First impressions: 5-man healing in the beta

Please note that this is written from the perspective of a 70 Restoration Druid, so unfortunately I can't comment on whether Priests, Shamans, or Paladins might have had an easier or harder time healing the instances. I have a good but not jaw-dropping resto set, and on the live realms clock in around +1998 to +2100 healing unbuffed. If your gear's better or worse, then just adjust the potential difficulty level as needed. And even if you're not a healer, you still might find something useful here:
So far I've healed Utgarde Keep twice, Azjol-Nerub three times, and Anh'Kahet once. AK is technically beyond my level range at 74-76 (my main is still 70 in the beta) but is doable as a healer if your party's gear is decent, people aren't stupid, and your tank is 74+. The TLDR version of this article: the 5-man dungeon experience in Wrath has been enormously (and positively) affected by players' access to quality gear outside of raids, and you will probably have fewer issues with early dungeoneering than you did in BC. I haven't seen any dungeons apart from these yet, but the three I saw were wonderfully designed, fun to heal, and -- words fail me, just plain beautiful. The level of detail is stunning.Here goes:
- Have healed two Paladin tanks so far, one in Tier 4 and badge gear, and the other in a mixture of Tier 4, Tier 5, and Northrend quest rewards. Paladins continue to be excellent AoE tanks, which is extremely helpful in Azjol-Nerub especially. Don't believe Blizzard when they say they're downsizing the number of mobs per pull, but even large add waves are far more manageable than what you might be used to from Shattered Halls (it might be more accurate to say that most trash pulls are smaller, but there are still plenty of AoE tanking situations in all three dungeons). Both paladins were generally easy to heal; if you have a Kara or better geared tank in the early Wrath dungeons, they're unlikely to suffer big damage spikes.

- For Utgarde Keep I had a Warrior in Tier 6 with some DPS pieces sprinkled in. Easiest to heal of all four tanks if for no other reason than gear, I suppose, and our group (warrior, me, retribution paladin, shadow priest, and demonology warlock) literally chain-pulled the whole dungeon, bosses included. Warrior AoE tanking has improved tremendously since Burning Crusade, so you don't have to worry as much about getting your face smashed after an early heal. Excellent single-target threat as well. You may wind up healing the group more than you heal them.
- Unfortunately I have not yet healed a Druid tank in the beta so I'm not sure how they're faring. I can tell you that in the beta I am down roughly 11,000 armor in bear form while feral, to what effect in early dungeons I don't yet know. Druid threat (both single target and AoE) seems to have been given a large boost, however, and Blizzard is still fiddling with the new Protector of the Pack talent. I'll respec feral this week and see what I can find out for you.
- Death Knight tanks: I've only had one of these so I don't know if this guy was representative, although his gear likely was (I'm assuming that most DK players will continue to level through Outland to hit Northrend as early as possible).
It could have been a player skill issue and there will likely be an element of that to all DK's (not having had the benefit of playing the class from level 1 onwards), or...well, it could just be the class or spec. It's probably too early to tell. He was by far the hardest to heal with the largest and most frequent damage spikes, and the only tank for whom I had to stop and drink on a regular basis, or blow Innervate for on a boss fight. At the raid level Death Knights are clearly intended to specialize more as spellcaster tanks; versus heavy melee damage, I don't know that they'll do as well. Until they've achieved gear parity with their pre-BC tanking brethren, I'm withholding judgment, but if you're healing one, be prepared to have an Oh Shit ability or two hotkeyed. If the guy I had tanking Azjol-Nerub is indeed representative, then expect your average DK to be a serviceable 5-man tank who can hold aggro well, but they may require more healing attention than other tanks. This got hairy on boss fights, but again, I've only had one DK tank so far.
- Tanks seem to have far fewer issues holding aggro so far, and the trend seems to be away from the crowd-control mania you saw in BC. This does, however, mean more mobs on the tank, so plan accordingly.
- On average trash pulls, there's not a ton of AoE or group damage, but keep an eye on your melee in Utgarde Keep especially.
