| A B E G I N N E R ' S G U I D E T O H E A L I N G
By
Zedora (a.k.a.
Breanni), Scarlet Crusade ----------
The information herein will help any group healer from level 1 to
60. However at 60, the rules change, as there are different challenges
during endgame content. For endgame healing strategies, see additional
guides on the class menu at the bottom of the site.
For the purposes of this guide, I'm referring to
primary
healers. Priests make ideal primary healers due to the wide variety
of healing spells available to them. Druids are also considered
for primary healing, as they offer some of the most powerful heals
in the game. And while I'm aware that paladins and shamans can be
great healers too, they rarely serve as primary healers from
levels 1 through 60. So priests and druids, this guide is for you!
NOTE: I included notes for both classes in this guide so you can
get a feel for their respective strengths and weaknesses and see
how they compare. Class-specific notes appear throughout. And a
special section for each class can be found toward the end of the
guide.
C O N T E N T S :
I. THE BASICS . . 1. Monitor player health bars
. . 2. Monitor pet health bars . . 3. Use appropriate gear . . 4. Know who's expendable
II. MANAGING MANA & MOBS . . 5. Use efficient healing spells . . 6. Cast in waves
. . 7. Control your aggro . . 8. The smart way to panic
III. TEAMWORK
. . 9. Offer tactful suggestions to others . . 10. Support your party
. . 11. Revive fallen comrades
IV. BUFFS & DEBUFFS . . 12. Buff your entire party
. . 13. Request helpful buffs . . 14. Remove negative buffs
V. FOR THE PRIEST
. . 15. Abstain from using Shadowform . . 16. Use Psychic Scream sparingly
. . 17. Use PW:Shield correctly . . 18. Use your wand, not nukes
VI. FOR THE DRUID . . 19. Limit your shapeshifting . . 20. Use alternatives to nukes
VII. IN CLOSING . . 21. Bending the rules . . 22. Authors note
I. THE BASICS:
1. Monitor player health bars
Seems obvious, doesn't it? If your primary role in the group is
to heal, your primary focus should be on the health of your party.
Monitor everyone's health bars and heal them accordingly. Later
in this guide, you'll learn which heals are most efficient for which
classes. But you'll also base your decisions on how quickly a player's
health is dropping.
Also note that while you don't want to ignore your own health, try
to reserve your heals for other players whenever possible. You have
other options to preserve your life beyond healing, as you'll discover
throughout this guide.
2. Monitor pet health bars
The pets of hunters and warlocks can be as important to group efforts
as their masters. Treat them as such, especially if the pet is tanking
or off-tanking for your group. Hunters and warlocks will appreciate
not having to spend their time, mana and possibly a soul shard to
revive or resummon their pet.
However, pets do tend to come second to players in terms of life-saving
priority. So let the warlock or hunter know that their help would
be appreciated in healing their pets.
3. Use appropriate gear
Your effectiveness as a healer is highly dependent upon your gear.
You want lots of intellect, spirit and possibly some +healing spell
gear to maximize your healing potential when grouped. Higher intellect
will increase your total mana, while more spirit will improve your
mana regeneration.
So if your particular talent build calls for stats other than intellect
and spirit, consider carrying additional gear to equip whenever
you're asked to be the primary healer. This is especially important
for feral-specced druids, who prefer strength and stamina to intellect
and spirit.
4. Know who's expendable All classes bring something unique to a group. And your ultimate
goal is to keep everyone alive. But unfortunately, the roles that
people play in your group are not all equal when it comes to expendability.
Your priorities, listed from most important to least important,
include the following roles, generally played by the following classes:
Yourself - Remember, the group's survival (and possibly
revival) depends on you.
Main Tank (MT) - Warriors, Feral-specced Druids in bear
form (and to lesser extent Paladins, Shamans)
Off Tank - Secondary Warriors, Druids in bear form, Paladins,
Shamans, Hunter Pets, Voidwalker (Warlock pet)
Melee Dps - Rogues, Shamans, Druids in cat form, Fury-specced
Warriors (often wielding 2-handed weapons), Survival-specced Hunters,
Hunter Pets (often cats or raptors), Succubus (Warlock pet)
Range Dps - Hunters, Mages, Warlocks, Priests, Imp (Warlock
pet)
Use the above listings as a loose guide. Often you'll discover that
a certain class brings something crucial to a specific encounter.
That "something crucial" may make them a higher link in the chain.
