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Search Term Fun

Posted by Malevica on September - 9 - 2011

Blatantly stealing a great idea, and if I could remember where I’ve seen this done before I’d give proper credit to the person who inspired me!

I thought I’d take a look through the more popular search terms that have brought people to my blog recently, and hopefully highlight some of the answers I have buried away in obscure corners of the site, or provide answers to questions I’ve not addressed directly before.

Disc Priest Stat Priority

I got a lot of searches for this or similar questions. I’m not sure there is a short answer to this one, other than “it depends on what you’re doing”. It really does depend on what you’re doing, whether it’s tank healing, raid healing, 10-mans or 25-mans.

In 25-man raids I was typically assigned to raid healing, and for that I really wanted Mastery and Haste since my rotation was generally PoH-heavy with PW:S interspersed as dictated by my mana. In 10-man raids where I’m assigned to a tank I still want Haste so I don’t panic quite so much at the enormous gaps between heals, but I prefer Crit over Mastery because apparently (as far as my reading seems to be telling me, although I do want to follow this up) my use of Divine Aegis is lower as a single-target healer and getting more crits on all my heals (and the boosted DA shields that come with them) is more valuable than boosting the DA portion directly.

The best advice I’ve read, and I happen to agree with it based on my gut feeling, is to carry Spirit on as many pieces as you can since it’s still our best secondary stat; after that don’t be afraid to grab Haste where you can regardless of your role and raid size until you feel comfortable with your cast speed, but focus on stacking either Mastery for a raid healer or Crit for a tank healer.

This gives the rough priority: Intellect -> Spirit -> Crit (tank) = Mastery (raid) -> Haste.

However, the above priority absolutely is not set in stone. If you’re feeling like you’re slow to react and it’s causing you problems, then by all means grab some more Haste. I know I’ve felt sluggish on some encounters so I’ve gemmed a couple of Reckless Ember Topaz and reforged some of my remaining Mastery to Haste instead of Crit. Especially with reforging available you can try different combinations and see what works for you, your playstyle and your raid’s needs.

[Strength of Soul] vs [Train of Thought]

An interesting question. I currently have a few specs that I use, the main ones are Archangel specs and they differ in their application and in whether or not they take SoS and ToT.

If I’m tank healing I tend to use a 32/8/1 tank-healing spec which takes both Strength of Soul and Train of Thought. ToT is great when using Greater Heal a lot, because I have Inner Focus bound to GH and PoH so I use it every cooldown and it saves a lot of mana. SoS is great in this spec to allow me to maximise my Rapture returns by making sure to throw a direct heal on the tank every 12s, or throw shields on more frequently for higher throughput.

If I’m more involved in raid healing I drop SoS in favour of points in either Soul Warding or Darkness since I don’t cast many direct heals, but although the benefit is fairly small I’ll generally keep ToT in there. I like the reduced Penance cooldown I get from spending time Smiting either to get and keep Evangelism up or just to heal the melee or the tanks during slower phases.

Cata Haste Hots

My very old post from the Cataclysm Beta about how haste affects HoTs, DoTs and some channels (not Penance), is still the most visited page on my blog on a day-by-day basis.

Here’s the summary version, but I’d invite you to read the original post if you want to understand the theory, it’s still as true today as when I wrote it back in the day.

  • The total duration of your HoT, DoT or channel does initially reduce with haste as the tick intervals get shorter.
  • When you get enough haste to fit an extra half-tick into the nominal duration you get given a whole extra tick and the duration jumps up to it’s nominal duration plus half a tick.
  • If you cast a HoT while under a haste effect, such as Borrowed Time, all your ticks will be hasted, not just the ones that go off while the buff is active. However, the spell tooltip and the HoT buff you get both (misleadingly) update as soon as the haste effect fades.
  • Haste rating per 1% Haste = 128.11

So for a 12s Renew with 3s ticks, you get an extra tick when you get enough haste to bring the duration down to 10.5s (i.e. 12s – 3.0s/2), and the duration jumps up to 13.5s (i.e. 12s + 3.0s/2), and you get 5 ticks instead of 4.

The haste points to get an extra tick for each HoT are:

HoT Name         Breakpoints at (total haste):
Penance         25%, 75%
Renew         12.5%, 37.5%, 62.5%, 87.5%
                 
Rejuvenation         12.5%, 37.5%, 62.5%, 87.5%
Regrowth (HoT)         16.666%, 50%, 83.333%
Lifebloom         5%, 15%, 25%, 35%, 45%, 55%, 65%, 75%, 85%, 95%
Wild Growth         7.15%, 21.43%, 35.715%, 50%, 64.285%, 78.57%, 92.855%
                 
Riptide         10%, 30%, 50%, 70%, 90%

As to whether a given breakpoint is worth going for or not, that’s a question for your class guides to answer. HPS increases linearly with haste, there’s no jumps there; the advantage is that a longer HoT needs refreshing less often, leaving you with an extra GCD or even two to do something else, and less mana required to keep the HoT refreshed.