I still don't know how this happened, but our ret pally got wrecked in the dragon room and I'm not sure whether he got cleaved or if he momentarily pulled aggro or what. With that said, he was also a poorly-geared alt who'd arrived in Northrend in greens and was rocking about 6.5K health, so whatever the hell hit him would probably have less effect on a player who'd spent more time at 70 in Outland (most of my groups' DPS had badge gear, Season 2, and/or various tier/Kara/ZA pieces). On the last two-mob pull before Anub'arak in Azjol-Nerub, the mobs have a drain ability similar to Hex Lord's (wait for it to wear off before you start pestering ye olde lore figure) and a type of shadow damage debuff that can produce some fairly insane burst. However, this happened the first time and not the latter two times I did Azjol-Nerub, so I'm not sure what triggers it or how. Keep people topped off just in case.

- BOSSES: there's nothing out of the ordinary from a healer's perspective on bosses in Utgarde Keep (not to say they're uninteresting, just that there's nothing you really need to worry about that I can remember). In Azjol-Nerub, watch out for poisons in the trash waves before the first boss (Krik'thir). A random member of the group will also be encased in spiderwebs every wave and be unable to move or cast until the group destroys the web sac. It doesn't seem to have much health (two Moonfires will take care of it if you're a Druid) so you can often take care of this yourself. Tank threat is usually sufficient on these waves that you don't need to worry about being eaten alive, but keep an eye on your clothies both here and on Krik'thir. Krik'thir has an AoE curse and summons a metric ton of non-elite adds. They don't hit for very much, but there are a lot of them (see picture earlier in the article); again, watch the squishy people. The next boss, Hadronox, has an AoE poison, but more importantly, will heal himself for a ton of health if he kills a player or an NPC mob. You can't do anything about the mobs he'll kill while your group deals with trash waves, but try not to lose any group members once the tank engages him. Anub'arak, pictured above, is (again) an add fight. He'll dig underground at intervals and summon waves of adds, some elites but mostly non-elites. Again, they don't hit too hard individually, but there are an awful lot of them. Watch your clothies (and yourself!) and keep your tank topped for when Anub'arak re-emerges. He doesn't wipe aggro in between.

- ANH'KAHET: this is a level 74-76 dungeon that's pretty much at the upper limits of what you can expect to heal at 70.Trash is unremarkable until the larger packs you'll pull before the third boss; these will hit your tank fairly hard, but be very careful about pre-healing because you want them on you even less. That was actually the only wipe on trash I ever had; a higher-level healer may have less difficulty with it. Boss encounters -- Prince Taldaram, Elder Nakox, Jedoga Shadowseeker, and Herald Volazj -- are all quite interesting but (with the exception of Prince) add fights to varying degrees. Elder summons non-elite adds that will have to be AoE'd down, unless you have enough DPS just to focus on the boss and heal through the damage (as the tank advised my group). Use your best judgment here; on a well-geared tank, Elder doesn't seem to hit too hard, so you should have enough GCD's to spare for the group. Jedoga, similarly, is an encounter that will depend entirely on your DPS. She gains power for each acolyte making it to the center of her platform to be sacrificed, so DPS needs to unload on these guys ASAP. If your group is slow at moving out of her AoE ability, you'll also have a lot of damage to mop up. If the acolytes get mowed down in enough time and people avoid the AoE, you're unlikely to have problems. Old Gods will start whispering you in this portion of the dungeon like C'thun, which is a really fun little touch and a lot more entertaining than general channel chat gems like "HOW I GET HORS?" When you roll a Death Knight that joke will suddenly make brilliant sense, I promise.

Herald Volazj is an entertaining fight -- the best and most memorable of the early dungeons -- although as a 70 it was more difficult than I expect it would be for a level-appropriate healer. If you've done the last boss in Auchenai Crypts or Leotheras the Blind, you've seen a similar mechanic, although this one's a lot more fun. Volazj will force each player into a shadow realm with a debuff called Insanity where you have to kill copies of your group's characters in order to get out. And yes, they ALL attack you at once. As you might expect, with tank damage going up in Wrath, healers will probably have a harder time with this than anyone else, so you may want to pack a few pieces of more damage-oriented gear. Then again, with all +damage and +healing being condensed into the single +spellpower stat, that's probably not necessary and is possibly more a reflection of my healing a 74-76 dungeon at 70. I had trouble initially but used Barkskin and Hurricane to kill the melee toons, and then used Moonfire and Wrath on the ranged. It's more mana-intensive for healers to kill their adds, you'll need to mop up add damage on your group (you'll usually get a glimpse of "yourself" trying to kill your group members) and Volazj will do respectable melee damage on your tank, so pack some mana pots just in case. All in all a very fun dungeon and you'll probably enjoy the last fight a lot.