For example, a mage who is superb at crowd-controlling with her
'Polymorph' spell may become more important than a rogue or shaman
because the crowd-control is essential for that particular instance.
II. MANAGING MANA & MOBS:
5. Use efficient healing spells Your mana is your lifeline as a healer (and the lifeline of everyone
else). So manage it carefully. Different spells will heal more efficiently
when used on different classes and armor-types. This is governed
by casting speed, type of heal and potency.
Priest Healing Spells:
Renew - instant heal over time (HoT), less potent
Flash Heal - fast heal, less potent
Lesser Heal - regular heal, less potent at lower levels,
obsolete at upper levels
Heal - slow heal, moderately potent at lower levels,
less potent at upper levels
Greater Heal - slow heal, very potent
Prayer of Healing - slow group heal, less potent
Note that other healing spells are available with certain races
and talents, but for the purpose of this guide, we'll focus on the
spells available to all priests, regardless of build.
Druid Healing Spells:
Rejuvenation - instant heal over time (HoT), less potent
Regrowth - regular heal/HoT combo, moderately potent
Healing Touch - slow heal, very potent
Tranquility - channeled group heal, less potent to very
potent (depending on amount of time channeled; maximum of 10 seconds)
Due to a reduced variety of healing spells, some druids will hotbar
an additional lower rank of either 'Healing Touch' or 'Regrowth'
to improve their healing options. During the mid levels, Healing
Touch ranks 3 and 4 are a particularly good choice, since these
have lower casting times than higher ranks.
If you want to get the most bang for your buck, consider using the
following spells on the following armor-types:
Cloth-wearers - Mage, Warlock, Priest (note that some Druids and Shamans may wear
cloth depending on their build) Because cloth-wearers are so fragile, it's beneficial to use faster
heals like 'Flash Heal' (priest). And because they generally have
less hit-points, HoT spells work wonders when cast as soon as the
player begins taking damage. 'Regrowth' (druid) works well on both
counts, since it's quick and an HoT spell.
Leather-wearers - Druid, Rogue, Hunter (pre-40), Shaman (pre-40)
Leather-wearers can take a bit more of a beating, but also tend
to be fragile. Use a combination of quick heals, HoTs and regular
heals with an occasional slow heal when the situation warrants it.
Note that Druids in Cat form also follow this model.
Mail-wearers - Warrior (pre-40), Paladin (pre-40), Hunter (40+), Shaman (40+)
Players in mail can take a fair beating. Regular heals such as 'Heal'
(priest) and lower ranks of 'Healing Touch' (druid) mixed with slower
heals like 'Greater Heal' (priest) and higher ranks of 'Healing
Touch' (druid) do wonders for them when they begin to fall below
half of their total health. HoTs may also be useful shortly after
they begin to begin to take damage.
Note that Druids in Bear form (pre-40) and Moonkin form also follow
this model.
Plate-wearers -
Warrior (40+), Paladin (40+)
Those who don plate armor can absorb the most damage. Like mail-wearers,
well-timed slow heals are perfect to keep them in fighting form.
HoTs also come in handy when their health is high, but steadily
dropping.
Note that Druids in Dire Bear form (40+) also follow this model.
Pets -
Hunter- and Warlock-controlled entities
As stated above, pets should be healed as well, but tend to be more
expendable than players. Stick to HoTs and an occasional regular
or slow heal if you can spare the mana and the pet is in dire need.
Keep in mind that spell damage ignores armor altogether. So when
your group is facing a number of casters, take your cues from how
quickly a player's health is falling.
If everyone in your party has suffered damage, you may consider
using a group heal, such as 'Prayer of Healing' (priest) or 'Tranquility'
(druid). A well-timed group heal can be a very efficient use of
your mana.
Priests: When time is no longer a luxury, consider using
'Power Word: Shield' (PW:S) to save players near death. Because
this is an instant-cast spell, it can immediately shield the party
member from additional damage and give you the time you need to
administer a proper healing spell. But try to reserve this for emergencies,
as it is a fairly expensive spell.
6. Cast in waves
While you're engaged in combat, you regenerate mana over time more
slowly than when your outside of combat. So to balance your casting
efficiency with your mana regeneration, consider casting your spells
in waves.
The primary reason this works is due to the 5 Second Rule.
This principle states that during the five seconds following the
casting of any spell with a mana cost, you will NOT regenerate mana.
However, after five seconds is up, your spirit kicks in and you
begin to slowly recouperate mana.
