The Light and How to Swing It: How to heal different tanks

I've recently started leading a 25-man pickup group that raids Icecrown Citadel. A few of the DPS classes in my guild are focused on obtaining a Shadowmourne, and so I offered to set up a run so that they can start collecting the legendary shards. While just about everyone has been to a PUG raid, leading them can be quite different from simply participating. The biggest difference for me is deal with the variety of personalities that come together.
Once nice thing about having such a diverse group of people in the raid is it allows me to talk with other healers that I normally wouldn't interact much with. Recently, in our group 5 party chat discussions, the topic of "favorite tank to heal" came up. I had a few particular players in mind, but the healers actually started talking about the tank classes that they preferred to heal. While there's more to tanking than simply picking the right class, the fact is that the tank classes take damage in different ways. Who's your tank of choice when healing?
Druid tanks: Maximum HP
Druid tanks are known far and wide for their massive amounts of HP. Nobody else can come close, and with the Icecrown Citadel buff boosting HP by 30 percent now, druids can survive a few hits from any boss. Their high life also makes them good tanks against magical damage, where there's very little mitigation possible. As a holy paladin, I love healing good druid tanks. While healers with a lower capacity of healing per second (HPS) may hate how much healing they can require, holy paladins have HPS in excess.
Because of the amount of life we have to heal up when they take a hit, we're locked into using Holy Light to keep one up. Flash of Light simply doesn't produce enough HPS to keep one alive on a difficult fight. One note about feral druids is that they
Their damage reduction cooldown, Barkskin, is fairly weak when compared with the other tanking classes. This means that they'll appreciate Hand of Sacrifice and Improved Lay on Hands even more, so be sure to ask when they'd like for you to help out. Their pseudo-cooldown of Frenzied Regeneration and its glyph would normally be pretty weak, but holy paladins are able to take full advantage of it. Since their life pool is so high, we can actually throw critical Holy Lights at them when their buff is active and still not have any overhealing. It's sort of like healing Valithria, where there's no overhealing and so we're getting the full effectiveness out of each heal. Holy paladins typically have the most overhealing, and druid tanks can help alleviate that.
Death knight tanks: Cooldown for every job
Death knight tanks are the masters of the cooldown game, and each one of their specs has its own flavor of cooldowns. This means that they typically have some trick up their sleeve for every powerful boss ability, so you may not need to use your external tanking CDs like Hand of Sacrifice or Divine Guardian as often. As they were designed in Wrath, after the other tanks had already settled into their own niches, Blizzard designed DKs to not have any inherent weaknesses. They've got every variety of taunt, cooldown, interrupt, and other ability that a tank could want. About the only thing they don't have is a gap closer or movement speed boost, so be sure to toss them a Hand of Freedom if they're stuck somewhere.
Knowing which spec your death knight tank is currently playing is important now, though in Cataclysm, all DK tanks will be blood specs. Blood tanks require extra healing when they use Vampiric Blood, while frost tanks will require less healing when Unbreakable Armor is active. Death knights tend to have lower avoidance than the other tanking classes, and so they'll be getting hit on a pretty regular basis. They also don't have any avoidance cooldowns they can use, so you can count on them taking damage all the time. If you're healing two tanks, put Beacon of Light on the death knight. That will ensure that they've always got the healing that they'll need, even if you toss a heal to a raid member.
Warrior tanks: Jack-of-all-trades
According to Matthew Rossi, our resident warrior (and tanking) expert, warrior tanks have two strengths: they're good (but not great) at everything, and they have the most flexible toolkit. Warriors have similar avoidance to a druid or death knight via dodge and parry, but toss on a whole bunch of block from their shield as well. Warriors also have the ability to double the amount they block for, via Critical Block. This makes them great tanks for any fast-hitting enemies, as their shield will mitigate a ton of damage. Warriors were the only tanks that could pull off solo-tanking the adds on the Anub'arak encounter in Trial of the Grand Crusader, due to the sheer power of block and Critical Block.