And God bless whatever developer gave Druids an out-of-combat resurrection. I didn't get to use it much, but I squealed like a little girl whenever someone died. Huh. That might be why my guild doesn't let me heal anymore.
Filed under: Druid, Death Knight, Guides, Bosses, Features, Instances, Tips, Analysis / Opinion, Warrior, Shaman, Priest, Paladin, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Katakotia Sep 23rd 2008 7:28PM
Excellent article, and I laughed at the "Oh shit button" part. You put this together with a strange composition, but it seems to have worked.
-Kata
LittleHonors Sep 23rd 2008 7:35PM
Very informative post and an excellent read. While I do not play a healer I do play a Pally tank so i really enjoyed your overall view of the dungeons and encounters.
Thanks,
LittleHonors
Vellas of Shadowsong Sep 23rd 2008 7:55PM
I play a resto shaman right now with a decent amount of sunwell experience and I wonder how well I'd be able to heal a 5-man as elemental spec with the spell power changes as I don't plan to level to 80 as resto.
I know you would be missing some core healer functionality and utility, but nonetheless, I'd actually be curious how that would work out for any hybrid(Boomkin, Protadin, S.Priest, etc.) since I wasn't graced with a beta invite to try it myself.
Rob Sep 23rd 2008 9:17PM
Healing as elemental would be a little scary, but as long as you are over-geared, you can probably pull it off.
I've healed UK on my Resto Shammy. Riptide needs a buff! But I do like it, I pretty much just cycled Riptide > CH > CH (repeat). But it's nice to have the fast Wave spells when needed.
Even as is, Riptide does make a noticable difference to Chain Heal... plus the instant heal/HoT was just enough to top off the warlock in my group when he lifetapped, without getting in the way of healing the melee.
The warrior tank had no trouble holding 3-4 mobs... no vent and we weren't even marking!
Khanmora Sep 24th 2008 8:37AM
I haven't gotten to heal UK since they switched from Spirit Link to Riptide yet. Glad to hear RT helps cause the last boss in there (Ingvar) was ridiculous to try and heal until the dk in our group put up an anti magic shield for the mage and myself in phase 2. Although I think it would be much easier for a class that had more choices for instant heals and hots as they are less likely to be hit by the silence.
Muse Sep 23rd 2008 7:41PM
This matches my experience playing as a holy priest as well. This early, a lot of people are re-learning their class, toying with new abilities, and don't have access to a lot of the addons they're used to running. As a result, party-wide damage is a lot more common now than it will be after a few months once everyone gets more settled into their individual roles. A few times I've had to simply shield up and let a random non-elite add keep hitting me until the tank and DPS could figure out what to do about it. Low-level normal instances are fairly forgiving like that.
The Death Knights tank just fine, but as noted they do require a bit more attention due to being a bit behind on the gear curve.
For the fun of it, at 70 I did a Guardian build, forsaking Meditation in order to reach it: It was doable with t4 gear. Required drinking between fights, and I've never been so happy for an innervate in my life. But perfectly doable for the 70-74 instances. (and if it's not - blame the DPS for not killing stuff faster)
One piece of advice I'd like to give for healing in early Wrath: Don't be afraid to use your cooldowns during trash, even if you don't strictly need them at that point. A lot of things have changed for healers, and getting familiarity with what you can do, while under reasonably comfortable and controlled conditions, is invaluable for when things get harder later on.
Frogonius Sep 23rd 2008 7:56PM
Really great and informative article about what healers should expect when wrath launches. Although i am a resto shaman, i still found much of what was written to be a good heads up about the encounters. I cant wait to get in there and start healing again. Resto 4 Life! xD
sonicmagic22 Sep 23rd 2008 7:58PM
Why is Anub'arak diminished into a 5 man dungeon boss, in frozen throne he was a badass!
If you ask me they should switch Anub'arak and Anub'Rekhan so that Anub'arak appears in Naxx and Rekhan appears in the 5-man dungeon.
Besides, he was the king of the entire Nerubian race, right? In order to be the king you have to be the strongest. So I'm guessing that Anub'arak is stronger than Anub'Rekhan from a lore standpoint.
Raya Sep 23rd 2008 8:02PM
All smart healers have a "oh shit!" button. I have one when there is a major spike in damage or when I've been stunned or silenced thereby not allowing me to heal tank. Its basically one of your instant heals - for pallies just one X( - macro'd with one of your trinkets.
