Raid Rx: 10 clutch healing and tanking abilities

Raid Rx has returned from retirement! Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a new WoW blog for all things UI, macro, and addon related. This week, we examine the relationship between tank and healer. More importantly, we look at the raid saving cooldowns that can mean the difference between a boss kill and a wipe.
I read a post last week on the Orly Factor. It was about communicating with healers. Now if you visit the blog, the first thing you'll discover is that it's a Warrior tanking blog!
But Matt! Why on earth are you reading a tanking blog? Have you forsaken us?
No, I have not. I've always been first and foremost a healer. However, this does not mean I do not pay attention to tanks. The relationship between tank and healer is a harmonious one. A tank places their lives in the arms of their healers. Healers have to pray to Elune (or whichever deity you happen to follow) that their tanks are exceptional at pissing off mobs.
Two way communication between tank and healer is a must. If not cultivated or exercised properly, your team will face difficulties down the road.
There is one particular topic I want to zero in on.
The Art of Saving
Desperate times call for desperate measures. How many 1% wipes have you experienced? How many times do you play back the last 10 seconds of a wipe wondering if there was anything you could have done differently? Or worse: Knowing that there was something that you could have done differently.
Then it hits you.
Your save abilities. If only you hadn't overlapped them. If only you had alerted your tanks. They might have lived for 20 seconds instead of 10. Second guessing ourselves is something we do everyday. There's no point in avoiding it or telling yourself to stop. Because second guessing allows us to become better the next time we come across the same situation again.
Let's break down the tools available by healers and by tanks.
Paladin saves
Divine Sacrifice –> Divine Shield
Is your entire raid about to experience a ton of pain? Don't forget about this as it reduces incoming damage to all players near the Paladin. Make sure Divine Shield is activated or else that Paladin won't be able to hold the line. Be sure all of your Paladins are aware of this! This isn't limited to just Holy Paladins either. Retribution Paladins should keep this in the back of their mind.
Protection Paladins will want to think twice and make sure they're not tanking anything before hitting this combination.
Ulduar applications: Deconstructor's Tympanic Tantrum, Mimiron's phase 2
Priest saves
No introduction here. One of the signature spells of the Holy Priest, it's able to completely prevent a killing blow on any player. In addition, the player with Guardian Spirit receives extra healing while the angel wings are still active. Glyphed versions of Guardian Spirit drop the cooldown of it down to 1 minute (unless the life saving proc activates in which case it cannot be used again for 3 minutes).
The Discipline Priest's response to Guardian Spirit is Pain Suppression. With Aspiration, the cool down time drops below 3 minutes.
Note that there is a fundamental difference between Guardian Spirit and Pain Suppression. Guardian Spirit increases healing and absorbs a killing blow for the player in exchange for the buff falling off. Pain Suppression reduces damage taken by 40%.
Let me put it in a way that makes even more sense. Mimiron phase 2 has an ability where he launches rockets. If these rockets connect with any player, they will deal a million damage (literally). So if the rocket lands on a player with Guardian Spirit, that player will survive as GS sacrificed itself. If the rocket lands on a player with Pain Suppression, that player will die. 40% off of one million damage is still enough to one shot players.
Ulduar Applications: Fights where tanks are expected to get 1 or 2 shot. Mimiron phase 1 Plasma blasts, Thorim's Unbalancing Strike.
The ultimate panic button available to any Priest. Is your raid on the verge of collapsing? Activate Divine Hymn and it will go into full auto-heal mode. It targets players with the lowest health first removing them from the red danger zone. Ability is available to Shadow Priests but they have to switch out. Make sure they're aware of it and when to use it.
Ulduar Aplications: Ignis Flame Jets, Deconstructor's Tympanic Tantrum, a really unfortunate Sonic Screech from Auriaya, Iron Council's Death Runes
Tank saves
Now let's talk about our tanks!
Warrior saves
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. The glyphed version of this reduces the cooldown by 1 minute (bringing it down to 2 minutes). I will let the Warrior tanks debate the merit of using this glyph compared to other options they may have.
Warriors come with a built in Pain Suppression. The glyphed version lowers the cooldown but at the cost to the damage reduced.
Paladin Saves
Incoming damage reduced by 50%. The side effect? Paladins cannot use their Divine Shield or Hand of Protection on themselves for 2 minutes.
