Post by Shane Small on Jul 19, 2009 20:36:16 GMT -5
What to cast
Spam Wild Growth. You'll be using Wild Growth for a huge chunk of your raid healing. The only reasons not to use it are when only one toon has taken damage, or when someone is so gravely wounded that you need a big heal Right Now.
You can do some things to get the most out of Wild Growth. Keep in mind that it's a smart heal. So when you cast it on a toon, WG will hit the 5 toons within its range that need it most. (Note, this might not include the person you cast it on!) This is where knowing the nature of the damage helps. If it's geographically localized — say, the melee are hit by a Whirlwind — make sure you cast it on someone from that group. In extreme cases when the raid is highly spread out, you might not even be able to hit 5 toons with the same WG.
It's also worth noting that WG doesn't know about healing assignments. So maybe you're assigned to Group 4 or whatever, but WG will hit anyone. That's true of a lot of other spells too, so don't fret over it too much. Try to make sure however that you're at least hitting part of your assigned coverage.
So use WG when you can. But sometimes it's not enough, and even when it's good you'll have it on cooldown a lot. What do you do then?
Light raid damage: If the toons aren't hurt too badly (and if you're not using WG) your best bet is to use HoTs, most probably Rejuvenation. The other alternative is Lifebloom. Rejuv does more healing and also sets up a Swiftmend if necessary. On the other hand, LB delivers its initial healing faster (Rejuv doesn't tick for 3 seconds) and (before the 3.1 patch) has a slightly lower mana cost. Either one is pretty good if the toon doesn't have a ton of damage and can wait for his heals to add up. You can also spread around a combination of Rejuvs and LBs (plus WG of course) to top off a slightly bigger chunk of damage.
Heavier damage: This is the situation when someone's taken a bit hit and needs an urgent heal. Your goal is to get their health bar up quickly — maybe not to 100%, but at least enough so they won't be killed on the next hit.
The first choice here in many situations is the combination of Rejuv followed by Swiftmend. This sends a big heal within one GCD, and (if glyphed) leaves a Rejuv behind to top off the toon. Many Druid healers don't use Swiftmend enough — I know I don't! It's great for this kind of thing.
So Swiftmend is great, but often it's on cooldown. It's amazing how long 15 sec can be, especially if the whole raid is getting hit fairly hard. If the toon is badly wounded, probably your next option is to cast Regrowth. It gives you both a big direct heal as well as a useful HoT.
Nourish is your other option. Today (as of 3.0.9), I think Regrowth should usually be your first direct heal. Use Nourish as your first step in two cases. For one, if you already have another HoT on the toon, then Nourish will get the 20% boost that makes it more useful. The other situation is when the toon is gravely wounded (say, down to 5% or less health) and/or is taking damage rapidly. Then you might spam Nourish to get some very quick health back onto the toon.
The other big use for Nourish is as an additional spammable heal to get a toon back to full health. With the Regrowth HoT active, Nourish gets a 20% boost, and it's faster to cast than Regrowth. So if you still need to heal after your first Regrowth, consider switching to Nourish.
Nourish is really going to change in 3.1, so I expect this evaluation to shift. I don't have a full analysis now, but I'll provide more (and update this article) when we've learned more (and when 3.1 is in a more stable state). In short, however, Nourish will probably be better and Regrowth a little worse, so you'll want to use Nourish some more.
Finally, I want to mention the Nature's Swiftness + Healing Touch combo, especially if you have a macro to put them together. It will arrive faster and heal more than any other heal. The problem is the 3 minute cooldown; often you will either have it unavailable, or you'll be saving it for a 'real' emergency. Don't be afraid to use it; 3 minutes isn't that bad, and you might well get a couple uses from it within a single boss fight. Just be ready when it's not available.
Prioritization
Sometimes, you'll have more raid damage than you can deal with. This is where my earlier discussion of triage comes in. You have to know who to heal first, and who to ignore.
The toughest question is when to give up (on a toon, not the whole raid!). Sometimes the damage is too high for you to heal through. This is most common when a toon pulls boss aggro. If the toon is likely to die even with your heals, you don't want to waste the time and mana spent healing him. This is rarely an option for the tanks, but it's a common consideration for DPS and sometimes healers.
If you're forced to choose between two injured toons, it helps to know who does more for the raid. Many boss fights with enrage timers will test your DPS; if two toons are close to death, you'll want to save the one with higher DPS. You'll often have to prioritize healers above DPS, but in some cases the DPS is more important; this will depend on the fight. Class can matter here too; save the Moonkin, and maybe she can use her Rebirth. On the other hand, maybe that Shaman can use Reincarnation to rez himself if he dies. (Or maybe it's on cooldown — don't assume that Shaman will be happy if you let him die!)
However, you should almost always make sure to heal yourself. This comes from the principle that you can't do any healing when you're dead! The only exception is a desperate attempt to keep the tank alive. Also, if someone else is designated to heal you, you may have to trust them to take care of you. In general though, you need to be aware of your own health and the damage you're taking.
Summary
OK, wow. That's a lot of stuff! Really this is all designed to help you make good choices. Knowing that stuff will help you do much better raid healing. But if you're in doubt, a good outline of raid healing looks like this:
Know your assignment and make sure you cover it. But help out others if you can.
Use Wild Growth a lot.
Use Rejuvenation and Lifebloom to heal mildly wounded toons.
Use Rejuv + Swiftmend if someone's hurt badly.
After that, use Regrowth and/or Nourish to save the gravely wounded.
Remember Nature's Swiftness + Healing Touch for real emergencies.
Main Tank Healing
Your HoTs (Heal Over Time spells) will form the base that do most of your tank-healing work. I'm talking about two spells: Lifebloom and Rejuvenation. On some fights, they'll be all you need.
