't) healers usually cannot, except in the case of special encounter mechanics.
As someone who has three of the four healing classes at 80, I can go over some of the basics of each (perhaps someone else can fill in for holy and discipline priest healing). But first, there are some common things every healer needs before stepping in a raid.
1) Addons: Besides DBM (which every raider should already have), you should have some sort of UI modification and/or casting mod. I personally use Grid and Clique. Grid takes a while to get custom tailored to your own preferences, but is very useful even when not healing as a compact replacement for the default raid UI. The Grid addons I also use are: GridManaBars, GridSideIndicators, GridStatusHots, GridStatusMissingBuffs and GridStatusRaidDebuff.
2) Experience with those addons: Just having Grid and Clique isn't enough. You need to use them a lot. It needs to become second nature that when someone needs a decurse which key+mouse combination you hit on their square to make it go away. I tend to have every single helpful spell mapped to a key+mouse combo, although there are a few I'm hard-pressed to remember (like the lesser used Hands on my Paladin). In most cases, I will hit a heal, and by the time that heal is finished casting (or the GCD is finished if it was instant) my mouse is already over the next square and the modifier keys are already pressed, all I have to do is click.
3) Experience with your spells: Of course, all of that is meaningless if you don't know your toolbox. The different healing classes differ in amounts of available heals and available cooldowns. Healing heroics is a good way to learn the basics, but sadly most heroics now are not a true measure of healing, unless you get an undergeared tank.
Part One: Druid
Druids have seven different healing buttons: Rejuvenation, Lifebloom, Wild Growth, Swiftmend, Regrowth, Nourish and Healing Touch. Technically you also have Tranquility, but it's not very often you'll use that in a raid setting as it is group-only. In a typical raid situation I end up with about 45% Rejuvenation, 20% Wild Growth, 20% Lifebloom, and the rest all jumble together. My grid shows the following statuses on Werehamster: HoT status on Rejuvenation, Regrowth and Wild Growth (which dims out as they are about to expire), HoT status and timer on Lifebloom (a hold-over from when keeping Lifebloom at 3 stacks was the tactic to use), aggro warning, thorns, Mark of the Wild being absent, Abolish Poison, Living Seed, poison and curse. Plus the big icon in the middle that GridStatusRaidDebuff puts in the middle depending on the fight. Basically everything I possibly need to know about the target which could change how I heal the target.
Rejuvenation: This is your go-to spell. If a single target in the raid takes damage, hit them with a Rejuvenation (and hope someone else doesn't snipe the heal making it wasted). It should always be up on the tanks. If you know there's about to be damage coming then pre-heal the person, like if a decimate is coming or you see they have aggro on a trash mob.
Lifebloom: I personally keep this up on the tanks as much as I can. If you were a druid healer in BC, you may remember that stacking to three and keeping it there was the way to go. This is no longer the case as it is not mana-efficient. There are two viable strategies: Stack to three right away and let it bloom, then restack to three, or stack to two and right before it would bloom, put the third stack on, then let it bloom and repeat. The first is good for fights where the damage isn't as severe and you don't need that third stack, as it saves you GCDs in the long run (and also you can optionally let it bloom after two if you notice the healing would be useful at that moment), and the second is just for more throughput. It's hard to time the bloom, there are only a few cases where it really matters... like Loatheb or General Vezax. In most cases the bloom is just gravy, but it is a good cushion because you know that the Lifebloom stack is on the tanks, you can focus elsewhere and know that if things go south, that bloom can possibly save a tank that isn't being attended.
Wild Growth: The vaunted AoE heal. It goes without saying you should only use this on groups of people, and depending on the fight people might not be grouped enough to use it. Or also you may not need it at all; some fights don't have AoE damage. The hardest part about this spell is choosing which target to cast it on to get maximum coverage, and this is something I still have trouble with. Because I'm staring at a grid, all I know is whether or not that person is in range, not how far they are in range from each other. I get sad when I cast Wild Growth on someone and I see only them light up with the HoT. Because this spell has a cooldown, it should be used strategically and a mis-used one can mean you get behind on raid healing. It's also a good setup for Nourish, as you can put a HoT on multiple targets at once then hit them with a buffed Nourish if there's massive raid damage. (This is an extreme case that does not come up often.)
Swiftmend: There are two schools of thought on Swiftmend. The first is that it is an emergency button that should be saved for when it is needed: if you use it aggressively but then the tank needs an emergency heal while it's on cooldown, you could have a dead tank. The other is that it can be used as yet another tool in your arsenal and Nourish can be used if you get caught with it on cooldown. I tend to use it fairly aggressively. Because the first thing you should be doing when someone takes or is about to take damage is cast Rejuvenation on them, it should always be possible to Swiftmend them if Rejuvenation isn't pulling them up quickly enough.
