Raid Rx: A history of organizational healing, Part 2
Healing during Wrath of the Lich King Instances such as:
- Naxxramas
- Obsidian Sanctum
- Eye of Eternity
- Vault of Archavon
- Ulduar
- Trial of the Crusader
- Icecrown Citadel
Spell ranks were penalized in an effort to kill the use of downranking. We use max rank spells now. When it comes to healing, the decisions of which spells to use have narrowed. Healers didn't have to think about which spell to use and which rank of that spell to cast. Perhaps a cost-saving measure for healers is that mana potions could not be chained anymore. Once one was used, that's it for the rest of the attempt. We did receive more mana returning abilities in various forms.
The trend of disciplined healing organization still continues. Assignments become tedious on progression raids or hard modes. But they're a little simpler and quicker for leaders of pugs to pull off. Precision planning in hard mode encounters still ruled but normal raids didn't require that level of energy. In other words, it was challenging enough for the career heal officer but light enough so that anyone could understand what was going on and pick up the mechanics easily.
Healing in this expansion felt more frantic to me. The way the content had scaled, we were getting to the point where tanks could easily be 2 or 3 shot. It wasn't quite as bad as the parry-hasting gibs but it was pretty darn annoying. It seemed like in order for the tank to have any chance of surviving, we had to overload him with as much overhealing as possible.
My professor refers to this as the crap on the wall of approach for answering exam questions. If you threw enough crap against the wall, eventually some will stick. Likewise, if you throw enough heals on a tank, one of them will be effective while the rest might be overheal. This isn't exactly a fun style of healing to play. It just feels like players were either near dead or maxed out.
I'm very grateful that this is changing in the next expansion.
The future...?
Here are my thoughts and what Cataclysm healing would be like.Biggest change for healers isn't so much the stat explanations. Yes, we'll need to learn about how mana regeneration works and such. Yes, we'll need to figure out how to allocate our stats with reforging. But I don't think those are the big changes that healers will have to face. To me, it's going to be learning how to heal all over again. The stamina of every class and player is expected to increase by a ton. The developers called for more triage healing. Players aren't as likely to be topped up as much anymore since our healing spells may not scale as high as the extra health we have. Since our spells aren't hitting as hard, we have to spend more mana. Unfortunately, we don't have unlimited mana so our resources need to be planned out.
With higher health pools, damage dealt will increase slightly but not to the point of 3 shotting players anymore. I'm thinking that the encounters will be a little more forgiving. Healers will have more time to make the right healing choices. If they screw up, their mistakes won't be as immediate (or at least, the raid won't wipe in a blink of an eye).
I think future raids might involve more healers than there are now. 5-6 might be a good number, but depending on future raids, we could be seeing as much as 7-8 (or about a third of an expected raid size) for progression fights. Having that extra safety net of healers just helps. Enrage timers or soft enrages could limit the number of healers being brought in, however.
I can't help but wonder if each class is going to receive an additional direct healing spell. We have a fast one, and a "power" heal. Perhaps a healing spell in between? It gives us a bit more variety in terms of the strength of direct healing spells to use.
With luck, healing will become a little more "fun" and interesting. I seriously can't wait for it. I just want to kill Arthas and get this expansion over with. I suppose the upcoming Ruby Sanctum can help satiate my desire for some time though.
Want some more advice for working with the healers in your guild? Raid Rx has you covered with all there is to know! Need raid or guild healing advice? E-mail me at matticus@wow.com and you could see a future post addressing your question. Looking for less healer-centric raiding advice? Take a look at our raiding column Ready Check. 





Reader Comments (Page 1 of 2)
paul Mar 4th 2010 7:25PM
Great article. interesting stuff, want more like this xD
Zack Mar 4th 2010 8:27PM
Agree!
Columhcille Mar 5th 2010 2:18PM
"The developers called for more triage healing. Players aren't as likely to be topped up as much anymore since our healing spells may not scale as high as the extra health we have. "
I'm not sure i agree with this as much. As it stands right now in our 25 mans, we have between 64-68% overheal in any given raid overall and on almost any encounter. People are using their abilities fairly well and in a manner which to keep ppl alive [situational use] but because they are hitting so hard on almost any fight [save for BloodQueen currently] heals are so big they're going into overheal. Heals are too big right now almost. Even on BloodQueen there's plenty of Overheal to go around a lot of the time. In fact I'd say healing is turning into ezmode heal in ICC 25 already simply because of how powerful heals have gotten [raid coordination and pullin' off strats is another thing] but healing is rediculous easy as long as most of your raid is playing it smart.... which is odd to me since there is SO much damage being taken in ICC encounters overall.