For example, if you cast two or three spells back-to-back, then
break from casting for five seconds to deal a bit of damage with
your weapon, you will not recover any mana. However, if you cast
those same spells back-to-back and then break from casting for at
least six seconds or longer, you will notice your mana begin
to regenerate. The longer you wait before casting another round
of spells, the more mana you'll recover.
To get a feel for this principle, try experimenting. Take on an
easy mob or two and watch your mana bar after you cast a few spells.
You'll begin to see the pattern of mana regeneration emerge based
on the 5 Second Rule described above. Once you get a feel for the
timing, you'll begin to adjust your healing routine to a rhythm
that will enable you regenerate some mana during combat. This will
also reduce your downtime between fights.
Never allow yourself to become a slave to the 5 Second Rule. If
someone is in dire need of a heal spell, cast it regardless of whether
it's been 2 seconds or 10 seconds since your last spell was cast.
7. Control your aggro
You can't effectively heal if you're under attack by mobs. So aggro-control
is a must. To control your threat level, you must first understand
how aggro works. Your threat generation is based on three things:
1) The damage you deal. Damage over time (DoT) spells generate
aggro more slowly than regular damage spells. And as a general rule
of thumb, your wand or weapon will deal less damage than your spells.
So as a healer, you'll best serve your group by keeping your damage
to a minimum and allowing others to deal their damage first. Let
them "build up" a little threat themselves before joining the fight
with your supplemental damage.
2) Your healing spells. Like damage spells, heal over time
(HoT) spells generate aggro more slowly than regular healing spells.
So by all means, use 'Renew' (priest) and 'Rejuvenation' (druid)
often. However, unlike damage spells, healing spells build up threat
for ALL mobs within range, rather than a single mob. So allow the
main tank some time to build up threat versus all of the mobs BEFORE
you begin casting your non-HoT heals. Some players may feel more
comfortable not casting any heals, HoT or otherwise, until the main
tank has secured the hate of all mobs in range.
3) Your level. The lower you are, the greater your aggro
radius (i.e., your distance from a mob before it will attack you).
Regardless of your level, as a healer, you don't want aggro. So
stay in the back of the group. And if you're level is low, stay
WAY back. Heals tend to have good range. You can afford to hang
back.
Priests: Move toward the tank (or off-tank) and use your
'Fade' spell to reduce the aggro you've accumulated (as well as
aggro you will accumlate) for 10 seconds. Fade can instantly free
you of a mob or two, which is why it's important to position yourself
close to a tank, giving him a better chance to pull the mobs over
to himself. And that means you can get back to healing. Remember,
Fade is your friend. Use it.
Also, keep in mind that 'Mind Blast' actually generates extra threat.
It is often a surefire way to attract a mob to you. Mind Blast should
never be deployed when you're the primary healer, unless it's used
to administer a definitive killing blow.
Druids: If you can't seem to shake your attackers and your
tank is having trouble pulling them off of you, you have a rather
expensive option to shed a little excess threat. If you have a good
chunk of mana, you might consider shifting into cat form to use
'Cower'. This will reduce your threat level slightly and possibly
free you of the offending mobs. HOWEVER, because this is both mana-intensive
and not guaranteed to work, you may prefer a different option. See
the next section for additional options.
Also remember that 'Faerie Fire' does cause a small amount of extra
threat and may attract the targeted mob to you. So limit this spell
to tougher mobs and cast it after your tank has generated some threat
of his own.
8. The smart way to panic
As good as you get at controlling your aggro, eventually you will
have to deal with a mob or two that you just can't shake. Let's
start with what NOT to do:
1) Don't run away. Running can spell suicide for your entire
group. When you run, the main tank (or off tank) has a much harder
time pulling the offending mob(s) from you. Plus, you can't heal
your party if you're on the move. Worse yet, you may inadvertently
pull more mobs.
2) Avoid healing yourself. This can begin a cycle of futility.
The more you heal yourself, the more aggro you generate and the
more health you'll lose to the attacker(s). Furthermore, the mob(s)
attacking you will be increasingly harder for others to pull.
3) Don't use 'Psychic Scream' (priest). This is a fine panic
option for when you're soloing, but when used in groups it can often
make things much worse. See section 15 for more.
So what should you do?
1) Call for help. Use a simple macro to alert others that
you need assistance. All primary healers ought to hotbar the following
macro:
/helpme
/s On me!
