Raid Rx: Importance of group assigned healing

Group healing is one of those assignments that's often necessary but also easily forgotten. Many raid leaders whether they're leading pickup groups or guild raids often forget to establish specific group healing assignments. I include myself in the category of forgetful leaders.
Group healing back then
Naxx really spoiled us. It was extremely easy to just tell healers to raid heal and brute force heal our way through the various encounters. Sure we'd have dedicated tank healers but I know I never designated specific group healers.
Why?
Because there was never a need to. Raid healing was very simple. Coordination wasn't even needed at all. Target players, hit healing spells and call it a day. It was quite easy to "faceroll" your way to victory as a healer. Healers did not have to be assigned to heal group 1 or group 2 or so on because a smart heal would just happen to land on a player who desperately needed it (Chain Heal or Circle of Healing as an example).
Group healing now
Unfortunately, that margin of error has shrunk. While it's somewhat possible to blindly raid heal and rely on reflexive healing, it may not be as easy or as forgiving.
Why should we have assigned group healing?
Because of two very simple reasons:
- Don't waste mana: In most cases, it's fairly easy for one strong AoE healer to bring a group back into the green (as in away from the point of almost dying).
- Don't waste time: In addition to mana being a resource. But something many players overlook is the concept that time is also a resource. It's not often that a single group is going to require 2 group heals to stay alive. It's a waste of precious time. One healer can easily switch out to cover another group instead of over healing.
It's not difficult to have a tank healer jump in on group healing if it's necessary. Let's use Hodir as a case example. The big frost giant has an attack called Frozen Blows which deals frost damage to the entire raid. As a Discipline Priest (who is better suited to healing tanks but is capable of healing a group if necessary), I'd cover the group that the tank is in. This way I ensure he still receives healing in addition to the other players in his group. Since Prayer of Healing has a certain range, I'd take steps to ensure that the group the tank is in has other players within range of the tank such as Rogues or Ret Paladins (or any melee class players for that matter).
The main point here is to minimize as much overlap as possible. This is something I realized when I was raiding an Ulduar 10 and discovered the other Priest and myself were a terrible pairing. We thought the same and healed the same targets many times until we sat down and figured out our group healing targets and assignments better. Our single target assignments were fine. It just so happened we were healing the same group targets from time to time. As the fights get more complicated in difficulty and harder in raid damage, this type of healing precision is going to become more commonplace and more important.
Class break down
Here's a quick glance at the different tools the healing classes have to specifically heal groups.
Priests
Prayer of Healing: Heals the friendly target's party members within 30 yards. In the past, it would only heal the party that the casting Priest was in. This iteration allows it to be used on any group. It can be glyphed to add a heal over time component. One of the most powerful group heals at a Priest's disposal.
Shaman
Chain Heal: It can heal any player in the raid. But here's a little known fact. If the Shaman casts it on a party member, it will only jump to other party members. This means the Shaman has to be strategically assigned to only heal the group they're in. Can be glyphed to hit another target. Unfortunately, it won't be able to hit everyone in the party. Fully glyphed it can hit up to 4 targets simultaneously.
Scratch all that! I goofed! Chain Heal's still a great spell and it's going to get buffed in the patch. But oof, it's difficult for a Shaman to control who they're healing. Better make a sacrifice to the RNG gods!
Healing Stream Totem: Not exactly an overpowered healing totem but every little bit helps. It can be glyphed for even more healing stream goodness.
Druid
For Druids, the prospect becomes a bit harder. I imagine it's more of a hit or miss.
Wild Growth: It's not exactly a party only spell, but it can do the job if the right conditions are met. Druids will probably need to couple with some direct heals. Like Chain Heal, it can also be glyphed to heal another target.
Tranquility: The red button in a Resto Druid's arsenal. It has the ability to bring a party from near death to live in a matter of seconds. The downside? It's on a 10 minute cooldown.
Paladin
Holy Light: Sorry Paladins, but this is one of the few tools you have at your disposal for healing a group. It's tough but it's possible. It might take a bit longer and you might lose a player. Not much in the way of other options. For this to work though, you absolutely must have it glyphed. Paladins are also better off being assigned to a cluster of players that are within range of each other.
There are some other tricks and abilities that can help, but it's up to you players to figure out what works best for you. I'm sure you can find ways to get creative with Beacon of Light and Circle of Healing.
Give the guy who organizes your healing some mad props. It's not always the easiest job in the world and they do deserve some love every once in a while. It's a tough job but it's also a necessary one.