Druid Saves
This is similar to Last Stand for bears. In case they can bearly stay alive, a glyphed Survival Instincts adds an extra 15% to the already buff 30% that bears are getting.
Death Knight Saves
The Death Knight becomes immune to stuns and all damage taken is reduced by 20%. Additional damage is reduced based on the Defense rating of the Death Knight. This will last 12 seconds.
Death Knights absorb 75% of incoming damage spells (up to 50% of the Death Knight's maximum health). At the same time, no harmful magic effects can be placed. Damage absorbed helps contributes to the Death Knights runic power.
I'll forward you to Daniel Whitcomb's Lichborne for even more tips
When do we use what?
Preset cooldowns
Having pre-set cool downs in place means that your tanks and healers know exactly when to use which cooldown and when. The players are following a script. Each player has a role and they know when it's their turn to step it up.
Example: Mimiron phase 1. The tank will experience something in the neighborhood of 4 or 5 Plasma Blasts (30000 damage per second for 6 seconds). So here's the set play:
Plasma Burst 1: Holy Priest, Guardian Spirit on the Bear tank
Plasma Burst 2: Bear tank uses Survival Instincts. After this, a Warrior tank taunts.
Plasma Burst 3: Discipline Priest, Pain Suppression
Plasma Burst 4: Shield Wall
Plasma Burst 5: Last Stand
It's important that cooldown users start talking so that everyone is on the same page. It's embarrassing to have 2 cooldowns used at the same time because 2 different players thought it was their their turn to use it!
Discretionary cooldowns
If nothing has been predetermined, this is when players go into auto-cooldown mode. It's up to healers and tanks to use their discretion on when to use. Maybe tanks or the raid run into a rough patch. Discretionary cooldowns are usually used on progression encounters when fights are still new. We typically go in discretionary mode on fights with completely random events happening. The chaos of Freya, Hodir and Lady Vashj are such examples that come to mind.
Healers and tanks, do speak to each other and open up some lines of communication. Identify patterns in encounters you're in. Help each other out and suggest ideal times to use certain saves. This is a great habit to build no matter what type of guild you're in. Don't save cooldowns for that "moment" because you'll never recognize when that moment is until the wipe hits.
Want some more advice for working with the healers in your guild? Raid Rx has you covered with all there is to know! Looking for less healer-centric raiding advice? Take a look at our raiding column Ready Check.Filed under: Druid, Paladin, Priest, Warrior, Tips, Raiding, Death Knight, Wrath of the Lich King, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 3)
veskk May 10th 2009 4:09PM
what no shammy love? :(
Silvanend May 10th 2009 6:02PM
Shamans don't really have any emergency buttons... the closest we have is an instant crit heal (which uses 2 3 minute cooldowns).
And, needless to say, we don't have any spells that reduce incoming damage.
vazhkatsi May 11th 2009 7:59AM
yeah macro'd together healing wave+nature's power+tidal force. every shaman should have it.
druids have tranq to a lesser extent, but if they're not resto, tranq will pull aggro
Stephen May 10th 2009 4:25PM
@ Veskk I was wondering the same thing, but for Druids.
Druid healers have a few saves at their disposal. Swiftmend is awesome, and a Nature's Swiftness > Healing Touch is a HUGE amount of sudden heals to a Tank in an emergency. True, they're only truly good for 1 target, but if that one target is the tank, it can save a raid.
Eisengel May 17th 2009 1:33PM
I agree, also some of the combinations of abilities that can pull things out of a rough spot... for instance a Disc Priest with glyphed pw:s can drop PW:S for mitigation and a light heal, gain Borrowed Time, activate Inner Fire and pop off a guaranteed crit Greater Heal with the extra Borrowed Time haste, with +4% from Renewed Hope, which is usually over 14k for a Naxx-10 Disc Priest... plus the target is left with Grace for a followup heal (or HoT), and a Divine Aegis shield (and possibly an armor boost from points in Inspiration). That will take a tank from 'uh-oh' range to 'you hit like my grandma!' range, and leaves the tank with some massive mitigation (30% of 14k is ~4.6k, plus any remaining absorption from pw:s, plus a 3% reduction from Renewed Hope, and any additional armor from Inspiration..)
Sure there are CDs to use, but figuring out how to best mix your GCD spells for the necessary effect is also key. It would be nice to see a breakdown of common techniques and spell syngeries for the healing-capable classes.