Vuhdo Smite Macro Hostile Target

Quite a few people are looking for macros for Smite macros. I did post a few in my Smite Healing Tips post. There’s information there on making various Smite macros, from one which will Smite your target (if it’s hostile) or your target’s target (if it’s friendly, for example a tank), through a macro which will Smite your focus or let you make your target your new focus and Smite that if you press a modifier key, to a macro which will find something hostile in front of you and let you Smite it until it’s dead, then pick something else automatically.

I also included a section in there about how I set up VuhDo to show targetoftarget for the Main Tanks and bound Smite to my hostile left-click for hassle-free Smiting from the raidframes.

I’m working up to doing a UI post soon, just as soon as I’m happy enough with my UI to show it off. I’ve been saying that for at least a year though, so don’t hold your breath!

Cata Disc Priest Guide 4.1

I’ll assume this searcher was a bit confused, since Rage of the Firelands has been out for several months now.

Anyway, I don’t have a current (4.2) guide up at the moment. The closest I have is my old 4.1 guide. There’s not much that’s changed since then, but it’s not been updated since April so use with caution. An updated Discipline how-to is on my list of things to do, but I really can’t give any sort of definitive timeline.

In the meantime, by way of 4.2 disc priest guides, I’d recommend Zelmaru’s 4.2 guide or the 4.2 disc guide at Manaflask.

Penance Not Turn Me

You probably want this post about stopping Penance turning your camera.

Unfortunately, as Zinn pointed out in the comments, there’s no way to stop Penance actually turning your character. I presume this is because the developers aren’t willing to let Penance be cast while facing any direction on a hostile target, but they do want it to be castable in any direction on a friendly, and there’s some limitation in the tech that means the only way to implement two rules for a single spell was to make it turn you to face your target when that target is friendly.

It is a pain, for example when running out of fire you have to make extra sure that you’re definitely facing the way you think you’re facing after Penancing a team-mate or you might get a big surprise. Maybe 5.0 will fix it…

Healing Ascendant Council

This, and the rest of my mostly incomplete and horribly outdated Cataclysm raid guides can be found in the Cataclysm raid strategies section in the menu above.

I may, now I have more inclination to write them, get around to posting some more up-to-date guides, although I suspect I won’t bother for Firelands since other people have got that covered.

At this point I’ll throw out a recommendation for Beru’s healing video guides, which mostly cover heroic modes. I figure you’ve already seen the basics over at Tankspot, Icy Veins, Learn to Raid or your site of choice. Beru writes the Falling Leaves and Wings Druid/healing blog, but although there’s a Druid slant to them the guides are useful to any healing class.

And finally…

I Can’t Type h

Amazingly, not one but two people searched for this. We’ll leave aside the apparent paradox of using the letter “h” in a search about not being able to type “h”. We’ll assume that these people have used a different computer to search and aren’t suffering from either an inability to recognise certain letters or a fear of typing them.

My advice to you folks would be twofold: First, check for the presence of dirt/crumbs/fingernail clippings/jam/hair/insects trapped under your “h” key and preventing you from pressing it down. I use one of those “air duster” cans to blast this sort of stuff out, but a vacuum cleaner or just your own breath will work.

If that doesn’t shift it, maybe your keyboard really is just wearing out. If you’ve worn out your “h” key specifically, then maybe you should take less damage!

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On Gimmicks

Posted by Malevica on September - 7 - 2011

I’ve read a few posts recently talking about so-called “gimmick fights”, and the alleged abundance thereof in Cataclysm raiding and Firelands in particular (as a sign of the decline of design standards in WoW, the coming of the End Times, that sort of thing).

Now I’m actually enjoying most of the Firelands fights (with the previously-noted exception of Lord Rhyolith) so reading these posts got me thinking about my feelings on the fight mechanics in the Firelands.

To start with, I wanted to think about when I’d object to a gimmick fight. My personal definition of a bad gimmick fight would be one where the fight revolves around one specific mechanic that will inevitably make or break the raid and that gets handled by a small subset of the raid; the implication being that the remainder of the raid is left with a fairly mundane and ultimately unmemorable encounter. If you’re the one the gimmick is aimed at, it’s great; otherwise, well, maybe the next one will do it for you instead.

