Blood Sport: Healing in Arenas

In fact, some team members will nerd rage on their healers for missing heals but the DPS classes have an equally important responsibility to peel enemies off their healers. Healing is a thankless job but someone's got to do it. If you happen to be the healer on your team, or luckily one of two or more, I salute you. You've taken on one of the most important roles in Arena PvP. When you heal in Arenas, you basically have to master three important skills: humping, juking, and drinking. Getting those three down pat should help your team coast to more wins than losses... or at least help you get a lot less nerd rage.
Humping
Also popularly known as pillar-humping, or using the pillars in Arena maps to break or abuse Line-of-Sight, this isn't as simple as sticking to the column in Nagrand. It takes a keen awareness of the map and, more importantly, awareness of your enemy's and teammates' positioning. To help with this, have your team leader place raid symbols on each of your members to make it easier for you to spot your teammates across the Arena map. You should also convert your party into a raid so that the symbols stay through matches. You can toggle 'V' to show enemy health bars, as well, which should give a general idea of where everyone is.
Some opponents bear more watching than others. For example, Priests will always be a threat because of Mana Burn. If a Priest has you targeted and starts to cast Mana Burn -- needless to say you should have the Target of Target display always on -- you can jump behind a pillar to break casting. The same goes for other effects such as Cyclone or Polymorph. What LOS won't break, however, are channeled spells like Drain Mana, so the only way to escape this is to interrupt the caster or run out of range.
Against melee classes, running around a pillar can frustrate opponents as long as you manage to keep snare-free or snare your opponent to the same speed. The health bar will show through the pillar so you'll always be aware of where your opponent is and be able to try and stay directly opposite them. This works for the pillars in Nagrand and the pillars supporting the bridge in Blade's Edge. You can try to circle opponents in Lordaeron, too, although it's easy enough to hop over to the other side.
The top of the crypt in Lordaeron creates a lot of problems because the four posts on the corners break LOS, so healing on top of it can sometimes be difficult if your teammates constantly circle it. This is obviously easier for Druids and Priests who can throw HoTs on their targets to buffer cast time heals, but harder for Shamans and Paladins who must stay still in order to land a heal.
Learn to kite. If their DPS is on you, it's important to kite them. Humping helps a lot, making it easier to escape ranged classes. At any rate, try not to stay static, even if there aren't any opponents on you. Learn to move with your team so that nobody overextends and goes beyond your healing range. Memorize the features of each map, as the different maps have unique structures that aid humping -- the pillars in Nagrand is an obvious one, as is the crypt in Lordaeron. Blade's Edge is an extremely fun map because you can weave through the bridge, the ramp, and even the pillars while you can use the starting areas in Lordaeron to jump out of LOS. The longer you stay out of LOS, the better. Just don't forget to keep your teammates topped up.
Juking
Another important skill for healers is faking a heal. This is perhaps more important to Paladins than any other healing class because getting interrupted while casting locks the Paladin out from doing anything at all. For this reason alone I still employ the obsolete /stopcasting macro which cancels my current heal instead of putting it in the queue. This is more efficient than breaking heals with movement, which costs precious split seconds.
It is imperative to get an AddOn that helps you track spell cooldowns, such as the essential Afflicted. This is probably one of my favorite AddOns in PvP, giving me an idea of my window to cast spells. It also helps to understand what classes can interrupt and lock you out of a school. For example, if a Shaman is waiting for my heals I don't worry too much because Earth Shock is a mere 2 second school lockout (GCD is already at 1.5) whereas Pummel, Kick, and Counterspell all have longer lockouts at 4, 5, and what feels-like-forever 8 seconds respectively. There's also the Shadow Priest's Silence and Felhunter's Spell Lock, although Silence is on a 45 second timer and many Warlocks usually, naively, leave Spell Lock on auto-cast.
