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A BEGINNERS GUIDE TO HEALING---------- 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 post's 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.
II. MANAGING MANA & MOBS III. TEAMWORK IV. BUFFS & DEBUFFS V. FOR THE PRIEST VI. FOR THE DRUID VII. IN CLOSING
I. THE BASICS:
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.
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.
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:
Priest Healing Spells: 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: 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: Note that Druids in Cat form also follow this model. Note that Druids in Bear form (pre-40) and Moonkin form also follow this model. Note that Druids in Dire Bear form (40+) also follow this model. 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.
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: Use 'Fade' to reduce the aggro you've accumulated (as well as aggro you will accumlate) for 10 seconds. It can instantly free you of a mob or two and allow your tank the opportunity to pull mobs back 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.
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 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.
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.
• 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.
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:
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.
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. 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.
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.
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:
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.
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:
Playing with all nine classes and grouping often has given me some unique insights 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 post with additional suggestions for content that I may have missed, or corrections where my facts are inaccurate. Good hunting. Good healing.
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