With this macro, your group members will see your cry for help in
orange, immediately followed by the text, "[player name] says: On
me!" in white. Since we used a 'say' command, our cry stands out
in both the chat pane and game environment (as a speech balloon),
so your party can't miss it. If you're working with a good tank,
he'll quickly react and try to pull the mob(s) from you.
2) Move toward the tank. Make your way toward the main tank
(or off tank). The closer you are to him, the faster he will be
able to pull the offending mob(s) from you.
3) Consider a last resort. Priests and druids both have a
few panic options when help won't arrive soon enough.
Priests: If things get dicey and you're taking so much damage
that there may not be time for the tank to react, throw a PW:S on
yourself. Then give yourself an HoT (or quick heal if absolutely
necessary) while the tank attempts to pull the mob(s) from you.
It also never hurts to guzzel a healing potion. This can be especially
helpful since it doesn't deplete your mana and it won't generate
additional threat. So keep a stack of healing potions handy at all
times.
Druids: With more versatility, you have a few more panic
options than priests. As mentioned above, your most risky option
is shifting into cat form and using 'Cower'. But if this seems a
little too uncertain and expensive for your taste, consider shifting
into bear form instead.
With a great deal more armor and the self-healing ability of 'Frenzied
Regeneration' (available at level 36), bear form is a sound alternative
to cat form's Cower. You'll often use a considerable amount of mana
to shapeshift, so remaining in this form can be beneficial as you
recuperate some mana and possibly a little health. But don't forget,
your party needs their healer back as soon as possible.
Another good option is 'Barkskin'. This self-buff (available at
level 44) reduces damage you take by 20% and allows for uninterrupted
spell casting (which is perfect for longer heals like 'Healing Touch'
and the channeled group heal, 'Tranquility'). However, note that
all non-instant spells take 1 second longer to cast.
II. TEAMWORK:
9. Offer tactful suggestions to others
Being an effective healer starts with you. But it doesn't end there.
All party members, from tanks to damage-dealers, can help you be
more efficient. Usually players don't know that they're doing something
(or not doing something) that is hurting your ability to heal. So
offer a suggestion or two. But do so in a non-threatening, proactive
way.
For example, if you find yourself spending most of your mana repeatedly
saving the same caster, rogue or hunter from death, say something.
They probably don't understand that this is disrupting your healing
efficiency and endangering the party. Let the player know that they
should make an effort to tone down their damage. Explain that it's
better for all involved when the tank can hold aggro. Your heals
are most efficient when healing the tank.
Or, you may find that the tank is not doing his job of keeping the
mobs off of you. Perhaps your occasional calls for help go unanswered.
Let him know. The tank may be a beginner and may not know how to
best serve the group. Suggest that he use a high-threat ability
or a taunt whenever you call for help.
Keep in mind, this is not a one-way street. Be willing to accept
the criticisms of others. If you're reading this guide, you have
a genuine desire to improve your play style. Listen what others
have to say. You'd be surprised when and where you'll hear something
useful that can really improve your game play.
10. Support your party
As the primary healer, you are an integral part of your group. But
don't just pay attention to healing. There are a few other things
you can do to further support your party.
Use mana potions. As stated
above, your mana is the lifeline of everyone in your party. When
you run out, you cannot heal. So always keep a stack of mana potions
handy that are on par with your current level. If you're an alchemist,
acquiring these is usually an easy task. If not, the Auction House
often sells mana potions, though they can be expensive. Perhaps
someone in your group is an alchemist. They may not mind parting
with a few extra mana potions. It never hurts to ask.
Warn others when you have no
mana. Eventually, you're mana will run dry and you'll be unable
to heal. It's your responsibility to warn your group. Hotbar a macro
with the '/oom' command, which stands for "out of mana." This sends
an auditory message to everyone that your mana is low. Players will
recognize that this is when they need to "pull out all the stops"
to keep themselves and the party alive. But if you don't warn them,
they may expect a heal that will never come.
Assist the tank. Use the
assist command (the 'F' key) while you have the main tank targeted
and you will immediately target the mob he is targeting. This gives
you a quick, easy way to focus any supplemental damage you wish
to do. But allow the tank to build up a little aggro first to prevent
yourself from accidentally pulling the mob.
Use DoT spells carefully.