Warrior abilities, while potent, also have long cooldowns attached. They'll be happy to receive Hand of Sacrifice or Divine Guardian while waiting on their own CDs. Their CDs are powerful enough that they don't need to be stacked with one of ours, so be sure to coordinate so that you and the warrior take turns using CDs. Healing a warrior tank can be unpredictable due to their blocks, as they can take almost no damage for a few seconds and then get hit for full damage several times in a row. Don't fall into the mistake of assuming that a warrior tank won't need any heals, as you always want to be prepared in case they hit a string of bad luck and don't avoid any attacks. Warriors are also very mobile due to Intercept and Intervene, so I like to toss a Beacon on any warrior tank that will be doing a lot of running around, in case they end up more than 40 yards away from me.
Paladin tanks: Automatic cooldown
You're a paladin, so you should already know everything there is to know about paladin tanks, right? Well, I'll go over them as a refresher anyway. Protection paladins have the highest avoidance and mitigation combination of any of the tanking classes, and can actually become unhittable due to Holy Shield. On a recent Deathbringer Saurfang parse, my raid's paladin tank was never actually hit. This means that they'll be taking damage in a fairly smooth basis, so you'll be focusing on keeping them healed on a similarly consistent basis. Paladins are unlikely to take any spike damage, which is nice for healers.
Paladins also have a healer's best friend, Ardent Defender. Even if we make a mistake and miss a heal or two, or the tank makes a mistake and misses a cooldown, paladins get a Get Out of Jail Free card. Ardent Defender will bring them back to life once every 2 minutes, meaning that every paladin tank has an extra 35 percent life just waiting to be used. When combined with the fact that paladin tanks take fairly consistent damage, it's very hard to lose a paladin tank. A paladin can also have two different damage reduction cooldowns, via Divine Protection and glyphed Hand of Salvation.
I usually tell paladin tanks to use their own Sacred Shield, and I toss my Sacred Shield onto the other tank. That way, there's two targets shielded, and I can proc the Infusion of Light FoL HoT on both of them. I also like to use my Beacon on non-paladin tanks, since paladins aren't typically the type to do a lot of running around. They've got solid ranged threat and no instant gap closers, so I can keep them in range most of the time. Some paladin tanks can use Divine Guardian themselves, so try to coordinate with them to alternate usage. One other trick I've used to help out paladin tanks is to use Lay on Hands to give them some mana if they run out. I guarantee that they'll appreciate the help.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
Jaysonn Aug 15th 2010 4:11PM
I know you'll hate this comment, but having played on both sides of this equation, I prefer to heal the tanks that are the most heads-up about using their abilities and cooldowns. That does break down to a player preference, what you mentioned earlier. As far as class though, I prefer NOT to heal death knights; there's still too few of them that I've encountered that don't immediately seem squishy or manage their mitigation cooldowns appropriately.
jam Aug 16th 2010 12:43AM
Not a fan of DKs either, especially poorly geared DKs in heroics compared to other similarly geared tanks.
As for Feral Druid tanks in the end game... I like both healing one playing one myself.
Barkskin is 20% damage reduction on 1min cd, and Enrage is 12% with 1min cd... I kinda like having both of my dr abilities on such a short cooldown. I don't really miss Shield Wall, and I kinda hoped they would have made 4p t10 bonuses baseline abilities in Cata, but looks like bears will be getting a longer cd Shield Wall instead (while presumably still having Barkskin).
Hoof Aug 16th 2010 9:18AM
Have to agree with this post, DKs are definitely my least favorite tanking class to heal. Throughout pug raids, and daily dungeons, I've always noticed the DK tank being the worst tank. That's not to say there's not a lot of good ones out there, I'm sure there are and I have had the pleasure of playing with them on occasion, but it's been my personal experience that those good ones are few and in between.
Warriors are my third favorite, but only because of how much I enjoy the other two.
Druid is my second favorite. I love having so much hp on my tank.