Let’s look at the fights (that I’ve done) in turn, in the light of that definition:

  • Beth’tilac – Well, you do split the raid up, and only a couple of people get to climb the web to the upper level, but once you’re up there you’re pretty much just tanking/healing/DPSing while not standing in the fire or falling down the hole. I actually think the group downstairs has a more interesting time of it. Personally I don’t mind the climbing-onto-the-web aspect because it’s essentially just two tanks dealing with multiple bosses in separate locations, and we’ve seen that in a great many encounters over the years. And if you happen to lose one of the web people, you can replace them, it’s not an inevitable wipe; I see this as analogous to a player going LD in any other fight.
  • Shannox – The trick here is getting Riplimb trapped in one of the crystal traps Shannox puts down. Or you could slow him instead, so the tank has time to lose his stacks while Riplimb is running in slow-motion back to the boss. One of the tanks does have a specific trick that can make things easier, but the whole fight doesn’t revolve around that mechanic alone, so I’m not sure I think this is a bad gimmick fight either. It’s just a mechanic like kiting or CC.
  • Rhyolith – I’ve talked about him before, I think this one is a gimmick fight that I object to. It’s a pretty pedestrian (/rimshot!) fight apart from the driving, and if your raid lacks awareness or a strong voice directing things you can easily be wiped by getting it wrong. Perhaps it’s my perspective as a healer, but if the steering goes well the encounter is really dull, while if the steering goes wrong it’s practically unhealable, so the course of the fight is more or less out of my hands.
  • Baleroc – Definitely a fight with a strong mechanic to focus on, although not in the negative sense where only a few people are participating. At least on 10-man, where almost the entire raid is involved in handling the various mechanics: tank swaps, healer stacks, DPS positioning to take the crystals. I’d class this as a legitimate mechanic, akin to passing around the plague on Putricide.
  • Alysrazor – I’d be very reluctant to write this off as a “gimmick fight” simply because of the guy in the air. Sure, it’s important that you have someone who can do a good job up there, so in that sense the fight hinges on the gimmick, but there’s a lot more going on than just that, at least for the tanks and healers. And you can easily replace the guy up there if he dies mid-fight, it’s not an insta-wipe.
  • Majordomo – Definitely not a bad gimmick fight in my book. The whole raid is involved with the positioning and debuffs, there’s no one special person with a special job.

You know when you say a word so many times that it seems to lose its meaning? Just me? OK…

Anyway, what I’d draw out from the list above is that whether a fight is hopelessly gimmicky or mechanically interesting depends very much on how you define the term, and maybe on your perspective and role. Quoting Shintar:

It’s just that it seems to me that unless you get to be the special snowflake to handle the boss’s unique mechanic, most of them aren’t really all that interesting… or maybe it’s just a healer thing.

Well, there’s a couple of things I’d say to that. Firstly, I think that a lot of this feeling comes about as a result of the evolution of encounter design and the player base to the point where “don’t stand in the bad” and “switch to adds” are neglected as mechanics, they’re just baseline aspects of a fight. So an encounter with adds, Bad Stuff on the ground and a funky mechanic is regarded as having a single point of interest for the raid rather than three. Wind back the clock to the ‘glory days’ of Vanilla or TBC and a lot more of the fights are of the simple “stay out of the bad” and “switch to adds” type.

What’s more, look at the list as a whole and you’ll see that the fun stuff is distributed across the group, with healers, tanks and DPS players all getting their share of fun mechanics to play with. As long as you’re not actually bored while waiting for ‘your fight’, then I think the balance is OK. Think about the alternatives: give everyone a special job on every fight and the learning curve could be pretty brutal; on heroic sure, go wild, but at least on normal mode I think you need to limit the novelty a bit. Or you could remove the gimmicks again, but I think there’d be even more complaints about that. At least these days you get to choose who learns to handle the gimmicks too, it’s not random.

For me, the issue of “gimmick fights” comes down to striking a balance: if everyone else is just left to tank and spank and it makes no difference at all if one person fails at their special job (Teron Gorefiend or heroic Anub’Arak, for example), I can see that there might be a problem with the design (although actually I feel that on heroic even these sorts of gimmicks are fair game); but speaking for myself I’m fine with a “gimmick fight” if the rest of the raid has a significant part to play as well (think back to Valithria Dreamwalker – sure, if your healers sucked really badly you wouldn’t win, but you could have plenty of influence on the outcome from outside too), and the spotlight gets spread around enough. None of the fights on this list are tank-and-spank-while-someone-else-does-the-killing type affairs.