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, Shaman, Raiding, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 3)
Erik Jul 1st 2009 2:16PM
Are you sure Chain Heal only jumps to party members? I'd be very surprised if that's true based on my own experience. I'm almost positive it goes raid-wide.
Fuseitana Jul 1st 2009 2:18PM
I'm off specced as healer and would like some clarification about the meaning of party and group. When a spell says 'party' or 'group' what exactly does that mean?
Kneeber Jul 1st 2009 2:22PM
Party is 1 of the 5 people in your indivdual party. A 25 man raid has 5 parties while the raid is a raid as a whole. So if it is raid wide it can hit any of the 25 people in range. If it has a party clarrification then it will hit 1 of the 5 poeple in your party that are in range.
Jaixa Jul 1st 2009 2:20PM
"Chain Heal: It can heal any player in the raid. But here's a little known fact. If the Shaman casts it on a party member, it will only jump to other party members. This means the Shaman has to be strategically assigned to only heal the group they're in."
Untrue, although the tooltip for chain heal is unclear, I admit. It will jump raid-wide, no matter who the original target is. The tooltip refers to someone who is grouped with the shaman, either in a party or raid.
Mindreaver Jul 1st 2009 2:53PM
After writing my other response, I saw this.
While he is absolutely incorrect about that party nonsense, if your 25 raid is set up effectively, you won't usually see it jump out of the group because of the short hop-distance.. which is getting changed in 3.2.
I know our shammie likes handling the melee usually, because they are all consistently together (coincidently in the same party, but they don't have to be). That means maximum hops, and maximum raid heals.
Tryx Jul 1st 2009 10:44PM
This article is full of inaccuracies and downright BAD advice. Chain heal does NOT target only party members. It targets the entire raid. No raid healing druid really uses Tranquility extensively. He's left out the MOST IMPORTANT resto druid raid heal spell: Rejuvenation. Perhaps he hasn't seen Rejuvenation's power on fights like Steelbreaker last. Rolling it on the entire raid with Wild Growth on cooldown is a whopping theoretical 15k sustained heal per sec at a very low mana cost. No class can even come close to a resto druid's raw output on fights with consistent raid-wide damage (Steelbreaker last, Sapphiron, Mimi P2, Hodir come to mind, as fights a resto druid really shines). In the actual Steelbreaker fight, your resto druids should be averaging 8-9k heal per second over the entire fight with no mana problems, while sniping at the tanks occasionally. And he calls resto druids "hit or miss" when it comes to raid healing.
And restricting raid healers to specific groups is VERY BAD advice. What if they have to move out of range? What if they die? What if their group must spread out because of fight mechanics? The author of this article seems to think every fight in Ulduar is a simple "melee in 1 group, ranged in 1 group" sort of scenario.
fishbulb1586 Jul 1st 2009 2:24PM
Pallys can do a DiSac build which in turn is like a raid wide bubble. Can't believe you didn't talk about that.
OneWing Jul 1st 2009 2:36PM
That bubble/sacrafice is a raid-wide mitigation tool, not a healing tool, and it has a cooldown that makes it prohibitive to use as anything but an "Oh crap!" button. Doesn't really apply to this discussion.
Zach Jul 1st 2009 2:26PM
Chain Heal is not limited by party. The wording makes it appear so, but actually it's referring to the fact that Chain Heal will not jump to players outside your group. They might want to reword the tooltip.
Jon Do Jul 1st 2009 2:27PM
As a Holy Priest, I can say that I use several group healing tools. I guess maybe a Disc Priest doesn't think along the same lines as a Holy Priest.
Sure I use glyphed PoH, though it's long casting time and high mana cost can be a drawback. CoH is nice instant 'smart' group heal, as is Holy Nova (a 'dumb' party heal). Those three have a very good chance to proc an instant Flash Heal that can be tossed at anyone the group heal missed.
Binding heal is a good tool to cover self plus one target. I have PoM bouncing around (a particularly sweet instant heal that keeps on giving). Finally there is the oft-forgotten "oh noes" tool, the Divine Hymn (channelled), which is a smart heal (each tick moves to the most needy three) that can really save your bacon with a timely cast (it was very useful when learning Thorim’s Arena).
And I would even count Renew as a sort of raid heal in the sense that I can keep a Renew ticking on the tank to even out spikes a little, or depending on the encounter, pre-cast Renews around before group damage hits. And even a Renew tick crit seems to be able to proc the instant Flash Heal.
