Healing DPS

I’m a healer feel me plink at you. *sits down and gets comfy*

Many fights these days are dps races. It is easy to know if you are in an encounter that is a dps race because 9 times out of 10 there will be an enrage timer. (I’m waiting for Blizz to mind f**k us all and put an enrage timer on a boss you need to dps slowing and if by the time the timer is up he isn’t past a certain % he becomes easy sauce thus throwing the whole thing out of whack and causing mass hysteria. But I won’t hold my breath)

So what can you as a healer do to help with these burning escapades of pewpew madness? Well, you can throw some dots if you are a priest (and honestly that is where I’m gonna focus since you know…I raid as a healy priest.) But there are some key factors that need to be taken into account before you start tossing in some dps with your healing.

1.Your other healers. You have to trust the heals are going to land on your target. (I find throwing in dps while MT healing easiest as I’m not panicing about who is taking damage next just one target, one single target…and me of course!)

Let’s take last night’s raid on Anub’arak in the Crusader’s Coliseum as a perfect example. Along with Faunia, I am MT healing on  Soulecho (fuzzy tank extraordinaire). Faunia is a healy pally and probably one of my favorite to be paired with ( I still love you Frendan). I can count on all of her heals to land. She isn’t going to use a stop casting marco so I can trust it is going to land. I cannot stress the importance of this kind of trust. If you are ever going to break from your main duty you HAVE HAVE HAVE to trust your other team healer is going to be there to pick it up.Now, how do I know to trust her heals are going to land? Easypeasy!

2. A great raid frames mod. Such as Grid or Vuhdo. (I know people that use Xperl and Pitbull but I didn’t like either of them so I won’t be commenting on them sorry.) Originally, I picked up Grid so I could watch debuffs on my targets easier and in a format I preferred over the basic raid frames. But Grid takes a lot to config and have switched to the much more easily configured (the interface is super easy) Vuhdo. (which does have its own downsides but that isn’t this topic) But, what you are looking for here is the overheal information. I can see as another healer is casting spell and also how much % it is going to land for. PRICESS!

So, going back to last night. On the first attempt I notice that Faunia is letting all of her heals land. I am watching both what she is doing via my Vuhdo and also how Soul’s health is behaving. (This was my first time on 25 and I never gamble with a tank’s life sight unseen on a boss) This gives me time to get a feel both for the rhythm of the fight, my partner’s healing style, and how the tank’s health is holding up. All great info a healer needs even if they aren’t going to throw around some dps.

3. A sense of timing. Watching your partner’s heals getting a sense of their rhythm and the rhythm of your tank’s damage (usually in spikes) is key to the whole shebang. To go off target you are going to need to time your dps in those moments when you know the other healer is casting or landing a spell. (landing is best btw)

With Faunia I would watch her queue up her heals while he was still full, note it is going to land for massive overheals incase of a spike and time my dps from there. Vuhdo’s internal keybinding allowed me to keep Anub as my main target while watching Soulecho and landing heals on him without changing targets. Clique or mouse over macros will allow you to do the same thing. (btw Zhavi has no dps spells keybound this way)

4. Fast spells! Priests we really have it made in this department. 3 spells are going to be your go to. Shadow Word: Pain, Devouring Plague, and finally Shadow Word: Death all three of these spells are instant casts and only SW:D has a cooldown to be concerned about.

Personally, I like to toss SW:P and DP to start with. Especially with the damage you are taking with Anub, Devouring Plague doesn’t heal a lot but every heal is still less damage I was down before ;) With SW:D I cast it when I have a shield up or POM on myself. (Sometimes I keep POM on the tank instead to give me more of a cushion, say the close Anub gets to 30%) The shield is going to absorb the kick back damage SW:D does to the caster when it isn’t the killing blow to a mob.