Lifebloom (LB)
Lifebloom is the defining spell for Druid healers. It's also the centerpiece of your tank healing.
LB is a great tank healing spell because it's fairly powerful, ticks every second, and is mana efficient. On your tanks, you'll want to keep up a stack of 3 Lifeblooms, without letting them bloom. You should be able to keep a Lifebloom stack rolling on up to 3 tanks without too much trouble, depending on spec and glyphs. (Practice this if you need to.)
Don't let the stack expire. Your mana efficiency and healing throughput take a big hit if you have to rebuild the stack. The key here is timing your refresh cast: earlier hurts your mana efficiency, but too late and you'll lose the stack. (Lag can hurt you here too.) I usually shoot for about 1s left, or 2s if I'm being careful.
Rejuvenation (Rejuv)
Rejuv is a nice complement to Lifebloom. It ticks every 3 seconds but its ticks are fairly big. Another reason to keep Rejuv up: you can Swiftmend off it when needed.
Rejuv is unlike Lifebloom: you want to let it expire before you re-cast it. That's because it only ticks 7 times. If you re-cast it before it hits 0, you'll lose that last tick - almost 15% of its healing power (and mana efficiency). Remember, if you're looking at a timer, "0" usually means "less than 1 sec" and not "expired".
(Regrowth can bridge the gap between your foundation and spike damage. More on that in the next section.)
So for basic tank healing, keep Rejuv and a full stack of Lifebloom up at all times. Do this, and you've done 75% of your tank healing. But the other 25% comes at really important moments — when your tank is in a bit of trouble.
Spike Damage
When your foundation starts falling behind, you need to get caught up. We have a few heals in our arsenal that do this. The three most important are Swiftmend, Nourish, and Regrowth. Unlike the foundation, these are more of a choice: what's appropriate for the situation? They each have strengths and weaknesses.
Regrowth
This is an amazing spell, and you'll use it a lot. It is your biggest quick-cast catch-up heal, especially with its high chance to crit. So it's a good spell for when the tank has a sizeable health deficit. But it also leaves its HoT behind, so it's useful as an additional piece of your healing foundation. Its biggest weakness is that it has a fairly high mana cost. Use it when your basic HoTs are losing ground, or when the tank is less than 50% health.
Swiftmend (SM)
Swiftmend is a great spell: instant cast, decent healing throughput, decent mana efficiency. It requires an existing Rejuv or Regrowth on the target; that's why you'll always have Rejuv up — right? Its biggest weakness is the 15s cooldown. That does limit its use, but don't be shy: use this as often as possible.
The Glyph of Swiftmend is almost mandatory — it stops the Swiftmend from consuming your HoT. Basically, it saves you a GCD every time you cast Swiftmend. Highly recommended.
Nourish
Nourish is a pretty good spell, though most Druids are having a tough time deciding when to use it. It's quicker than Regrowth and uses less mana. But since many Druids have more mana than they can use, there's little motivation to be efficient.
My current recommendation is to use Nourish if the tank is between 75% and 50% health, and if Swiftmend is on cooldown. I expect however that Nourish will get buffed, probably through an added glyph, and that Regrowth might see a bit of a nerf. Watch for developments in this area.
Panic Buttons
When the tank gets below 25% or so health, you need to start reaching for heroic measures to keep him alive. Druids are a bit lower on panic buttons than many other healers, but use what you've got.
Start by hitting your Swiftmend if it's not on cooldown.
Your big panic button is the combination of Nature's Swiftness (NS) with Healing Touch (HT). This gets you an instant cast HT, which hits big and can crit for even more. This can restore 25% or more health on even a well-geared tank. It's on a 3 minute cooldown, so you get maybe one or at most two of these per fight. Put these into a macro for best use.
If Swiftmend and NS+HT are on cooldown, your best bet is a combination of Regrowth and Nourish. Nourish will hit faster, so use it if the tank is really low. Beyond that, the key variable is whether you have the Glyph of Regrowth. Without it, Nourish is more efficient and about the same at healing throughput. With the glyph, Regrowth is about as efficient and a lot more powerful. See Phaelia's Direct Heal analysis for the details — but expect this to change with later patches.
Finally, there's Tranquility. This is a wonderful spell in 5-man instances; it can keep the whole party from death — not just the tank. It can be pretty good in raids, too — if you're grouped with the tank(s). Just remember that it has a 30-yard range, so you need to get at least a little bit close. If you're taking damage, you'll need to pop Barkskin to prevent Tranq clipping.
Other Considerations
One of the biggest things you can do to improve as a healer is to anticipate the fight. Make sure your HoTs are refreshed before stuns, if you know when they're coming. If an aggro switch is on its way, start stacking HoTs on the next tank. This kind of anticipation is what distinguishes the really good healers.
Be ready to use Abolish Poison and Remove Curse when necessary. It helps a lot if you know what kind of curses or poisons you're dealing with. Many are actually not that painful, and you can either delay cleansing them or just heal through them. But some are deadly. One example is Maexxna's Necrotic Poison. It reduces healing received by 90%, so you're basically locked out of healing your tank until you get rid of this.
Finally: practice. This is the most repeatable part of your healing job, and the piece that will benefit the most from refinement and repetition. Practice will help you time your HoT refreshes better and will help your reaction time to damage spikes. Polishing your tank-healing skills will really help you shine as a healer.
Summary
Know who your tanks are.
Start tanks with a base stack of 3 x Lifebloom and a Rejuvenation.
Spike damage: Use Swiftmend when it's available, Regrowth, or Nourish.
Also use Regrowth for its extra HoT.
Panic buttons: Swiftmend and/or your NS+HT macro.
Remove curses and poisons, especially the worst ones.
Know the fights and what the mobs will do.