Ultimately though, whether you get along with a particular encounter design paradigm is a personal thing and people have a right to prefer different types of fights; ideally there would be a good mix of encounters with new gimmicks and more traditional mechanics so that everyone can find something to love. Let’s hope the final raid in 4.3 lives up to everyone’s hopes.

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Firelands Impressions

Posted by Malevica on September - 7 - 2011

I know I’m three months late, but in the last two weeks I finally took my first steps into the Firelands raid and killed my first few Tier 12 bosses. After hearing about the encounters from blogs, podcasts and former guildmates, and having been teased by the Molten Front dailies for those three months, I was itching to see what all the fuss was about.

So, was it worth the wait? Absolutely!

What I Love

The first thing I loved was zoning in and just panning across the wide open scene laid out in front of me; I was only a little disappointed that the view distance slider wouldn’t go that little bit further! This is a great way to imbue a raid with a real grandiosity and sense of size, and having hordes of trash as far as the eye can see, all standing between you and the Sulfuron Keep, sets the scene for a small band of intrepid adventurers faced with cutting their way through endless waves of enemies to reach the gates of the fortress. Of course, as efficiency-conscious raiders we immediately dispelled that particular epic feeling by proceeding to sneak around the edge, taking out the absolute bare minimum number of mobs necessary, but it looked great on zone-in, and that’s what counts, right?

Indoor raids can be fun too, but it’s tricky to give them a sense of real size. Tempest Keep, for example, felt pretty big, so bit that it had a giant phoenix flying around in the central atrium. The Bastion of Twilight, on the other hand, has a fairly similar layout but somehow never managed to feel properly spacious to me, Which is odd, because there are no fewer than three enormous flying things flapping around in there.
Personally I put it down to view distance: TK and SSC had good long lines of sight, you could look out across the water or down the long corridors; BoT on the other hand has a lot of short, narrow corridors with kinks in them that stop you from really getting a sense of size.

Enough about scenery! What about the bosses?

I really like Alysrazor as a fight. Like Nefarian from the last tier, I love it because it’s got a bit of everything thrown in: there’s tank-heavy phases when the Hatchlings are up, raid-heavy phases when she’s recharging and casting Blazing Buffet at the raid, and a nice awareness check in the middle with the tornadoes. The encounter is also pretty well-paced, so that I never feel that any one phase is dragging on or becoming repetitive, while never feeling like I’m being whisked along quicker than I can switch gears and adjust. Except maybe the first couple of pulls where I got roasted by a worm, clawed by Alysrazor and then seared by more than one tornado, but who can honestly say that wasn’t their experience too? As long as it becomes manageable once we’ve had a couple of pulls and worked out what’s going on, I’m fine with being a bit bewildered on the first try.

I’m also pleased to see a few more coordination checks being introduced in Majordomo Staghelm and Baleroc. I’m always drawn to these sorts of encounters, there’s something satisfying about a team working in harmony. I wouldn’t quite describe us as “balletic”, but it’s still a great feeling when it all comes together and we get that kill.

Overall, the Firelands bosses seem to me to do a decent job of checking the skills you’re going to need to combine to take on Ragnaros successfully: quickly reacting to Bad Stuff at your feet (Shannox), Bad Stuff coming at you (Rhyolith), dealing with incoming adds (Beth’tilac) and watching your debuffs (Majordomo Staghelm). It’s a key feature of the WoW encounter design for the trash to teach you about the tricks the bosses use, and the earlier bosses in turn teach you about the later bosses.

Oh yeah, and the bridge is amazing! Apologies if you’ve not got to Majordomo Staghelm yet, I know I should throw in a spoiler alert, but I’ll just say that SSC has been eclipsed in my eyes in this regard. If you’ve seen it you’ll know what I mean, and if you haven’t then you really need to give your guild a kick up the backside, because getting to 5/7 is worth it for this alone!

What I’m Less Keen On

I’m going to come right out and say it: loot. I mean, I understand why there’s little to no spirit cloth within the Firelands, I understand that I’m not supposed to be able to get spirit on absolutely everything and that I’ll end up with a mixed bag of drops, VP items, rep rewards and those oh-so-tasty crafted boots and do just fine, but the problem with offloading so much of the loot table to alternative sources is the feeling of wastefulness when, picking an example entirely at random (!), a cloak drops and no one wants it because everyone and their dog has already got the one from becoming friendly with the Avengers of Hyjal.
Thinking about it, I get that removing every slot with alternative gearing routes from the loot tables would leave them pretty sparse, and I can certainly see the advantage of giving people options, especially when a lucky drop could save you a couple of weeks of VP farming or a fortune on the AH, so I suppose my problem is really just with giving competitive gear for very low rep levels. I’d have preferred the friendly and honoured rep rewards to be 365, since you can reach honoured pretty quickly and without killing any bosses, and saved the 378 items for those who have spent a few weeks farming without getting the drop they were hoping for. Basically, give them a similar time to acquisition as the VP items.

