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3-17-2008 @ 12:31AM
This article talks about how "big heals" have "more aggro", but it just isn't true. Threat scales with effective healing and ignores overheal, and so healing threat is bounded at the minimum by death and at the maximum by the top of the player's health bars. It doesn't matter at all how "big" your heals are, it just matters where the health of your tank is in the bar. If the tank's health is at the top, you've acquired maximum threat possible. If the tank is 1 hitpoint from dead, you've acquired the minimum.Of course, letting a tank's health float much below the maximum is an invitation to tank-death, so most healing rotations will push the tank's health toward or completely to full at one time or another, ie. maximum threat.So we see that the *size* of the heals doesn't really have an effect upon a healer's threat level.What is something that healers have to consider is when to *push* the tank's health up and when to let up and let it sink for a time. This is a matter of timing. Obviously early in the pull, there has to be some sinking. When adds appear, there will be some sinking. When aggro is solidly established, there should be some health rising. Essentially healing is about the tempo of the fight and knowledge of how your tank applies threat to the total group.
3-17-2008 @ 10:53AM
You are correct, healing aggro is healing aggro, but I think what he means is you have a better chance of not pulling threat immediately if you use a HoT or smaller flash type heals at the start of a pull.If you drop a bomb for 6k there is a good chance that you'll pull any off-tanked mobs from the tank at once and all would be hard to regain aggro. With HoTs there is a good chance you'll get just 1 or 2 and then they will be 'easy' to pull back off you.
3-17-2008 @ 12:42PM
Trying to modulate heals to avoid pulling aggro is a very good way to kill a tank. If I drop a crit big heal (say 6-8k of possible effective) and the whole thing counts as effective then I damn well needed to throw that heal. Unless we're talking about runs with massively overgeared tanks who can afford to comfortably have 3-5 mobs hitting them and 6-8k of health missing from their pool, which btw brings up a whole NEW set of issues for warriors since that level of HP comes from gear that means they'll be rage starved due to lack of incoming damage. Running without CC realistically means your tank can burst a large amount of threat onto a target and then move on to sustaining aggro on the others while dps burns the first one down ASAP. This means you can heal hot and heavy to keep the tank up and by the time a mob is thinking about turning and running to you the tank is all over it cuz the rest are dead.
3-17-2008 @ 2:51PM
Callandra: Overtaking the tank's threat by a little is often WORSE than overtaking it by a lot. Either way the mob starts taking off, and either way the tank needs to taunt it off you. If she taunts off you for a little heal, more heals will come and the taunt is on cooldown. If she taunts off you after a *big* heal, that's tons of free threat for the tank.Again, the only cut and dry issue is that it's necessary to *wait* before beginning healing, at least with a larger pull, and that if you can get away with a smaller heal as your initial heal that's a good idea. But often when running without any kind of CC, your first heal is optimally going to be something like a greater heal, because that means it can land *that much later* in the fight.
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