(Intermission: Mobility): All of the previous spells are instant cast. This means that in many fights, you have all the tools you need to heal without standing still to do so. This is the mark of an good Druid healer. An excellent Druid healer can do so while also dodging slimes, fires, mind controlled DPS and other hazards without becoming flustered. (To be honest, I still have room to improve in this regard.) The two heals that follow cannot be cast while moving, but are typically only used when things start going badly.
Nourish: You get this spell at 80, so new Druid healers may not be used to it. It is a 1.5 second cast, which means it technically takes the same amount of time to cast as an instant, but you have to be standing still to do so. It heals for 20% more when targeting someone who has a HoT on them, but you've already got one on everyone who should need to be healed, right? If glyphed, it does even more if there's more HoTs on them, so it becomes an excellent tank heal when you've already got three or four hots on. (I personally swapped that glyph for rapid rejuvenation, but since I've got more crit than haste on my gear, I might switch back until I remedy that.)
Regrowth: Until you get Nourish, this spell fills a similar slot: a spell that's not nearly as long to cast as Healing Touch, but still packs a punch. Once you get Nourish, you stop using it for that, but it still can get used for its HoT component. I almost always use it on a tank, as it is usually wasted on anyone else. If you're about to cast Nourish on a tank, and you realize that the tank is taking constant damage, you might want to cast Regrowth instead. The extra .5 seconds is worth it to put the HoT on.
Healing Touch: Don't cast this spell. Unless someone else wants to chime in to disagree with me... if you're in combat, don't cast this spell. You're better off casting three Nourishes. Unless you use it with...
Nature's Swiftness: This is your "oh crap" button. You are almost always going to cast a Healing Touch after activating it.
So, a typical raid fight for me is as follows: Keep Rejuvenation on the tanks at all times. Keep a 2-stack or 3-stack on the tanks at all times. Rejuvenation anyone who takes single target damage, or Wild Growth if it's a group. That's if things are going smoothly. If things are not going smoothly, learning how to prioritize heals and who to heal first and with which spell is something that is hard to teach.
Okay that was probably more text than i was expecting to type and there's still Paladin and Shaman healing to look at (although I would gladly pass Paladin healing to someone with more experience.)
Healing a raid is like DPSing in the sense that each fight is different and has its basic mechanics to learn but instead of filling the time when you're not standing in a fire with hitting buttons and doing damage, you're hitting buttons and healing it. The similarity stops there, because DPS may have the luxury of stopping DPS to move out of a fire (although if you're doing it right, you shouldn't) healers usually cannot, except in the case of special encounter mechanics.
As someone who has three of the four healing classes at 80, I can go over some of the basics of each (perhaps someone else can fill in for holy and discipline priest healing). But first, there are some common things every healer needs before stepping in a raid.
1) Addons: Besides DBM (which every raider should already have), you should have some sort of UI modification and/or casting mod. I personally use Grid and Clique. Grid takes a while to get custom tailored to your own preferences, but is very useful even when not healing as a compact replacement for the default raid UI. The Grid addons I also use are: GridManaBars, GridSideIndicators, GridStatusHots, GridStatusMissingBuffs and GridStatusRaidDebuff.
2) Experience with those addons: Just having Grid and Clique isn't enough. You need to use them a lot. It needs to become second nature that when someone needs a decurse which key+mouse combination you hit on their square to make it go away. I tend to have every single helpful spell mapped to a key+mouse combo, although there are a few I'm hard-pressed to remember (like the lesser used Hands on my Paladin). In most cases, I will hit a heal, and by the time that heal is finished casting (or the GCD is finished if it was instant) my mouse is already over the next square and the modifier keys are already pressed, all I have to do is click.
3) Experience with your spells: Of course, all of that is meaningless if you don't know your toolbox. The different healing classes differ in amounts of available heals and available cooldowns. Healing heroics is a good way to learn the basics, but sadly most heroics now are not a true measure of healing, unless you get an undergeared tank.
Part One: Druid
Druids have seven different healing buttons: Rejuvenation, Lifebloom, Wild Growth, Swiftmend, Regrowth, Nourish and Healing Touch. Technically you also have Tranquility, but it's not very often you'll use that in a raid setting as it is group-only. In a typical raid situation I end up with about 45% Rejuvenation, 20% Wild Growth, 20% Lifebloom, and the rest all jumble together. My grid shows the following statuses on Werehamster: HoT status on Rejuvenation, Regrowth and Wild Growth (which dims out as they are about to expire), HoT status and timer on Lifebloom (a hold-over from when keeping Lifebloom at 3 stacks was the tactic to use), aggro warning, thorns, Mark of the Wild being absent, Abolish Poison, Living Seed, poison and curse. Plus the big icon in the middle that GridStatusRaidDebuff puts in the middle depending on the fight. Basically everything I possibly need to know about the target which could change how I heal the target.