While humping should probably be your first option to avoid interruption, juking is a close second when the match requires you to be in the thick of things. Some good players will have you set as their Focus, making it easy to Counterspell or otherwise interrupt you even in the middle of DPSing. Juking is essentially the pump fake of PvP and you can throw 1 or 2 fake heals in order to bait an interrupt. Having Afflicted allows you to monitor your window and give you latitude (or courage) to heal like a madman. Because there's so much damage being dealt in Arena matches, it happens often that you'll need to throw out your biggest, longest cast heal so you'll need as much leeway as you can get.
Of course, having a Rogue on you is a different matter altogether as they simply have too many options to completely shut down a healer. From Kick to stuns to Gouge to Blind -- and even an offensive Sap used when you're casting out of combat -- a Rogue can effectively impair healing completely. Although this can gimp their DPS, some teams will take the tradeoff in order to remove a healer from play. In situations like these, the only thing you'll need to watch is Kick, as it's the only spell with a school lockout. You can also trinket your way out of a stun or Blind, so the best thing to do is take it on the chin and hope your teammates can peel the Rogue off your butt.
Drinking
The last great skill of any Arena healer is the art of drinking. Although this applies to all casters, it's critical for a healer because a healer without mana is equal to a dead teammate. Particularly against teams with drain capabilities, drinking is part of the combat experience. You will, invariably, find yourself out of combat several times during a match. Pay attention. Drink. If nobody is dying, drink. Find a pillar, sit down, and drink. Needless to say, always have several stacks of Star's Tears ready before every match.
This is an extremely difficult task, however, against teams with pet classes. Smart players will have their pets constantly on the healers to keep them in combat, preventing drinking. There's simply nothing you can do against this except to kill the pet or run it across the map as far away from its master to despawn it (I'm not sure this still works). In these situations, call for help. It's your teammates' responsibility to peel at least the pet off you in order for you to find a window to drink.
When should you drink? Personally I'd say early and often. As long as your teammates are in good shape, drink at every opportunity. This means any window where you get out of combat. If you're not the only healer, coordinate with the other healer to buy some time to drink. Mana is not a constantly self-renewing resource like Energy or Rage, so it's important to have as much mana during a match. A mana-less healer is often the target of a swap and is also often very dead.
There you have it. Three simple skills that should help any healer in Arenas. Needless to say it also requires extensive knowledge of your class... a Priest healer won't simply be spamming Flash Heal, for example. It's usually a healer's responsibility to dispel, too, so there's a strategic choice of whether to activate the GCD for a dispel or continue spamming heals. Have a good time keeping your friends up, and always remember to hump, juke, and drink.
Filed under: Paladin, Analysis / Opinion, PvP, Blood Sport (Arena PvP), Arena






Reader Comments (Page 1 of 2)
Furiosa Sep 22nd 2008 9:14PM
I'd also add knowing when to turn offensive. Speaking as a shaman, a few well timed lightning bolts + shocks can win or lose a game, do it at the wrong time though, and you just lost a chunk of mana for no gain.
Doctor Jones Sep 23rd 2008 3:00PM
Thanks for posting this, owning 3 different healing classes and healing in arena with all of them is def. a thankless job. I feel though our job is going to be even harder now that you have released all of our secrets(well some...bwahaha)...always enjoy the posts keep em' comin!
Azurem Sep 23rd 2008 12:49AM
Does hitting the Escape key do the same thing as a /stopcasting macro?
Zach Sep 23rd 2008 12:52AM
Not quite. /stopcasting works to cancel the spell currently being cast and start a new one immediately. The Esc key is another button press. A healing spell macro prefaced with /stopcasting is a one-button press that works wonders.
dan Sep 23rd 2008 2:43AM
Yes.
BooDizz Sep 22nd 2008 10:45PM
i recon your nerd rage is
Dinich Sep 22nd 2008 10:46PM
Arena GEAR is the worst thing to happen to WoW. If arenas were there alone, it would have no impact on anything. However, the flood of easily accessible epics is what ruined WoW.
Riph Sep 22nd 2008 10:55PM
On another note...