Other classes may want to crowd-control (CC) a mob (rogues using
'Sap' and mages using 'Polymorph' are two common forms of CC). If
the mob has a DoT spell on it, it will break the effect. So if you
want to use a DoT spell, stick it on a mob that is being attacked
by others. And if mobs are dropping quickly, don't bother with DoT
spells, as they are much less mana efficient for short fights.
Pay close attention to special
strategies. Groups familiar with a certain zone will often strategize
before a fight. Listen closely and use your strengths to support
the strategy. For example, if a mage is planning to do several area-of-effect
(AoE) spells to many mobs at once, be ready to assist her with a
shield or a series of quick heals. Similarly, if a stealthed rogue
is attempting to 'Sap' a target that is surrounded by several other
mobs, be ready to aid him. Once his Sap goes off, he will be the
target of multiple mobs and may need a fast heal, especially if
he becomes rooted or stunned and cannot fall back to your position.
11. Revive fallen comrades
Priests and druids each have a spell to raise fallen comrades. There
are advantages to each, but the priest's 'Ressurection' spell tends
to outweigh the druid's 'Rebirth' spell when it comes to usability.
Let's take a closer look at each spell.
Resurrection (priest) is cast outside of combat. While the
spell is mana-intensive, there's no cooldown. This means you can
revive any number of players after a costly battle, one by one.
Note that players return to life with roughly a fifth of their health/mana
and restorative healing on your part is often helpful.
Rebirth (druid) is the only combat resurrection in
the game. This means you are free to revive a player that falls
in the midst of battle, provided you have enough mana (and it takes
quite a bit). Players will return to life with about half of their
health/mana, give or take. This spell can make a huge difference
during a tough fight.
However, Rebirth has two significant drawbacks. First, it has a
cooldown of 30 minutes. This prevents you from reviving more than
one player after a costly battle. So if you're the only one to survive
a wipe, make sure to cast Rebirth on a shaman, paladin, or a priest,
as they can use their own revival spell to bring back the rest of
the party. Secondly, Rebirth requires a reagent to use. If you forget
to bring the reagent with you or run out, you cannot cast the spell.
Furthermore, this reagent changes based on the spell's rank. So
make sure you're keeping it up to date as you learn new ranks. All
capital cities and most towns house a reagent vendor.
IV. BUFFS & DEBUFFS:
12. Buff your entire party
Both priests and druids have incredible buffs to apply to themselves
and their party members:
Power Word: Fortitude (PW:F)
- Priests offer this buff, which essentially raises the hit points
of anyone it enchants for 30 minutes. Every class can use this buff.
Mark of the Wild (MotW) -
Druids cast this extremely potent buff, which improves the armor
and all five stats of the player for 30 minutes. At higher levels,
this also improves players' resistance to magic. Everyone benefits
from this buff.
Divine Spirit (DS) - Priests
who have spent at least 21 points in Discipline talents may use
this buff to raise the spirit of players it enchants for 30 minutes.
Again, everyone can benefit from this buff, particularly casters.
Each of these buffs improve the survivability of any player they
enchant. And better survivability means a more successful group
all around. So take the time to monitor these buffs. When roughly
5 minutes remain, ask the group to take a quick break to "rebuff."
Players never mind breaking for PW:F and MotW. And remember, pets
can use these buffs too.
When you reach the upper levels, be on the lookout for special books
that allow you to learn a group version of these buffs. One cast
of the group version will buff your entire party for 60 minutes,
provided they are within range. Priests will want to get Codex:
Prayer of Fortitude (learned at level 48), while druids should
look for Book: Gift of the Wild (learned at level 50). Both
of these items can usually be found at the Auction House for reasonable
prices.
13. Request helpful buffs
Don't be afraid to ask other party members for their helpful buffs.
Most players will cast them on you shortly after you group, but
sometimes people forget. So don't be shy.
We covered the virtues of PW:F, MotW and DS in the last section.
But there are a few other buffs that are perfect for primary healers.
Soul Stone - Warlocks have
the unique ability to create a 'Soul Stone' with the use of a soul
shard. This is a special item that the warlock can spend to buff
any player, giving them the ability to self-resurrect for up to
30 minutes. Thus, this buff gives your group a little added insurance.
If your entire party wipes, you can self-resurrect and then use
your revival spell to bring back others. But don't get overly confident.
Soul Stone buffs can only be cast by warlocks every 30 minutes.
In other words, if you die 5 minutes after you were Soul Stoned,
it will be another 25 minutes before the warlock can Soul Stone
you again.
Experienced warlocks will Soul Stone you without needing to be asked.