Rejuvenation: This is your go-to spell. If a single target in the raid takes damage, hit them with a Rejuvenation (and hope someone else doesn't snipe the heal making it wasted). It should always be up on the tanks. If you know there's about to be damage coming then pre-heal the person, like if a decimate is coming or you see they have aggro on a trash mob.
Lifebloom: I personally keep this up on the tanks as much as I can. If you were a druid healer in BC, you may remember that stacking to three and keeping it there was the way to go. This is no longer the case as it is not mana-efficient. There are two viable strategies: Stack to three right away and let it bloom, then restack to three, or stack to two and right before it would bloom, put the third stack on, then let it bloom and repeat. The first is good for fights where the damage isn't as severe and you don't need that third stack, as it saves you GCDs in the long run (and also you can optionally let it bloom after two if you notice the healing would be useful at that moment), and the second is just for more throughput. It's hard to time the bloom, there are only a few cases where it really matters... like Loatheb or General Vezax. In most cases the bloom is just gravy, but it is a good cushion because you know that the Lifebloom stack is on the tanks, you can focus elsewhere and know that if things go south, that bloom can possibly save a tank that isn't being attended.
Wild Growth: The vaunted AoE heal. It goes without saying you should only use this on groups of people, and depending on the fight people might not be grouped enough to use it. Or also you may not need it at all; some fights don't have AoE damage. The hardest part about this spell is choosing which target to cast it on to get maximum coverage, and this is something I still have trouble with. Because I'm staring at a grid, all I know is whether or not that person is in range, not how far they are in range from each other. I get sad when I cast Wild Growth on someone and I see only them light up with the HoT. Because this spell has a cooldown, it should be used strategically and a mis-used one can mean you get behind on raid healing. It's also a good setup for Nourish, as you can put a HoT on multiple targets at once then hit them with a buffed Nourish if there's massive raid damage. (This is an extreme case that does not come up often.)
Swiftmend: There are two schools of thought on Swiftmend. The first is that it is an emergency button that should be saved for when it is needed: if you use it aggressively but then the tank needs an emergency heal while it's on cooldown, you could have a dead tank. The other is that it can be used as yet another tool in your arsenal and Nourish can be used if you get caught with it on cooldown. I tend to use it fairly aggressively. Because the first thing you should be doing when someone takes or is about to take damage is cast Rejuvenation on them, it should always be possible to Swiftmend them if Rejuvenation isn't pulling them up quickly enough.
(Intermission: Mobility): All of the previous spells are instant cast. This means that in many fights, you have all the tools you need to heal without standing still to do so. This is the mark of an good Druid healer. An excellent Druid healer can do so while also dodging slimes, fires, mind controlled DPS and other hazards without becoming flustered. (To be honest, I still have room to improve in this regard.) The two heals that follow cannot be cast while moving, but are typically only used when things start going badly.
Nourish: You get this spell at 80, so new Druid healers may not be used to it. It is a 1.5 second cast, which means it technically takes the same amount of time to cast as an instant, but you have to be standing still to do so. It heals for 20% more when targeting someone who has a HoT on them, but you've already got one on everyone who should need to be healed, right? If glyphed, it does even more if there's more HoTs on them, so it becomes an excellent tank heal when you've already got three or four hots on. (I personally swapped that glyph for rapid rejuvenation, but since I've got more crit than haste on my gear, I might switch back until I remedy that.)
Regrowth: Until you get Nourish, this spell fills a similar slot: a spell that's not nearly as long to cast as Healing Touch, but still packs a punch. Once you get Nourish, you stop using it for that, but it still can get used for its HoT component. I almost always use it on a tank, as it is usually wasted on anyone else. If you're about to cast Nourish on a tank, and you realize that the tank is taking constant damage, you might want to cast Regrowth instead. The extra .5 seconds is worth it to put the HoT on.
Healing Touch: Don't cast this spell. Unless someone else wants to chime in to disagree with me... if you're in combat, don't cast this spell. You're better off casting three Nourishes. Unless you use it with...
Nature's Swiftness: This is your "oh crap" button. You are almost always going to cast a Healing Touch after activating it.
So, a typical raid fight for me is as follows: Keep Rejuvenation on the tanks at all times. Keep a 2-stack or 3-stack on the tanks at all times. Rejuvenation anyone who takes single target damage, or Wild Growth if it's a group. That's if things are going smoothly. If things are not going smoothly, learning how to prioritize heals and who to heal first and with which spell is something that is hard to teach.
Okay that was probably more text than i was expecting to type and there's still Paladin and Shaman healing to look at (although I would gladly pass Paladin healing to someone with more experience.)