I’ll throw in an honourable mention for another pet niggle of mine: invisible obstacles. It’s probably just me and my screen setup, but some of the terrain in the Firelands is very dark and there’s a couple of places, one of which is on the ramp down from the entrance, where there’s vertical spikes that I always seem to run into and end up feeling slightly silly while my mount gets in some treadmill time. I just can’t see them, the contrast isn’t high enough against the rest of the terrain.

The final thing I’m not thrilled with? I’m not that taken with Lord Rhyolith. I think it’s a combination of the fact that it’s more of a DPS-focused fight and that he’s apparently been nerfed a fair bit, but I just don’t find that much to hold my interest in the encounter. Healing throughout the first phase is extremely straightforward with little damage to worry about (and what there is is mostly people standing in the bad, which never feels great to heal) and the interesting final phase, where you might expect the opportunity to use personal cooldowns and throw up a Power Word: Barrier, is over so quickly and does so little actual damage that it leaves a really anticlimactic feeling behind.

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Back in the Game

Posted by Malevica on September - 4 - 2011

So it’s been an odd few months for me. I’ve moved homes both in my real life and my virtual life, and my WoW time dropped significantly for a few months. Now though I’m getting back some semblance of stability and I feel able to raid and blog once more.

The New Hotness

Tellisa, the pink-haired gnome Priest, and her ghostly companion standing on top of the walls of Stormwind

Tellisa, the pink-haired gnome Priest, and her ghostly companion

So, meet Tellisa. Cute, isn’t she!

My first proper character was a gnome warlock, and there’s just something about gnomes that draws me to playing them, so when my partner and I decided to move back to the Oceanic realms again as we’re in the process of moving to the region we just had to go Alliance.

She reached level 85 about 3 months ago, and in the last few weeks has begun her raiding exploits. She’s currently at 6/7 Firelands, and blasted her way through the Tier 11 content a couple of weeks ago (damn, they nerfed that hard!).

A Fish Out of Water

I’m a healer and a raider, that’s just what I like to do in game. Doing dailies is a chore at best and an exercise in frustration at worst (I’ve probably already complained about Blizzard’s tendency to give high level mobs boosted HP without boosting their damage, thus not making them “harder” but “longer”, but it annoys me enough that you probably haven’t heard the end of it from me!), and there’s only so many Zandoms you can do without going slightly barmy.

Now don’t let me give you the impression I’m ranting about the hopelessness of pugs in the new 5-mans. Actually I’ve generally had good experiences in there, give or take the odd over-zealous tank or under-prepared DPS. (Just one thing though: on Venoxxis, you do have to let me take the middle spot, or I can’t reach everyone).

The problem with doing these over and over again, at least for me, is that after a few runs there’s a dropoff in the amount of new learning that you can do, and learning is what I find the most fun about the game. Valour points are a very poor motivator for me.

Instead, I threw myself into achievements – those are points I can really get into! Malev got to just over 10.5k points before retirement, and while that number is a long way off for Tellisa that’s not going to stop me from accumulating points anyway. I’ve broken the back of Loremaster, and I’m always on the lookout for reputations to bring up to Exalted. I seem to be drawn to the grindier achievements, probably because you can track your progress which makes it somehow more manageable.

Enter <Abraxas>

Being a raider at heart, I was interested in raiding, but being in a very different timezone than your home server doesn’t open up many opportunities. Raiding on Aussie time would have meant raiding right across the middle of the day UK time, which just isn’t compatible with trying to get things done. What I needed was a New Zealand-based guild, and as luck would have it, a promising-looking one started up.

The GM of Abraxas has definitely been there and got the T-shirt, hanging around on Stormwind his Glory of the Cataclysm Hero drake, Blackwing’s Bane title on display, 1/7 heroic in Firelands. He’s also, far more importantly, a nice guy who knows his way around the fights, and who can wrangle a semi-pug raid into a pretty well-performing team. So I have high hopes that this guild can go places.