As you might have guessed, even in Ulduar mana is never an issue for me (unless I get sloppy/lazy about managing my mana generation cooldowns).
Wyred Jul 1st 2009 7:31PM
I think you've missed the point of the article, which is not how a holy priest heals, which you have given a nice summary of. The point is when there is big raid damage it is often very important in Ulduar to not have your raid healers over-lapping, as this will leave other parts of the raid unhealed (the time-as-a-resource section). The reason I believe that PoH has been singled out here is that it is a priest's biggest heal, party specific (less overlap) and should always be a priest's first choice for healing big raid damage like Ignis' flame jets. The high mana cost won't be an issue if your raid-healing is co-ordinated, and the cast time can be offset with serendipity ( a must-have talent for holy). Of course use other heals like CoH and PoM, but they can't be targetted/co-ordinated in the same way.
Charter Jul 1st 2009 2:35PM
Bring the player not the class...
Read articles like this and never be brought to heal. I don't find this preaching of "let's look in the small circle" a good thing for any end-game wow healer. It sure helps for those true-ly horrible pugs, but hey, every once in a while a group of people who need filler will be happy to take you and you can "group heal" then.
Don't limit your self to group healing, timing be damned, and wasted heals be lost. It will take time and effort to find that coordination with your fellow healers to become a superb healer. And this bs of, "group first", is a terrible way to begin your life as a healer. You'll learn this rut and have a hell of a time getting out of it. Enjoy your pally power and heal bot.
Learn the encounters, learn your class, learn the other classes, know your raid composition. Don't let your 5 people be the focus. Focus on the game. Is it an encounter with random PBAoE damage? Get ready to heal the melee, keep them prepped. Is it a fight that's a splash snooze fest? Mash away on the MT. Is there a death knight who's not supposed to be tanking, about to tank? Keep him alive for that moment it takes the tanks to pick it off. Watch your threat meters, DPS going to hard? He might need a heal.
Some classes can handle this easier then others. Priests and druids make excellent swiss-army knife healers, Direct heals or hots. Paladins used to have it pretty bad, but Glyphed holy light has helped a lot. Sacred shield and beacon of light are monsterous tools. Shamans have a niche as well. Know your class!
Please don't get tunneled on a single group. Don't start that as your focal to beggining of raid healing. Start wide and narrow down slowly. If some healer dies, will you be listening to vent to hear him call for help? Or will you be looking at those 5 people in your party at 100% health?
Kaz Jul 1st 2009 8:06PM
I have to agree with Charter completely. This article is the biggest load of tripe and is encouraging some very poor practices in healers. It also shows a compelte lack of understanding of healing classes. The only class with a consistant group only heal is priests. And even then the spell is highly situational. Please learn your class before you play and learn the classes you play with before you write on a site that is supposed to encourage good practice.
Every fight in Ulduar is different in the way you should heal. Effective healing is about knowing your strengths and weakness, and those of your fellow healers (both as players and their classes) and to work as a team to mitigate damage.
As the GM, Raid Leader and Healer leader of a guild thats cleared Ulduar, I have never yet assigned anyone to group healing. Generally I assign tank healers only. Healers know their class and fights enough that I don't need to do more than this but as others have mentioned above, different class can raid heal differently. In many fights melee are clumped on a boss. This makes a shamans chain heal very effective on them (as you guarantee all jumps). With this in mind a druid doing raid heals will rejuv/WG/LB etc range people first, knowing their shaman team-mates will hit the melee.
Thats a simplistic example but its highlights how you work first as a group. The best healers then will be covering each other. Know spike damage on the tank is coming? (plasma blast for eg.) As a raid healer you can drop them a hot if you got a spare GCD.
And speaking of Mimiron, I find that phase 2 healing is the perfect test for seeing if your healers can work as a team. Good phase for a healer article/writeup.
In short though, understand everything thats going on around you, don't get tunnel-visioned and learn to prioritise your GCD's based on the fight, your role in it and your teammates, and you can easily go from an average healer to an exceptional one.
S.
Athenodorus Jul 1st 2009 2:35PM
Most of what's mentioned here is reactive healing, rather than the pro-active healing that is a Resto Druid's bread and butter. I'm curious to see what my fellow Trees have to say about pre-emptive Rejuv application as raid healing in a 25-player environment.
Maximize Jul 6th 2009 1:18AM
Druids are amazing brute force raid healers.