My favorite is the Paladin, like you said in the article, the steady damage and damage reduction a Paladin provides is simply awesome. I'll take steady, predictable damage any day.
acehawkblade Aug 16th 2010 11:44AM
I play both a holy paladin and a DK tank. I actually prefer healing DKs because I have something to do other than spot heal the dps that are standing in the fire. Good ones are an asset and I'm lucky enough to know several who I can emulate. I do get plenty of bad ones in heroics ... but they're still my favorites.
When it comes to heroics, the ones I dislike healing are .. well, any of them that make it a race to see how fast they can complete it. That tends to be everyone *but* DKs. lol. I like to actually loot my mobs, tyvm.
kennehsmail Aug 15th 2010 4:11PM
"Their pseudo-cooldown of Frenzied Regeneration and its glyph would normally be pretty weak"??? extra 5k hps + 20% healing bonus "would be pretty weak"? I (as druid tank) feel so underrated :(
vazhkatsi Aug 15th 2010 5:13PM
cause it doesnt really do any mitigation, it just makes heals hit harder. so if the next hit would kill you, it doesn't help much to pop it, cause unless a heal will hit you first, the blow will still kill you.
kennehsmail Aug 16th 2010 2:43AM
"but holy paladins are able to take full advantage of it." so what this line is about then? HEALING. So if it WOULD be weak without paladins HEALING (which takes some cast time, just as the healing from skill), and with paladins HEALING (which can "take full advantage of it") it is good, then it's (no mitigation at all) not a point. I think writer just thought it is weak ability which does nearly nothing. And he was wrong
Chase Christian Aug 16th 2010 3:32AM
Glyphed Frenzied Regen is most useful when you have a healer capable of high HPS, as they'll get the most benefit. Disc priests, for example, don't see any increase in the sizes of PW:S when GFR is active. Holy paladins are able to get the MOST bonus healing out of GFR. GFR doesn't count as a "tanking cooldown" in terms of surviving something like Mimiron's Plasma attack unless you've got a healer providing the extra throughput to keep you alive; whereas something like Shield Wall would keep you afloat. That's all I meant. :)
kennehsmail Aug 16th 2010 5:24AM
"GFR doesn't count as a "tanking cooldown" in terms of surviving something like Mimiron's Plasma attack unless you've got a healer providing the extra throughput to keep you alive" But sure it does! The extra healing from FR ALONE is much larger than that 20% extra throughput that healer can provide, when it's glyphed. And as the Mimiron's Plasma is channelled thing, FR is pretty much like absorb - every second tanks get damage and every second part of this damage is healed.
Snuzzle Aug 16th 2010 7:46AM
Don't forget, bears with 4T10 get an extra cooldown in Enrage. It reduces damage taken by 12% instead of causing us to take more damage. And on a one-minute cooldown, I like to rotate it with Barkskin on hard-hitting bosses to give the healer some extra breathing room.
vocenoctum Aug 15th 2010 4:30PM
I've got a disc/ holy priest and resto shaman, and a bear and prot-warrior, so...
I find that in skilled hands, most tanks are equal, though you DO have to take a gander at a health bar, especially with a bear. You'll see them barely taking damage, and not realize that their health is so excessive that it'll take your big spell to heal them. :)
In mediocre hands though (not bad players, just not uber-skilled), a bear is generally easiest to handle. Fewer abilities combine with a good dodge skill and enough health to soak up stuff. Warriors next are easy to heal for the reasons you state, but I find mediocre warriors tend to have threat problems. Bears problems with casters are where you need to watch as a healer, though as a shaman I'll just Shear them.
I've found there are still plenty of mediocre dk's that are just so spiky that a bad string can lead to their death way too quickly. Of late I have also found a lot of paladins that fall in this regard. Don't know what it is with paladins and death knights, but they're either great or suck, with little middle ground.
vazhkatsi Aug 15th 2010 5:14PM
i like you. too many shamans nowadays refuse to shear even tho it has no gcd, and even tho it's highly helpful
B.J. Aug 15th 2010 4:36PM
I mainly heal in PUG heroics, but in general I hate healing DK's. I always seem to have to heal them three times as much. If it wasn't for Beacon of Light, I don't think I could keep up, at least LK heroics, with most of the DK's I've played with.