Heilig May 10th 2009 9:22PM
He's talking about abilities that are different from the normal "toss out a big heal when the tank takes a lot of damage" mechanic. These are all abilities that either lower incoming damage or increase health beyond its normal maximum. The only exception to this that was mentioned was divine hymn, which is definitely awesome enough to warrant its inclusion. Swiftmend, while very powerful, is simply a big heal. I'm not sure why Barkskin wasn't mentioned, though.
Scairen May 10th 2009 4:39PM
Apparently Shamans are completely worthless. No Tidal Force > NS > Healing Wave for you.
Ji May 10th 2009 4:29PM
I've never seen a Holy Paladin with Divine Sacrifice, and the Ret pally that takes it is few and far between. Why on earth did you lead of with this combination as a viable move set?
Yes, if raid members have it, they should use it, but the common trees for Holy and Ret completely avoid this talent, and its necessary follow up.
I realize that you're just saying what's available, but this is akin to telling your healing priest about the finer points of mind flay.
Futue May 10th 2009 4:31PM
I know alot of raiding ret pallys that take it cos the ret tree is pretty bloated and can drop those rubbish/pvp talents.
Angus May 10th 2009 5:32PM
Futue, I went 11pts into holy just for the Aura mastery while doing quests....
Ret doesn't care about 11pts. Yes, they can get divine sacrifice, but it is still utter crap and they are often unable to bubble since avenging wrath should be used on CD for DPS.
Trilynne May 11th 2009 11:26AM
For what it's worth, the recommended Ret spec from Elitist Jerks for raiding does include Divine Sacrifice. All of our raiding ret paladins specced into it, last I checked. And as for AW, it only blocks the shields for 30sec, and since AW has a 2min cooldown(Ret talented), you'd still be able to do it 3/4 of the time, and if you knew you might have to use it, say for a Tantrum on XT-002, you would simply hold off on your AW so you could use it. Yes, occasionally the cooldowns might interfere with each other in preventing a freak wipe, but hey, bad luck happens.
Futue May 10th 2009 4:29PM
"In case they can bearly stay alive"
I lol'd :)
Lgueller Oct 12th 2010 10:46AM
No Resto Druid love either.
I'm actually not too upset about that, cause druids don't have that many save abilities (Tranquility never seems to work for me right, NS always seems to be on cd).
However, bears have more saving abilities than just survival instincts. They have barkskin which can be up every minute, and Frenzied Regeneration which can really help out the healing.
As a druid, this post kind of makes me feel left out in the cold :(
Chaospime May 10th 2009 4:35PM
Ya forgot to include Tank Druid Barkskin, 20% Damage reduction and can be used pretty much anytime, can be a big life saver.
Other than that, Nice list :)
Lukeyo May 10th 2009 7:04PM
1 minute Barkskin cooldown for the win.
Ducas May 10th 2009 4:38PM
Let's not forget that for warrior tanks, Enraged Regeneration + Lifeblood (if you have it) popped consecutively after a SW really help healers to get you back on your feet.
Many, many warrior tanks that i've seen forget to use E.R. and i've found that, particularly in PuG's where the healers might not be on the top of their game, it can be raid saving.
Too many tanks sit back on their laurels and QQ at their healers if they die. Don't forget to do your bit too guys and use CD's like the ones above in times of need.
Great article for those tanks who forget that it's almost as much their responsibility to keep themselves alive as it is their healers.
tanknspank May 10th 2009 5:29PM
I came to comment on just this. 30% of your health is a huge gain, especially when you use it with SW. Also, it's good to pop if you're a DPS war or offtank during a heavy raid heal situation. It can ease the load on your healers.
wb May 10th 2009 10:16PM
Chaining Last Stand and then Enraged Regeneration can also help your life expectancy in tight fights.
If you've got a rage charge to burn hit last stand (increasing your health by 30%) then blast Enraged Regeneration to regain 30% of your newly buffed HP.
Outside of this scenario I really haven't used ER much as a last resort - typically I reserve it for scenarios where my raid leader doesn't call out "HOTs on tank" or I know my healers are overburdened with a wounded DPSer.
Scairen May 10th 2009 4:41PM
Uh Shammys are epic raid savers... have you not heard of Healing Stream Totem?
How about Earthliving Weapon?
Not good enough for you Matt Low?
Shenanigans!
Sky Dec 24th 2009 3:39PM
yeah healing stream and earthliving helps so much when your raid is taking 10k per second. Raid Saver!