Frozen blows is the best example of massive raid-wide pain that can't be ignored. 4k every 2 seconds is a biatch. However, I find that getting rejuv on as much of the raid as possible just after flash freeze and then wild growth thrown in when frozen blows actually starts will take care of nearly all the incoming damage in 10-man and about half the raid in 25-man.
On Malygos, druids can use the same trick. Rejuv on everyone when Maly announces vortex (emphasizing casters and ranged DPS who are less likely to survive without heals) and then wild growth just before vortex starts and just as soon as its over.
While resto druids individual heals may not have the OOMPH of other class's, we are better suited than any other at pumping out massive, spectacular numbers in situations where the whole raid is taking a major pounding.
Quorniya Jul 1st 2009 3:18PM
THIS. When I group/raid heal as a resto druid, I hit WG and immediately start rolling rejuvs on people with low health while waiting for WG to be ready again. If someone is in danger of dying right away, I'll hit them with a Nourish as well.
This tactic is incredibly helpful for those times when the raid is taking constant ticks of damage, such as Hodir's Frozen Blows, XT's tantrum and Steelbreaker's aura.
For times when the raid takes one big hit but no further damage (Kologarn's arm sweep or Iginis's flame jets), WG and Nourish are usually enough, because other healers will have the raid topped up before rejuv can tick very much.
Tranquility is great for those moments when the raid wasn't topped off before any of the above abilities - it will often save raid members who would have otherwise died.
Owen Jul 1st 2009 3:25PM
There are good druid healers and bad druid healers (yes, there are good and bad , but I'm focusing on the difference between good and bad druid healers)
I can usually tell a bad druid from a good druid just by looking at their talents. If they've talented into healing touch, 9 times out of 10 they are reactive when it comes to healing. They'll be on the bottom of the heal charts no matter how good their gear is and they'll make poor raid healers. A good raid healing druid will forego the healing touch talents in favor of buffing their HoT's.
I have healed most ulduar bosses with only 2 healers in the party (a resto druid and a disc/holy priest).
Take, for example, EoE. When the dragon takes flight during phase 1, the raid starts taking massive AoE damage. For many healers, this is a hard heal because you can only do instant-cast spells. And, on top of that, some raid members will go out of range. Many times I've seen healers get picked up and try to reactively heal through the phase...then watch the one or two players out of range plummet to their death.
As a resto druid, after the second spark goes down, but before the air phase, I start going through the entire raid...I start with regrowths on the first couple of raiders (because regrowth lasts the longest of the HoTs). Then I start dropping rejuvinations until the dragon stands up to start flying. Then I switch to lifeblooms. By this time everyone in the raid should have a HoT going on them. Now I drop a wild growth and rejuvinate any party members missing regrowth or rejuvination (this allows me to swiftmend anyone out of range during the aoe damage as soon as we start to fall). As soon as wild growth is up, drop it again.
The _key_ to effective druid raid healing is pre-emptive healing. If you're waiting for the health bar to drop below 100% before you start healing, you're failing at resto-druid healing.
Dreadmaker Jul 1st 2009 4:24PM
Resto Druid heals are all about prevention, not the cure.
generally, HoTs are the way to go, and in a raid scenario, I begin to get a little worried if I have to use direct heals (nourish/HT). wild growth (glyphed, of course) is brilliant for raid heals, and hitting the people it misses are continue to take damage with rejuvs and regrowths is the best way, I find.
Generally, when someone who isn't the tank has a largish health deficit, I throw down a regrowth followed immediately by a rejuv while I target someone else. lifebloom I find is too mana inefficient to use on people who aren't the tank a lot of the time; I'll use it as an extra 'emergency' button (for instance, when someone who isn't the tank suddenly pulls aggro and becomes 'the tank'), but that's about it.
Jeriel Jul 1st 2009 6:40PM
@ Owen:
Healing touch build has its uses too. When the appropriate talents and glyphs are used, single target reactive healing is vastly improved. The healing touch casting time can be brought down to 1 sec.
Main use for it as I've found is during KT Frost Blast. It gives a much larger margin of error especially when frost blast hits right as you begin casting a 2 sec spell. Sure you can cancel, but the GCD has already been triggered. It can't match HoT specialization's raid healing output, but as a druid nothing beats it for catching unexpected spike damage.
emailformygames Jul 1st 2009 7:39PM
@jeriel
nourish is better. healing touch has and always will be phail.