We’ve been semi-pugging for a couple of weeks, and we’re just about rounding out the team now; I think we’re looking for a good melee DPS with a tanking off-spec, so it’s beginning to feel a lot more like a guild now. There’s even a “gnome jokes” thread popped up on the forums, that’s how much like a normal guild we’ve become!

The only temporary downside is that I need to start raiding at 7.30am or 8.30am depending on the day, but I have an alarm set and when that fails to rouse me I have my loving partner to make my phone buzz in my ear until I get myself out of bed and logged in. I’m sure I’ll get the hang of it sooner or later, and in the meantime they’re being very understanding!

Back for Good?

That’s the plan.

Now I’m back playing and raiding again I intend to bring TH4H out of mothballs and resume posting my thoughts on raiding, healing, Discipline, Priest and whatever else crosses my mind, just as before.

I’m back, baby!

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Getting Started As A Healer

Posted by Malevica on May - 9 - 2011

I was listening to the My Epic Heals podcast recently, and in Episode 3 Fox, Eade and Wolf were answering an email question asking about how to break into healing for the first time. Inspired, I thought I’d add my take on that question. I’ll probably repeat a few of the things they said, for the sake of completeness.

Before You Begin

Heard about all the sweet Call To Arms rewards and want to get in on the action? Have a strange green box fetish you just have to indulge? Conscientious objector who just can’t bear the thought of harming another soul? Whatever your reason, you’ve decided you want to find out for yourself what this “healing” thing is all about.

The first thing to say is: great! Welcome to the club!

The second thing to do is answer the question which inevitably comes next: Which class should I pick?

Oh boy. This one comes up a lot, and it’s probably the hardest one to answer properly. The thing is, each class has its own style, its own strengths and weaknesses, and which you should play is going to depend mostly on your own personal preference.

Druids tend to rely a lot on instant-casts and heal-over-time (HoT) spells. The plus side is that you can be very mobile and can put out a ton of healing on multiple people at once, but you might find it a bit stressful if you can’t handle bars being half-empty and only slowly filling up. You do get a cool shapeshift though, albeit on a long cooldown.

Paladins are great if you like to really focus on a task, since most of the heals they cast are still single-target focused and they have a lot of mechanics to watch out for and react to (Holy Power and the Daybreak proc, for example). One downside of levelling a Paladin healer is that Holy gear is very different from Retribution and Protection gear, meaning that if you want to heal your way up you’ll either have to level Holy or maintain an entirely separate gear set.

Shaman are very versatile healers, and can fill both tank- and raid-healing roles at end-game pretty smoothly, which is a strong factor in their favour. Restoration can also share gear with Elemental so you can have a DPS spec while questing. Finally, Shaman can also provide a huge range of buffs to their party using their totems, so you can be an asset to any team you join.

Priests are also extremely versatile healers, to the point where they have two entire talent trees dedicated to different styles of healing. Priests can also fill any role in a raid at end-game, and have a huge range of abilities at their fingertips. The flipside of this is that you may find that a Priest has too many options, particularly if you’re not a grizzled veteran player.

Ultimately the choice is yours. The only way to tell is to jump in and level one, preferably to level 30 or above, and see how you like it. Please don’t try and pick the “best” class, or the one that’s most in demand, or the one that’s top of the healing meters on WoL or try and force yourself to play a class if you’re just not feeling it; you’ll just burn out quicker and won’t enjoy your game. All the healing classes can play a valuable role in any team, so play the one you get along with the best.

Low Levels

When to Heal?

Once you’ve picked your healing class, I’d recommend you start healing as soon as possible so that you can find out if the class works for you, if you like healing after all, and so you can begin to get to grips with your healing interface. The Dungeon Finder unlocks at level 15, so you can get going pretty quickly once you’re out of your starter zones.

If you can find friends then obviously group with them because they’ll be more understanding if you need to take things slow while you learn, but at low levels people won’t expect too much so you can safely PuG if that works better for you.

I’d also recommend that you talent for healing right off the blocks. This isn’t strictly necessary at low levels but it will help you out, especially now in the Cataclysm world where you’ll get a special signature ability at level 10, just for picking a healing tree to specialise in. Those abilities are Earth Shield for a Shaman, Swiftmend for a Druid, Holy Shock for a Paladin and Penance and Holy Word: Chastise for Discipline and Holy Priests respectively. Holy Priests need to be level 51 to get healing benefits from HW:Chastise, but the other classes get a healing spell with their talent trees.

Questing as a healer at low levels, up to 30 or so, isn’t significantly slower than levelling as a DPS, although as the levels get higher the difference becomes more pronounced. However even late in the game, while questing as a healer is undoubtedly slower and more arduous than questing as a DPS, it’s really not the impossible task it used to be. But bear in mind that you’ll probably want to spend a bit more time instancing and stay in zones with yellow quests rather than orange.

