Raid Rx: Cataclysm healing overview

There is a ton of information that is now available for Cataclysm. During the class previews, I covered on some of the healing changes from class perspectives. Most of those still stand and there has been little change since then. This week, I wanted to help clarify some of the more general changes that are impacting healing.
I guess we'll start with the burning question first.
What's up with the DPS talents in the healing trees?
Good thing Ghostcrawler (lead systems designer) stepped in and provided a few reasons for the inclusion of select DPS talents in some of the healing trees. Discipline priests will gain access to Atonement, Evangelism and Archangel. Restoration shamans get another talent that's way down in their tree called Telluric Currents.Don't expect to see healers competing against warlocks or anything, though. Let's break down some of the reasons.
GhostcrawlerWe've had many threads on this topic already, some with blue posts, so I feel like I'm starting to sound like the proverbial broken record here, but I'll give it a go one more time:
-- We want to add talents that are more than just +healing. You've got plenty of those.
-- There are opportunities for *every* healer to dps.
-- Opportunity 1. Leveling or soloing. Not every healer wants to use their dual spec on say Elemental or Shadow.
-- Opportunity 2. PvP. Good healers, especially priests in today's game, can contribute a lot of damage.
-- Opportunity 3. Dungeons. This is particularly true when the content is easy and you want to get through it quickly. Healing more doesn't make things go any faster. Dealing damage does.
-- Opportunity 4. Raids. No matter how challenging the content, there are moments when nobody is taking damage and you can spare the mana. Your choices are do nothing, tab out to YouTube, or maybe do a little damage.
-- If you are the kind of healer that never, ever, ever wants to do damage under any circumstances, then don't. You'll have choices to avoid anything dps-related.
One thing we healers need to remember is that not every talent is going to be inherently useful for what we're doing. I think somewhere along the way, the developers realized that some players preferred to level as a healing spec instead of just having a DPS off spec such as balance or shadow. Therefore, some talents were introduced to help ease that process.
Soloing Even though we're only going to level once on our healing character of choice, there is going to still be some soloing content to do. There will still be daily quests for us to do, and you can bet that some of them will involve crushing mobs.
PvP Participating in arenas or battlegrounds, I notice that I'll start unloading DPS on a kill target if it happens to be called for. But I'll now do that if there are no friendly players around me in imminent danger of dying.
PvE DPSing during trash or on bosses will help accelerate the process. On most progression content, it won't really be an issue at all, since we're going to be way too busy healing. Personally, during idle time on farm bosses, I'll open a browser and catch up on some reading on some of my favourite blogs.
The last point still stands though. If you don't like the idea of casting any sort of damage spells, you don't need to.
Shifting to triage-style healing
I'm hoping all healers will get a quest like Triage in Cataclysm. For Alliance, it was out there in Theramore and for the Horde, it was in Arathi Highlands. This level 35 quest involved your applying bandages to soldiers with varying degrees of injuries.That's exactly what the new approach to healing is. That's why we've got additional spells like Divine Light, Heal and Greater Healing Wave. We get a fast heal, a medium heal and a large heal. The fast heal is obviously going to be fast, but it won't be very efficient in terms of healing per mana. The medium heal will be the one used most often, as it strikes a balance between time, healing throughput and mana cost. The large heal will provide the most healing throughput and will be the most efficient. Downside is that it's going to take forever (in healing time) to get the spell off.
Increased health pools and other such changes are going to slow down healing. By slow down, I mean that we're not going to see tanks getting dropped in one or two shots as much anymore during raids. While I suspect reaction time is still going to be important, at least the collective blood pressures of healers can ease up somewhat. The trade-off is that our spells aren't going to immediately bring players from near death to full. It becomes more about maintaining health.
To summarize
- Everyone gets larger health pools.
- Tanks are not going to get two-shot.
- Focus is on keeping players alive instead of topping them off.
What about mana management?
Intellect is still going to have some effect on the size of mana pools. When it comes to regeneration, spirit is ultimately going to be the key stat to look for, as it will have a stronger impact on rate of regeneration. Yes, this applies to all healing classes. Meditation-like talents will need to be acquired by all healers.Really though, it is still way too early to say how this will play out in raid settings. We still have assorted mana cooldowns to use. The best way to manage your mana is to make sure you really use the right spells for the right situation. You don't really have to watch your mana bars like a hawk, but that doesn't mean you should carelessly spam your largest spells without any kind of consequence.
I wish I had access to a beta. I would love to try out this new healing stuff for myself.
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? Email 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. Filed under: Analysis / Opinion, Raiding, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 2)
Sumadin Jul 1st 2010 7:07PM
That still doesn't explain all the plate gear with int and hit rathing that we have seen in the beta.
Natsumi Jul 1st 2010 7:19PM
As I said before, your heals now have a chance to miss :D
Vyle Jul 1st 2010 7:29PM
Probably because it's beta. Maybe? Possibly?
Randomize Jul 1st 2010 7:37PM
As Ghostcrawler said, not all healers are going to be healing all of the time. The int+hit gear is all leveling gear, and we all know that it sucks to hit things as a holy paladin. This gear will be for that holy paladin that is killing things to level, which is crazy but it is how some people like to play.
tonz0phun Jul 1st 2010 9:22PM
THE RETURN OF THE ALMIGHTY SHOCKADIN!?!
tonz0phun Jul 1st 2010 9:23PM
oooooh Shockadin will be viable raid DPS!!!