I'd say in Cata, it may not be necissary for more healers, just allow us to cut back on the overheals and teach some to use heals more efficiently for the purpose they were intended in certain situations to keep ppl alive. Keep in mind for healers, int = bigger mana pool and spirit will = regen or some such in Cata, right? .. so granted that, we still have mp5 just in a diff. form. Also, with fewer stats to work around we'll be able to focus more on the int/spirit part of stats that healers have been having to leave out of gemming for so long now [since beginning of icc] because haste was more necissary. So in Cata we will still have regen but we'll be gaining more room on our gear to work in mroe stats that give us larger mana pools. At the end of ToC i had Sp/int on a lot of my gear, in ICC it changed to SP/haste.. my mana pool dropped from just shy of 40k mana in a raid to barely over somewhere around 34k in raid..if even that much. I only see our mana pools going back up while allowing us to play with other important stats at the same time since there's not quite as many to balance in Cata.
But i hope you're right on the lines of how hard spells hit in comparison to health pools. It's actually disappointing to me to see 65% of a raid's heals on average in a night going into overheal. We're not mis-using abilities.. it's just a fact of the matter, the spells hit hard and there's nothing you can do about it a lot of the time... plus a lot of spells have HoTs attached that continue to go into overheal beyond the initial cast itself. I vote for Higher HP, More raid damage!
fatherland Mar 4th 2010 7:54PM
I'm hoping that Cata will keep a similar ratio of tanks/healers/dps to LK raids. While 2nd spec's do add some flexibility to raid make-up, imho most players don't play offspecs as well as they do their preferred spec.
My 2 big preditions for Cataclysm:
I think that the changes to regen will be the biggest determining factor to the number of healers you will bring to a raid.
I think we will see a shift in healer geming and enchants towards regen rather than throughput.
Wugan Mar 4th 2010 7:59PM
I wasn't playing during Vanilla, and just got to level 70 and start Kara at the end of BC, so I appreciated the look back on how healing used to be. I wouldn't mind going a little way in that direction, but I also don't want to lose excitement that can come from knowing you need to be on your game to prevent quick deaths.
Lheim Mar 4th 2010 7:59PM
I sincerely hope we're going back to a state of game where we have to choose our spells more carefully. The Wrath style of healing is just an enormous source of stress and carpal tunnel. I mean, seriously - the best way for me to heal is to blanket the raid in rejuvenations even though rejuv will never save anybody's life when they're in a real fix?
But really, I hope we're not going back to the days when mana was as tight as it was in Vanilla - and I don't think we are. People have more and better activated mana regen now, so mistakes ought to be less costly, at least perhaps for normal difficulties.
I dunno. A compromise approach ought to be possible. I hope we get back to the point where we can decide 'Okay, I can let that rogue sit at 70% for a while cuz he's not likely to take much damage, but the tank and that guy at 10% really need my attention more'.
Our spells will have to change. Regen will have to be severely nerfed - I'm looking at you, replenishment. I'm glad health pools are going up while damage is going down, relatively, and avoidance is going to increase in importance.
matt Mar 4th 2010 11:40PM
Full disclosure i did not heal during vanilla or TBC.
I may be in the minority here but I think that healing in ICC has been really fun. Tell me you don't get a thrill healing stinky and precious...
The timer on your boss mod tells you that decimate is coming in 8...7...6...5 your scrambling to make sure everyone is topped off and spread around as many hots as possible 2...1... BAM all your pretty green bars go black and you scramble to mop up the pieces before any other dmg goes out. I would say that our 25 man makes it past those dogs with no deaths no more than 6 of 10 times but when we do its rewarding.
I dont really want to go to a system where there are no ticking auras, and other constant unavoidable dmg. mana management is not fun or rewarding, making the right heal on the right player at the right time is fun. I sure hope we dont end up being mana misers, I am sure that it can be a challenge but I am not sure you can make it fun,
Ozzard Mar 5th 2010 2:51AM
I don't get a thrill healing Stinky and Precious :-). Or anything else where my reaction time is critical. I'm old, my reactions are slow and I'm a long way from the telephone exchange - which means I'm on the wrong end of 200ms of latency and the odd lag spike as the line crackles.
Cyanea Mar 5th 2010 3:16AM
Agreed, very much. I love that little sigh of relief I get after capping everyone off of a Decimate and seeing that there are no grey bars on Grid. Same after Festergut's puke and all of that other crazy AoE in Icecrown.
Hagu Mar 5th 2010 1:53AM
I really enjoyed healing in TBC. I have given up healing in WotLK. It's just a mindless twitch game; mana and spells don't matter. You just run around dodging the fire and making sure a tank doesn't go an entire 2 seconds without a heal or they are dead.
Managing mana and watching the changes in the unit frames was interesting and took skill and thinking. The current design is to make healing just a test of your (and your network's) response time. Perfectly fine for a FPS console game; not nearly interesting enough to bother doing though.