How to Heal

If I tried to give specific healing strategy for every class here then I’d end up making this guide a lot longer than it needs to be, but there are some things in common.

In general, by the time you reach level 20 you’ll have access to at least two heals: one will be quick and expensive, while the other will be a bit slower but more mana-efficient. You’ll need to use your judgement as to which is most appropriate: is your target about to die? Use the fast one. Are you running out of mana a lot? Lean on the slower one a bit more. As you level up you’ll add more abilities to your toolkit, and you’ll need to figure out where they’re best used and how many you can afford to cast. You may well make mistakes and get things wrong, but developing that judgement is a key part of learning to be a good healer.

The other thing you’ll need to learn is triage. Sometimes, usually when something’s gone a bit awry with the fight, there’ll be simply too much damage for you to heal through. At this point, rather than panicking you’ll need to learn to prioritise where your limited healing goes, and sometimes that will mean letting someone else die. Triage is as much an art than a science, and is something that you’ll eventually learn to do instinctively.

The basic priority for healing is:

You —> Tank —> DPS

The reasoning is that if you die then the tank will probably die soon afterwards and the fight will probably end messily very shortly; If you’re ok, then you need to keep the tank alive rather than a DPS, because you can survive without one DPS player, but you won’t survive long with a dead tank.
Obviously there are exceptions, and you’ll figure them out in time, but to begin with focus on keeping yourself and the tank alive.

User Interface

I’d recommend that you install and get used to using a few addons as early as possible, to make life easier and because low levels is the best time to learn to work with your UI. You might already have a UI that you love, but there are some healer-specific pointers that will help:

  1. Look into custom party- or raid-frames such as VuhDo, Grid+Clique or Healbot. Healing involves a lot of muscle memory and click-casting or using mouseover macros on raid-frames is the way it’s generally done at end-game, so you might as well get used to it now. While you’re learning is also the best time to figure out what you need your raid frames to show you and where you want to look for it, so you can constantly tweak the configuration of your addons as you go.
    I’d suggest starting with VuhDo because it’s quite useful out of the box and easy to set up. There’s also an excellent setup guide on the author’s website and really phenomenal support provided by the author and others at in a dedicated forum at PlusHeal (hi zohar101!).
    Gina at Healbot.net (not related to the addon!) wrote up a great guide to raid-frames recently, so go there for more help deciding.
  2. Consider addons to alert you prominently to events and procs so you don’t miss a vital opportunity. Blizzard has included some funky graphics for some abilities but not all. If you want to get complicated then you can’t beat Power Auras Classic, but there are other solutions such as TellMeWhen for just about everything or OmniCC for ability cooldowns.
    Also remember that you can include sound notifications with most of these sorts of addons. This is an often overlooked aspect of UI design, but can be really helpful for giving you information without requiring you to move your eyes elsewhere on the screen.
  3. When building your UI, think about the layout carefully. You will need to be able to see around your character’s feet so you don’t stand in fire, but you also want to keep all the information you want to use as close together as possible, to minimise eye movement all over the screen.
    Finally, remember the golden rule: your UI should show you all the information you need, no more, and no less.

[I’ve got a full UI post in the works, so look for that soon!]

Psychology

As you get into healing, you’ll begin to come across some of the social or psychological aspects of healing that are common to all levels.

Most notably: people will die, and it might well be your fault. That’s ok! Maybe you picked the wrong target or the wrong spell, or you burned through your mana quicker than expected, or you completely forgot which combination of buttons and keys controls Chain Heal; those are things that everyone does while learning (and even when you should definitely know better!) so pick yourself up, apologise to your group and move on. That’s one of the best reasons for starting early, especially if this is your first healer.

You’ll also learn to spot when these problems aren’t your fault. If you have three people in your random dungeons who all seem to be tanking one creature each, you’re probably going to find yourself struggling to keep them all alive; that’s why we have tanks, after all, they take less damage. Firstly, you can use your new-found triage skills to let the idiot DK unfortunate damage-dealer die to save the tank. Then you can communicate with your group, explain your difficulty, and hopefully they’ll adapt and make your life easier.

Or they might vote kick you, in which case you were better off without them. Just hop back in the queue and you’ll almost certainly get a better group the next time around.

Switching At Eighty-Five

But what if you’ve got your Paladin, Priest, Druid or Shaman to 85 and really fancy taking up healing?