Now, on the other hand, I have met a few DKs who can take a pounding, so I imagine it's just the majority of them don't know their cooldowns properly. (Heck, once, one of my guildmates was playing his DK with me in Halls of Lightning, as DPS, and our tank went linkdead in the middle of a massive double-sized trash pull. Without even being specced or geared to tank at that moment, managed to grab aggro and tank down the group, and still kept himself mitigating enough for me to keep him alive.) So when I have a DK that knows what he's doing, I don't mind at all.
I love healing Paladins and Druids. (Except one druid who didn't know how to hold aggro on more than one thing at a time.)
I've hardly ever seen any Warrior tanks, by luck of the draw or maybe a lack of them in my battlegroup. The handful I have seen weren't particularly easy or particularly hard to heal.
Pyromelter Aug 15th 2010 8:20PM
DK's have the highest skill cap. A good DK will need heals about as much as any other tank. A bad DK will need to be healed, as you say "3x as much."
In some instances, a good DK will need many less heals than other tanks. Let's use Nexus 5man as an example. When a DK is using Anti-Magic Shell on those little mob packs that do a lot of magic damage, they take virtually no damage. Combined with Death Strike, they heal themselves up very easily.
When I dps in 5mans, I hardly ever see DK's using their cooldowns.
One other thing about DK's, in heroics anyway, at lower gear levels they are the worst because of the threat issue. Other tanks are not quite as difficult at lower levels. Here's why: At lower gear levels, a (good) DK has to choose between threat and survivability. Using vampiric blood and rune tap uses blood runes which won't then be available for pestilence, blood boil, or death and decay.
webs2slow4me Aug 15th 2010 4:37PM
You stated that Feral Druids don't have an interrupt. This isn't true. We have Bash. It does have an annoyingly long cooldown, but its possible to spec to reduce it. But the bottom line is that Bash is an interrupt.
Scunosi Aug 15th 2010 5:21PM
Well I believe technically (as a Druid myself) it's listed as a stun, so it'll work on most mobs, but not most bosses. The stun thing also makes it horrible to use for positioning, unless you just stand on the caster (since the caster won't move while stunned)
Chase Christian Aug 15th 2010 5:21PM
My bad, I corrected this. Thanks!
Manadar Aug 15th 2010 7:14PM
It's both a stun and an interrupt. They changed it some patches ago so we'd be able to interrupt bosses. Still sucks with the CD and not being off GCD like every other interrupt in the game.
Priestess Aug 15th 2010 5:12PM
Being a healer, and my husband having leveled every tanking class, I prefer to heal the paladin.
The nice bit for me in evaluating tanks is that I have an equally skilled player behind the tank I'm healing (being always that guy playing next to me), so it's not that I'm seeing a better paladin than the warrior I last healed, etc. Coming from a holy priest, druids do seem to be the hardest to heal. I usually HoT and use bigger heals. In PUGs, they are among my worst nightmares if they don't know how to gear, spec, and get some AoE threat. But, I've met some really good ones, so they're perfectly healable, they just seem to need to know their stuff. DKs would come next, but I feel like that's because a lot of them I see in PUGs are just new, and it's an easy class to level and then queue as a tank. Appropriately skilled and geared DKs are great to heal, and it's kinda fun to see how close my husband's Blood DK can come to me on healing done on himself. Warriors are ok, good at everything, as mentioned in the article. I have to be sure I'm in range when they charge, I tend to forget that bit with them. And then there's the paladin, who never looses threat to the stupid AoE mage, takes reasonable damage, and when I say "Oops, wasn't paying attention" he laughs and activates yet another magical ability that makes my job eaiser.
I really liked this article. It's nice to see I'm not the only one who thinks tanks differ in their need to be healed. All the tanking classes have their strengths and weaknesses, but any competent tank who knows how to spec, gear, and faceroll is easy to heal, and I love them for it.
Competition Aug 15th 2010 5:18PM
I like healing anything that isn't a DK.