I've always had trouble getting pets off of me alone. It's a little easier to confuse them in Blade's Edge (run up the bridge, jump off and run to the diagonal ramp), but anywhere else is just a pain. Anyone have tips for solo fleeing from pets?
If you'd like to give class specific help, I'm a priest ;)
Furiosa Sep 22nd 2008 11:20PM
Your boned on nagrand / ruins if your trying to get away from the pet, as a priest, granted your options are limited, but generally dot it up and deal with it, when the pet gets~half health and the opposing healer is busy with other things, just nuke it yourself, or get your dps to switch to it for a quick burn. Druids / Shaman have an easier time with this than most, but a priest / paladin can be just as effective. And a lock / hunter without their pet is pretty much boned.
buenoexcellente Sep 23rd 2008 12:53AM
In almost every case getting the pet dead should be your and your team mates priority. If the pet is keeping you in combat, you aren't going to win the mana war.
Spec into Reflective Shield and most pets will halfway kill themselves. Pull them behind a pillar and finish em off with Smite. Either their healer will have to come to you to keep the pet alive, and eat a Fear > Mana Burn/Mind Control or the pet will get pulled off and you get to drink all day long.
Zep Sep 22nd 2008 11:32PM
If it's not gonna be a fast win... tell your partner to hit the pet. It goes down easier than a well-geared player, and it can turn the tide a few minutes later when you're OOM.
Zep Sep 22nd 2008 11:33PM
And felhunters... with auto-dispel they can dispel a Nature's Swiftness before you can use it, or dispel an innervate immediately. God I hate felhunters :\
Fireflash38 Sep 22nd 2008 11:48PM
Only if you have no buffs already, or they get really lucky. And only if you don't have your heal macroed.
Of note when juking interrupts (as a priest): Cast Mind Control, Mana Burn, or some other Shadow spell, and spam your flash heal as it ends. If they don't interrupt the shadow spell, continue, as MC and mana burn can be exceedingly more dangerous than a flash heal.
Also, cast a long spell like Holy Light, or Healing Wave for the fake cast, most people will jump at the chance to interrupt that.
Fracow Sep 22nd 2008 11:38PM
Gay.
Thats my definition of arena healing atm.
Runing around, pillar humping, drinking?
Its all just annoying and just not cool.
Hopefully, with the SP change healers will have more offensive power new CC and WRATH arena are going to be more dynamic for healers.
Well timed damage or controling skills so the healer is more involved in the combat and tossing some big heals too.
joshcolling Sep 22nd 2008 11:38PM
If you want to know what is wrong with arena and how to fix it read this: http://www.wcradio.com/forum/index.php?topic=4394.0 or you can download a podcast version there is a link in the post to it.
Shisho Sep 23rd 2008 10:23AM
Stopped reading partway into it. His idea isn't going to work at all. You simply can't have leagues that are evaluated and established month to month. What happens for all the teams that remake or people that switch teams?
You'd have to be locked into a team for a very long term commitment to get anything resembling a rating or rank. Teams fall apart, people quit, people switch comps, etc.
The problems he discusses are accurately portrayed, but his solutions are just as equally flawed.
dan Sep 23rd 2008 1:04AM
"humping, juking, and drinking."
Sounds like a good saturday night! /rimshot.
Andelorn Sep 23rd 2008 8:01AM
I've very little experience healing arenas, but so far for my Disc priest I've been 99% running around trying to keep myself alive while the enemy team focuses on me and 1% healing my teammate. My shield lasts maybe a single MS, a few seconds against a rogue, dispelled by anything that can dispel it, etc.
Frank Smith Sep 23rd 2008 4:47AM
healing in arena is enough to make you want to slit your wrists. if you do your job well, they all target you. if you don't, you fail and the loss is all your fault.
Bradley Nash Sep 23rd 2008 7:50AM
"thankless job".......
why is it that i constantly see this or something similar to it? why do healers and tanks need to be thanked all the time? nobody ever thanks dps and the only time they complain about it is when tanks/heals want to be thanked. you should not be thanked for the job your supposed to be doing.