The first thing to do is to go back to the paragraphs above, if you skipped them, and check the sections on “How to Heal”, “User Interface” and “Psychology”. They’re probably still relevant to you too. You’ll still need a basic grasp of triage, a UI with the right information on it, and to have some idea about what healing might entail.
Assuming that’s all in place, there’s a few extra things to bear in mind when switching role at end-game.

The big difference is that the level 85 world is a lot less forgiving than the level 25 world. People have an expectation, reasonable or otherwise, that you know what you’re doing by the time you get to max level. Therefore a bit more preparation is required.

Spells and Abilities

At 85 you’ll suddenly be presented with a full toolkit of spells and abilities to use, and unlike at low levels where you’ll have a few levels between each new one to learn how it works, you’ll be expected to know what they’re all for right away.

There are a number of ways you can gain this knowledge. The first ones that gets mentioned are Elitist Jerks or PlusHeal. EJ tends to have a single discussion thread per spec, which can get quite long, but these threads usually begin with a huge mega-post with the current best practice in (usually titled “Compendium” or similar). PlusHeal tends to be more discussion-based, with threads discussing questions about stat priority, spell usage, and so on. You usually can’t go far wrong with a trip to your EJ thread for an overview of what spells are good for a given situation.
As a caveat though, EJ is explicitly raid-focused, so you may need to be a little careful about their recommendations if you’re doing 5-man normals, but the general thrust of the advice will be sound.

You could also have a look at the many excellent blogs out there, and see what they’re recommending. There are plenty of guides to 4.1.0 for every class.

There are other alternatives to just reading what to do. You could browse World of Logs for other guilds, on your server or beyond, and look for other people in similar content to you. You can then have a look at what they’re doing and compare their spell usage to your own. This again tends to be raid-focused, but if you look for people doing entry-level raiding it’ll be a useful pointer.

And let’s not forget that you can always ask other people for advice. Don’t ask Trade, you probably won’t get many useful responses, but if you have a friendly healer in your guild or someone with an alt of your class, try whispering them when they’re not busy or posting on your guild’s forums and asking for some tips. Often people will be quite willing to spend time talking about how they play with someone taking an interest.

Gearing

If you’re a Balance Druid, Elemental Shaman or Shadow Priest, you have an easier time of gearing up than a Feral Druid, an Enhancement Shaman or a Protection or Retribution Paladin because you’ll already have gear with Intellect on it, and you might have a fair amount of Spirit as well.

For your starter gear set, you’re looking to get anything you can with Spirit and Intellect on it. As you gear up then you might consider the secondary stats, but initially just make sure you have spirit on everything, reforging if you have to, so that you can last the fights before running out of mana. Sometimes people recommend picking up crafted blue-quality PvP gear to replace your worst pieces. This can be a good route to getting some higher itemlevel healing gear, but avoid filling too many slots this way because most of the PvP gear doesn’t have Spirit on it, and you can’t reforge the Resilience into Spirit, so you’ll end up a lot weaker than your itemlevel might suggest, and you might be allowed into heroics before you’re really equipped for them.

When you get into enchanting and gemming your gear is a bit of a personal preference, depending on your circumstances. If you have the cash to spare I’d encourage you always to go in fully enchanted and with blue-quality gems all over, to give yourself the best advantage you can. Likewise, consider popping a flask if you’re going to be running a lot of dungeons in a row; flasks are a massive stat boost, and persist through death.

Practising – Battlegrounds

Something I’ve used in the past, and something the Epic Heals guys mentioned too, is taking your new spec and UI into the battlegrounds. This is a great opportunity to check if your UI actually works for healing (you’d be amazed!) and to get used to the mechanics of healing in a less pressured environment. I’d suggest something bigger like Alterac Valley or Isle of Conquest rather than Warsong Gulch, just so you don’t have too much of an impact on your team if things don’t go smoothly.

The thing with the battlegrounds is that there’s almost always someone taking hurt that you can heal, and there’ll be dangers for you to survive while you’re doing it. At the same time, people expect to be dying a lot and so you probably won’t get yelled at when they do. And there’s often a lack of healers in battlegrounds, so anything you can do is better than nothing.

Your First Run

When you enter a dungeon for the first time hopefully you”re as prepared as possible and you’ll do fine. But it’s still important to communicate to your group. I strongly recommend mentioning to them upfront that you’re a fairly new healer, and politely ask them to take it slow or to be gentle with you. Most groups will accommodate you, since wiping is slower than just taking their time, but if they don’t, or they’re abusive, just wish them well and drop group. You’ll get another group soon enough, and you won’t learn much if the group isn’t going to work with you.

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