Lemons Sep 23rd 2008 8:12PM
Is anyone else a little taken aback that Anub'arak is a punk in wotlk, when he was a badass in frozen throne? Seriously he should be a raid boss not sitting at the end of a 5-man.
Just switch him with Anub'Rekhan in Naxx, that would fix it.
audioSE Sep 23rd 2008 8:15PM
I noticed the Healing Touch glyph. Did you find yourself using HT a lot, as opposed to the standard set of HoTs and Swiftmend'ing? I'm curious, because the idea that a Druid healer requires a certain major glyph just to make one of their spells viable kinda bugs me.
shadowminx Sep 23rd 2008 8:23PM
Awesome read, thank you for the insights! As a fellow druid who has tried all three specs, I love the little bit of preview of what is coming and what to generally expect in terms of difficulty. Also, as long time feral, I can't WAIT to read up on your feral experience (if you end up doing that). Keep up the excellent work!
Varkelen Sep 23rd 2008 9:13PM
Playing a Deathknight on the beta right now, level 69 and just about to tank UK, I have to say I think spec and player skill will matter alot with DK's. Mitigation can be VERY high if you play your cards right and spec properly. On my Dk, I have about 17% starting parry and after 1 rotation I usually have around 27% parry for the rest of the fight. I'm blood spec, so I get the healing even when in frost presence, I have tools to heal myself and increase the amount of heals going in on me and I have some quick mitigation buttons.
Chances are, its not so much gear with DKs at the moment, but just knowing how to tank as one that will make it so DK's have to learn as they go. With any other tanking class, you have nearly 2 years or so, longer with warriors, of how to tank. Pally, go in, judge such and such, cast holy shield or whatnot and consecrate like mad. And so on. Now we have a brand new class with none of that back knowledge. So it might take awhile.
Sylvok Sep 23rd 2008 9:22PM
I think it was a lack of gear/knowledge/talent builds that got your DK
A good player can jump into any class at level 70 on the PTR play for a couple hours and get a hold of the class. Right now though, no one knows a thing about DK and they are changing all the time. My friend is in the beta and says she can tank rather well and not annoy the healer to much.
Be nice to your death knight friends they have to relearn to play from the bottom up every beta build
Darkray16 Sep 23rd 2008 10:59PM
I think that healing DK tanks would be similar to this experience for at least the first 3 months after Wrath is released. After enough time has passed for people to get better handle on the class and begin to share information on tanking it may be much different. Also lots of bugs and balancing issues probably still need to be addressed. I saw some cool videos of skilled DK tanking at www.gotgame.com They might give you guys a better idea of what to look forward to.
Shadowembrace Sep 23rd 2008 10:43PM
As a level 70 Holy paladin in KAra/ZA/Badge gear, and after healing an Utgarde Keep with a T6 tank, Shadow Priest and I think it was a rogue and a mage? (I can't remember the last two, unfortunately). We didn't do any CC, and slammed through Utgarde Keep, chain pulling. I didn't have to drink -once- the entire time. Now whether this was from the priest or my own mana regen, I'm not sure.
Also, I then went to heal the last boss (dragon guy) in Nexus Keep, again as the same paladin. The tank was a DK, and it was fairly easy to keep him up. He did seem to take a bit of spiked damage at times, but he never did get down to 50%. Also, after healing the Dragon Boss in Nexus Keep, I'd say it's much easier to heal for Holy Paladins now in fights where you have to move. In example, the Dragon Boss in NK gives you a debuff where you -have- to move, jump or something to get rid of it or it kills you. So yes, I do enjoy the Holy Paladin changes thus far. Fun!
Zep Sep 23rd 2008 10:43PM
Yeah... Arthas was kind of a wimp at the end of Frozen Throne, what with losing a level each campaign. Anbub'arak on the other hand was teh leetness by the end.... LOOOOOCUSSST SWAAARRRM!!!
shumanfu Sep 23rd 2008 11:23PM
God i hope running 5 mans isnt going to be like pugging heroics with warrior tanks right now. 99% wipe fest.
shumanfu Sep 23rd 2008 11:24PM
with death knights i should say
Hokuto Sep 23rd 2008 11:35PM
By the "oh shit" part, I guess you're not using that Glyph of HT... hehe.
Nice article, specially because you're a resto druid too. Hi fellow hippie!