The mistake is I think WotLK is about making healing more interesting for people who will never play a healer anyway and less desirable for most of the people who were playing healers.
Domni Mar 5th 2010 2:21AM
I look forward to triage healing. As a discipline priest, I'm more inclined to letting people linger below 100% health with a shield or a renew on them. I don't know how I feel about a fight where the healers simply can't heal everyone because of mana or healing power limitations, but I do like the idea of not topping everyone off for the entire fight.
Trial of the Crusader's Anub'arak fight was fun and surprising because it required healers to heal just enough to keep everyone alive, but no more than that. It was a quirky challenge.
Cyanea Mar 5th 2010 3:13AM
I'm of two minds about this...
On one hand, as the above person said, I enjoy the absolute adrenaline rush that is the tightrope act of healing as it is. One wrong move can wipe the raid. I'm CONSTANTLY on edge. I'm CONSTANTLY moving my eyes between Grid, my mana bar, and DBM countdown bars. I'm CONSTANTLY checking on cooldowns, waiting waiting waiting for Riptide to come off CD so I can get Rapid Currents back up again. It's nervewracking, and I absolutely love it.
But on the same token, wiping in a split second because a heal landed just THAAAAAAAT much too slow does suck. Mana regeneration is laughable at best...I wouldn't mind being able to have a resource to manage. I look forward to the challenge of re-learning how to heal. I really hope Blizz combines the best of now with the best of the old: keep those tight moments when the tank is getting the crap pounded out of him with the boss at 5% and you're throwing your entire mana bar at him to keep him standing ...but have a bit more strategy involved in the moments that aren't designed to be chaos.
matt Mar 5th 2010 8:52AM
you nailed it here, Healing in WotLK is fun and exciting, but it pushes up against the network latency limitations of MMO type games. If WotLK has weeded out healers with shaky internet connections from serious endgame play, that would be unfortunate.
It there is a way to keep the exciting elements of healing without requiring a low latency connection by implementing the need to manage mana and triage I think it could be both fun and challenging. maybe
Anna Mar 5th 2010 5:46AM
I didn't play vanilla but I was healing officer in TBC and miss the gimmicks of the fights. I had a notebook with assignments next to my keyboard for every fight. I loved the fluidity of healing Mag's first phase where each healer had to re-allocate themselves after each add was dead, actually spreading healers around the room for most fights, and most of all, I loved the "cool off" period where you had to wait on your mana to regen, leaving everything to your teammates. It felt so much like a team work than today's spotlight healers who just pull out huge numbers on the chart. Back in BC, other healers were friends who you had to rely on. WotLK's healing made healing the same as DPS - a race to the top.
nekorion Mar 5th 2010 6:20AM
I still don't know where these cries of "mana is irrelevant" comes from. Is everyone a druid or something.
Maybe it's because I'm part of a 10 man guild, with no access to replenishment (I end up having to beg hunters to spec surv to even have a shot at it) and completely unpuggable 25s (There are literally two guilds on my realm+faction that even do 25 mans, and they're only to saurfang) but I am mana constrained to the ground. It's never been an issue of "I need to heal my tanks right now" but more of "If I bomb the tanks with healing right now, will I have the mana later on?"
I literally have to evaluate every heal I make, to the point where sometimes I just stop healing dps in my group, and let healing stream hopefully take care of them over an extended period of time.
How excited am I when the entire group has to collapse on one point, so I can chain heal without risking it not jumping? I grin ear to ear.
Sky Mar 5th 2010 8:53AM
you're probably doing it wrong. You're not gonna run out of mana even in badge gear. So it's either youre not getting the right items or youre 1 healing your 10 man raid. Post armory link and maybe I can help you out.
Anna Mar 5th 2010 10:01AM
I agree with Sky, my mana problems were gone once I got rid of my leveling blues. I don't count the occasional oom situation I blame completely on myself for getting in a snipe-frenzy shoot-off healing. By mana problems we mean the BC status of forcing people to just plainly be unable to heal through a whole encounter without resting periods.
Harrumph Jun 21st 2010 6:20AM
Un-used mana is wasted healing potential.
If you're not two-healing encounters in a 10man, and still have mana over, consider re-gearing for more throughput and run with one less healer. Hell, a large portion of 10man content can even be solo healed (by a paladin).
zenitramart Mar 5th 2010 9:59AM
I don't think that they should get rid of spell power on healers, unless they balance that factor into crit, since that plays a part of your heals I know that intellect will be the main source for all that, but if the equations don't balance for it, healing will be crazy.
Lissanna Mar 5th 2010 10:51AM
In Cata, there is still functionally spell power on your character sheet, it's just that intellect makes that number go up.