PLEASE PLEASE PLEASE!
BurgerTea Jul 2nd 2010 2:59AM
PLZZZZZZZZZZZZZZZZ!!!!!
JUST MAKE US LIKE FERAL DROODS! JUST PLZ, PLZ GIVE US SHOCKADINS!
Gundera Jul 2nd 2010 3:05AM
If the new Reforging system makes it live in its current form, that +hit shouldn't be an issue.
Finnicks Jul 2nd 2010 4:07AM
Don't forget that Holy Paladins are expected to use their Judgements, and that while running Seal of Wisdom a Holy Paladin can regenerate mana by meleeing.
It may be possible that we are seeing +hit +int plate because Blizzard honestly expects Holy Paladins to need +hit while healing, to increase chance of hitting with Judgement and with melee attacks to regenerate mana during periods of light damage.
Shelly Jul 2nd 2010 9:18AM
Just like every other person who ever does anything you still need an entire different set of gear to preform another job. A holy pally shouldnt be tanking in their heals gear. And yes, I have seen pallys specced holy in sm do a fantastic job of tanking.
whoops Jul 2nd 2010 10:21AM
Noooo! I thought they were specifically removing all of the "of the gorilla" style greens because this sort of stuff wasn't fun! Also, reforging isn't ever going to be efficient enough for that.
Also, I don't want holy paladins to become the new huntard. "Hey guys, I'm going to roll on that dps caster sword with hit because, well, I need hit now!"
Nopunin10did Jul 2nd 2010 3:03PM
Judgement of Light can miss, and having a little hit rating prevents that. It's a cheap, easy tank-and-melee healing spell. Plus there's the haste buff that it gives holy paladins when it hits.
Heremod Jul 2nd 2010 5:49PM
The triage comparison is bad :-p.
largely because the way you actuall *DO* the quest, is to stand in the middle of the room and heal everyone . . . The problem is they don't decay - i.e., go from injured to seriously injured to near dead. They just spawn as say "injured" and then disappear. . .
I..e, you actually did the healing just like Wrath :-p.
The word is right. But the quest is wrong :-p.
Arbolamante Jul 1st 2010 7:18PM
So they think we're going to dps some in raids, yet mana management is supposed to be a bigger deal. Odd, frankly. but I guess we'll have to see how it goes. Not to beat a dead horse, but I've seen the latest tooltip for Tree of Life - among the spells listed as being enhanced by ToL is Wrath. Sounds more useful in PvP than anything else, but we'll see. Still not seeing anything that justifies turning ToL into a trinket.
Wild Colors Jul 1st 2010 7:33PM
I think it's too early to make any calls on ToL. We still don't know exactly how it will change all of the spells it changes. We know that it can be talented down to 3.5 min cooldown. If there's a glyph to reduce that further, than we start to seriously get into using it tactically several times throughout a boss fight. That could be fun.
I'll still miss the old form though...caster form is so bland (especially on NElfs).
As for DPS in raids...lets see how it works. It would be sort of awesome if good healers could turn out 1k dps in addition to healing...it would make life a bit more interesting (sort of like the AoC healing classes). I don't see any talents going quite that far, but to take Fury of Stormrage as an example, you'll actually be able to pop off some Wraths at the cost of no mana and only a single GCD. Pure added damage at very little cost (other than spending the talent points).
Like the author, I wouldn't mind some beta access to try this stuff out :)
fearthefireblade Jul 1st 2010 7:44PM
Re: Spending mana to dps as a healer.
That's what these new talent are preventing. Archangel and the Currents one for resto shaman both make Smite and Lightning Bolt (effectively) free to cast by returning mana. I could see a gear/spec where using Lightning Bolt as a resto gives you mana back.
What Blizzard is saying is that if you have the time, there's no reason not to throw out dps.
theRaptor Jul 2nd 2010 1:45AM
Mana management being a big deal for healers doesn't mean a return to Classics "lets rotate the healers out for two minutes so they can passive regen".
I am hoping it means an increase in base regen but higher burst damage loads which means healers will have free GCD's and mana during low damage periods.
Finnicks Jul 2nd 2010 4:10AM
According to the skills listed at MMO Champion, Tree of Life will do the following:
Lifebloom: 2 applications per cast.
Regrowth: Instant cast.
Wild Growth: 2 additional targets.
Entangling Roots: Instant cast and double damage.
Wrath: 50% faster cast and 30% more damage.
Thorns: No information.
I'm stoked, to be frank.
t0xic Jul 1st 2010 7:26PM
"I wish I had access to a beta. I would love to try out this new healing stuff for myself."
I thought wow.com had insiders at Blizzard for beta keys and such. How are you supposed to write informed articles about new talents and abilities if you don't have access to the beta? That hardly makes sense.
Eamara Jul 1st 2010 8:12PM
I think they've been supplied with a couple of beta keys, but not enough for the entire staff.
That said, remember that WoW.com isn't an official fansite. Blizzard don't need to provide beta keys to them: there's plenty of official fansites that can take those beta keys and provide enough coverage and hype.