Your DPS isn’t ever going to be up in the top and it isn’t meant to be. Our main focus is going to be healing, dispelling, (or if you are like a disc) shielding your targets. But trust in the healing of your partner, situational awareness, and quick spells will help your team in any dps race. (Hell the first two help on any raid! :) ) There are raids where what little dps you throw out there can make a world of difference. Just remember you still fail if your tank dies. Bring the most you can to your raids. Other than consumables and winning personalities of course! ;)

Published in: on September 16, 2009 at 7:47 pm  Comments (7)  
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Measuring your Healy

It is not often I am overcome with the urge to rant. Well and truly rant on the attitude and mentality of my fellow players. However I was in a channel recently listening to a healer tell her fellows how she is always on top of the meters…*queues epeen talking*

Let me be very clear. This kind of behavior just makes me mad. It’s personal ego stroking that is counter to the mentality of a healing core. We aren’t DPS vying for top spot and glowing pets for being fabulous posting 5k+ dps. No, we are healers who work together to cover the damage our fellows are taking. Its not about who is on top of the heals. And here is why its bad…

1. It promotes padding your numbers. We call this sniping heals. There is one thing when you see a healer trying to regen mana and helping on heals or say there is a spike going on etc. But healers have been padding their numbers on heal meters since they came out. It was a joke back in the day when holy priests would just cast Circle of Healing to top the charts even when it wasn’t needed.

2. It de-emphasises the importances of staying on your duties. This really goes back to 1 but I felt it deserved being mentioned twice.

3. Instead of comparing players based on their spec and assignment it makes them more of a number.

4. Bragging about your healing epeen belittles the others in your group. Your bragging implies their contributions are less meaningful than your own.

What metters do positive for healers.

1. They are a great way to look at your heal rotations and tweak usage.  ie I used it to see how often I used Prayer of Mending to try and remind myself to use it more.

2. As a priest its a great way to evaluate your spec. If your healing style isn’t matching your spec a meter can let you look at what you are doing to either decide to adjust your spec or your style for effectiveness.

3. Keep an eye on mana effeciency and overhealing. If you are running high in overheals, perhaps lagg is causing you to land after someone else?

DPS excell at competeing with eachother for top stop, healing is about working with your fellow healers to keep people alive. Need to epeen? Go dps ;)

Need a tool to evaluate what heals you are doing and how well your spec is performing in your current gear etc? take a whorl with the meters.

Published in: on April 23, 2009 at 10:50 pm  Comments (2)  
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Pre-Release Patch Notes-My take

Original Blizzard posting

Quote from: Eyonix (Source)

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.

Priest (Skills List / Talent + Glyph Calc.)

  • Divine Spirit – this spell is now a core ability available to all priests.
  • Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
  • Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
  • Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
  • Penance – this spell can now be targeted on the priest.
  • Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
  • We are also working to give Holy additional PvP utility.

So *looks up at the post* Yeah! Hells yeah? Oh yeah!

Divine Spirit is out of my tree. WOOT! I wonder what will replace it? Matticus belives it will be PW: Barrage.  And what a lovely, lovely thing it would be. I’m not convinced yet that it will be a straight swap. I wonder if they will do some reshuffle with you having to take Improved DS to get PW Barrage. But its all speculation and really just the thought of Barrage makes me giddy. Make me like Disc more? Yes please!

I am very curious to see the numbers on the Circle of Healing increase (does it make up for the cooldown?) and cost reduction of Holy Nova. How well they do balancing these AOE spells is very important.

The change to Serendipity is nice for Holy I guess…I’m not holy anymore Its hard for me to want to get worked up. I see it as a good thing. Haste = good/yum. The changes aren’t sexy enough for me to go Holy again. Disc is too sexy, I like mitigating damage too much to change my ways now. (course I said the same about Shadow in BC and we all know how that turned out)

Overall I love the changes, but I’m skeptical about Bliz making changes, all classes have been ‘improved’ by Bliz only to have those same improvements yanked away at some point that I’m not going to jump up and down just yet. Also its just pre-release notes its not live and until then its all smoke up my robe. I know I’m such a downer!

And here is where the boot drops…

Quote from: Bornakk (Source)
As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.
Notice it? No more oo5sr! Secretly I am pleased of course. How can I not be? I hate the damn in and out dance. Its part of what made me go disc in the first place.  I’m not convinced this won’t be like  before though when spirit was a freaking joke. Like I said before I’ll wait and see.
And I loled when I read that the Mandatory spells would be more mandatory. How does something become more mandatory? You just make the mandatory more rewarding for having.
I don’t like that they assume everyone is going to run someone with replenishment in it. Its simply moronic. Trust me my 10 man Nax didn’t, ever. And just giving it to other classes isn’t enough, it has to be worth going into that spec to be done. But enough ranting this is a pre-release it ‘s not live yet and in my WoW life yet so *shrug* lets wait and see. Coffee anyone?
Special thank you to MMO Champion for posting the Blue Bliz notes. Ya’ll rock!
Published in: on February 6, 2009 at 1:45 am  Leave a Comment  
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