But inexperienced warlocks may actually Soul Stone themselves instead
of you. Don't get upset. Instead, tactfully explain why it's more
beneficial for the entire group when you are Soul Stoned.
Druids: Only request a Soul Stone buff if you are the
only class in the group with the ability to revive others. Otherwise,
Soul Stones are much better spent on priests, paladins or shamans.
This is due to their unrestricted revival spells.
Arcane Intellect - Mages
can grant others 'Arcane Intellect' which gives your intellect a
significant boost. This essentially grants you more mana to cast
more heals. It also slightly increases your chance to get a critical
effect from any spell you cast.
Blessing of Wisdom - Paladins
provide this 5 minute buff which yields a good increase to your
mana regeneration. Note that you may only have one blessing per
paladin affecting you at a time.
Blessing of Salvation - Paladins
can offer this 5 minute buff to reduce your threat by 30%. This
is ideal if you seem to be attracting too much attention from mobs.
Note that you may only have one blessing per paladin affecting you
at a time.
Blessing of Kings - Some
Paladins (depending on their talents) may be able to give you this
5 minute buff to increase your total stats by 10%. This provides
a useful boost to both of our favorite stats, spirit and intellect.
14. Remove negative buffs
Negative buffs (also called debuffs) such as diseases, poisons,
curses and magical effects (like polymorph and some DoT spells) can
be removed by primary healers.
Priests can use the spells 'Cure Disease' (and later 'Abolish Disease')
to remove diseases from players. They can also use 'Dispel Magic' to
remove magical debuffs, which is a great asset when you hit your 40s
and 50s.
Druids can remove curses with the aptly named 'Remove Curse' spell,
and poison effects can be eliminated with 'Cure Poison' (and later 'Abolish
Poison').
It is also worth noting that paladins and shamans (and to a lesser extent,
mages with 'Remove Lesser Curse') can also remove certain debuffs. These
classes will often help to remove debuffs in an effort to preserve your
mana for healing. And if they don't seem to be helping, it doesn't hurt
to ask. Most players will not mind lending a hand.
V. FOR THE PRIEST:
15. Abstain from using Shadowform
If you're a shadow priest, limit your 'Shadowform' ability to groups
where you aren't the primary healer. Shadowform is geared toward damage
dealing, not healing. Some players will even leave the party if you
shift in and out of Shadowform while grouped. While limited forms of
healing (with 'Vampiric Embrace') are possible in Shadowform, your primary
heals cannot be cast at all. So rather than juggling between your dual
strengths of healing and damage-dealing, focus solely on healing and
let the rogues and mages dish out the damage.
16. Use Psychic Scream sparingly
'Psychic Scream' (PS) is wonderful for soloing and pvp combat. However,
it should be used sparingly when grouped, whether you're the primary
healer or not. Because PS targets more than one mob and does not allow
the caster to control which mobs it targets, it can severely disrupt
the melee combat of other group members. Or worse, the fleeing mobs
can pull additional mobs and create a nightmare of adds that your group
can't possibly handle. So use PS with extreme caution.
17. Use PW:Shield correctly
'Power Word: Shield' (PW:S) is one of the most powerful spells in the
priest's arsenal. However, quite a few priests use this spell incorrectly
without even realizing their mistake. Let's take a look at the right
times to use this spell versus the wrong time.
Good use: PW:S is best used to save your target when you may
not have enough time to administer a heal. The shield will usually buy
you a few seconds to cast a potent healing spell, thus saving your target.
PW:S is also useful to apply to cloth-wearers due to their fragility.
Many priests will PW:S a caster before she begins pre-planned use of
area-of-effect (AOE) spells, such as a mage's 'Blizzard' or 'Arcane
Explosion'. AOE spells cause a good deal of aggro and within moments,
several mobs will be on the caster. So PW:S makes an excellent preventative
spell for high-damage, low-survivabilty classes.
PW:S buys time and adds a little survivability. Those are its strengths.
But learn to recognize its key weaknesses...
Poor use: Casting the shield on a tank at the start of a battle
might seem like a good idea. But this is usually one of the worst things
you can do. In end-game encounters, it can be helpful. But pre-60, it
often hurts far more than it helps.
PW:S on a tank actually prevents the tank from generating aggro.
This happens because he cannot gain rage if he is not taking damage.
This more or less cripples the tank's ability to hold mobs. So while
it may be easier for you to keep the tank alive in the beginning, you've
just made his job that much harder. Fast-forward the battle: The tank
can't hold aggro; now the mage, hunter and rogue are fighting off mobs
and you're in a frenzy to heal all three. After your group barely survives,
everyone blames the tank for not holding aggro when it was really your
shield that caused the problem.
Another poor use of PW:S is using it liberally. It's a mana-intensive
spell. Its sole purpose is to prevent damage. It does nothing to progress
your group's efforts. Every time you cast PW:S, you use precious mana
that could have been better spent healing the player (as opposed to
simply preventing X damage).
Bottom line: PW:S should be used to prevent death, not damage.
It's an expensive spell that does nothing to further your efforts. Its
use is powerful, but very limited. While it has its purposes, it is
not a spell that should be cast liberally.
18. Use your wand, not nukes
Using nukes (high-damage spells) to deal supplemental damage is bad
for two reasons:
1) Your spells will generate too much aggro.
2) Your spells use up precious mana and you'll want all the mana you
can muster for healing.
So consider using your wand to supplement the damage of your group.
If you're facing manageable mobs, you can even use a few spells to expedite
the battle. But stick to low-costing DoT spells when possible, and reserve
your nukes for "the final blow" if you feel compelled to use them at
all.
IMPORTANT: Wands generate a global cooldown for all of your spells.
If you're in the middle of a wand cycle, you may lose up to 1.5 seconds
of time before you can cast a much needed heal. With that in mind, when
things get real dicey, REFRAIN from using your wand or dealing any supplemental
damage. At that point, focus solely on keeping your party alive.
VI. FOR THE DRUID:
19. Limit your shapeshifting
If you join a group as the primary healer, stick to your caster form.
After all, you can't heal when you're fighting as a bear or a cat. Your
group members may get nervous if you start shifting back and forth to
your animal forms during every fight. So limit your shapeshifting to
that which compliments your role as primary healer, as described in
previous sections.
Similarly, if you're a balance druid, reserve your Moonkin form for
solo work or groups where your role is not the main healer. Moonkin
is unable to cast any healing spells.
20. Use alternatives to nukes
Using nukes (high-damage spells) to deal supplemental damage as a healer
is both risky and a mana drain. But unlike priests, druids aren't able
to wield a wand (or any ranged weapon for that matter). This makes it
harder for druids to do supplemental damage within their group while
preserving their mana pool. Fortunately, there are options.
Experiment with using your hand-held weapon. The major disadvantage
to this approach is that you're right in the thick of battle. When you
aggro something, it's on you right away, giving you less time to react.
Plus, your weapon may generate more aggro than you can afford. If you
discover that you're generating too much aggro (which can sometimes
happen with a 2-handed weapon), consider using a lower level weapon
or 1-handed alternative.
Another way to deal supplemental damage is to use lower ranked spells.
While this method allows you to maintain your range, it can eat up more
mana than youd like. So experiment with different ranks of mana efficient
spells like 'Starfire' and DoT spells like 'Moonfire' and 'Insect Swarm'
(available with talents). Start with ranks that are at least three ranks
lower than your current rank and then decide if you need to go even
lower or if you can afford to go higher. Remember, lower ranks mean
lower casting costs and lower damage, both of which help you as a healer.
VII. IN CLOSING:
21. Bending the rules
Like all rules, many of these can be bent or broken when circumstances
warrant a little extra creativity. But on the whole, if you want to
be the kind of healer that others will love to group with on your journey
to level 60, follow these guidelines. I promise that your efforts will
not be in vain.
22. Authors note
I love variety. Consequently, I am one of the few players to actively
play all nine classes. This guide was inspired by my own work as the
MT or main dps with less experienced healers, as well as my own experiences
as the primary healer. As of my last update to the guide (Aug-06), all
of my characters are 48+; most are 50+. Two of my characters are priests:
one shadow, the other holy. My holy priest is currently my highest level
character at 56.
Playing with all nine classes and grouping often has given me some unique
insight into class dynamics and synergy. It's good to know your own
strengths and weaknesses. But knowing how your strengths and weaknesses
work in tandem with the abilities of the other eight classes is a godsend,
especially for healers.
I hope that my words inspire you to be a better pre-60 healer. And I
encourage anyone to add to this guide with additional suggestions for
content that I may have missed, or corrections where my facts are inaccurate.
Good hunting. Good healing.
You can check out Zedora’s
fully navigable version of this guide:
Healing
for Beginners.
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