Raid Rx: Raid healing rotations and fun-ness

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand pooh-bah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. If you're looking for more healing advice, check out the Plus Heal community.
Do you find healing fun? Are healing "rotations" going to be needed?
I mean, obviously you find healing fun if you've been playing a healer for a while. You enjoy the challenges, the reflexive nature of the role, and the potential adrenaline rush. Hopefully, you're not being forced to play a healer because your group doesn't have enough others to do it. I know I curse myself when I screw up and let one of my players die. It's something I take seriously because I enjoy healing.
As we're all aware, the switch to Cataclysm will yield a shift in healing philosophy and execution. I know some players have expressed either reluctance or caution because of fears that this new style of healing will not be fun in comparison to current or older models of healing.
If I had to summarize healing styles in each major expansion, it would go something like this:
- Classic More talking than actual healing. On Chrommagus, for example, there was a point in time when 40 minutes were spent planning out which healer was standing where, regenerating when and healing who. Then 20 minutes were spent on the actual kill. (Note: OK, it may only have felt that long).
- The Burning Crusade Multiple ranks of different spells. Champion healers defined by ability to maintain raid integrity while using their mana pool at a reasonable rate. More time spent farming herbs for mana potions than actual raiding.
- Wrath of the Lich King Healers with the best reflexes won. Damage came in fast and hard. Any healer who faltered could potentially compromise the raid. In some cases, you had two global cooldowns or less during which to keep the tank alive. Some players would often get 1- or 2-shot for reasons beyond their control.
GMs shouldn't be surprised to see healers who are not happy with the new healing model stop playing. By the reverse token, there might be some new players who will love the new healing model and will thrive on it. The ultimate end goal is to make healing as fun as possible for as many different players. If there is a wider appeal, then there are bound to be more healers!
My idea of fun
I'm not saying this is right or representative, but I find various elements from the different styles appealing.
I liked the pace of healing in classic WoW. I think the rate of damage was about right in some areas. We had time to think two or three spells ahead and had the ability to recover in case we made one wrong decision. But I suppose having a cushion of 40 players wasn't such a bad thing at the time. Maybe 11 healers was overkill at the time.
In The Burning Crusade, it was mostly the encounters that got to me. Kil'Jaden and Illidan are both up there in terms of "best healing fights of all time." I don't know if that's due to the complexity and multiple phases of the encounters or because of the healing style, with the extra spells and downranking. Now, don't get me wrong! Downranking spells was present before, but it became a little more important with reduced raid sizes. Smaller raids meant you had to bring fewer players (and conversely, healers), which further meant that every player became that much more valuable. With 40 players, you could get away with a full group dying and still taking down a boss. Encounters became increasingly challenging with fewer players.
Downranking provided a solution to mana constraints, because we could select the strength of the heal and adjust our mana usage. If our target had a health deficit of 25 percent, no problem! We used a smaller heal. If our target had a 75 percent health deficit, we used a larger one. If we risked it, we could use a slower one, assuming that player wasn't going to die any time soon.
Healing rotations
Are we going to see the implementation of a healing rotation during raids? Is this going to be "fun" for healers?
The idea of a healing "rotation" isn't unheard of. That trend came from DPS players, who would use a precise sequence of spells in order to maximize DPS. Unfortunately, that doesn't really translate well for healing. There isn't an equivalent; you can't compare the two. DPSing is typically focused on one boss (and maybe other, additional mobs). When you're healing, you have 25 targets, and there is a cap at which extra healing doesn't simply won't matter. The overheal ends up being wasted.
I mean, have you heard of someone over-DPSing?
I really don't foresee there being some kind of optimal healing rotation, because healing is dependent on the encounter (and to an extent, the class). So far, I've been able to get away without having to rely on DPS spells. The way I see it, there is simply too much stuff happening for me to spare even one global cooldown. That could be a product of gear or encounter, though.
Now, here is the flip side of the argument. Tanks at level 85 will approach 100k health. Everyone else will have around 80k and up. This means in a party environment, there is always going to be someone who will need a heal. It could be one player, or it could be the whole party. There needs to be enough healing done so that players don't die. Heh, sometimes I feel that 50 percent health is the new 100 percent health. Once you get to that point on a player, move on to someone else and let whatever HoTs or AoE healing do the rest.
Another argument that could be made is that some of the mana-restoring or cost-reducing talents that come from DPSing will be needed.
Another take on healing rotations
I've spoken to Joe, our resident resto shaman columnist, and he disagrees about the no-rotation idea. When he is healing on the PTR, by default, he casts spells in a manner such as this:
This is largely due to a combination of talents like Telluric Currents and Focused Insight. He might've done a better job adapting to the new healing game than I have. Personally, I'm afraid of not having enough mental bandwidth to keep the raid alive and hitting enemies with DPS spells. I think Joe has the right idea, though.
Either way, I'm going to do my best to master the new healing game, whatever it may be, and you can count on me to pass on my stories of success (and failures)!
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to matticus@wow.com. For less healer-centric raiding advice, visit Ready Check, and don't miss our strategy guides to Icecrown Citadel and Halion/the Ruby Sanctum.Filed under: Analysis / Opinion, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 3)
omedon666 Sep 23rd 2010 4:16PM
"Heh, sometimes I feel that 50 percent health is the new 100 percent health. "
There is much wisdom in this feeling.
Ghostcrawler said early on that the healer's job (going into Cataclysm) is not to top everyone off, but to keep everyone alive. I know a few "must... not... let... anyone... get hurt..." healers, particularly druids and disc priests, and in WOTLK, this is a good instinct. In Cataclysm, it appears to equal OOM.
One recommendation a friend mentioned to me is, for cataclysm, messing with the threshold of "colour changes" from green to yellow to red in one's healbot settings. I don't use healbot (I only heal 5-mans, relax :P ), but it sounds like good logic to me.
The big threshold of understanding here is to trust Blizz when they say "no really, people won't be getting globaled anymore, take a breath and pick your spell, honest". That's a hard trust to take for those raised in WOTLK, but if you don't, and if you insist to see no light behind your green bars, you're going to go OOM, if the model is sound.
I can't stress this enough: Cataclysm is designed to be anti-stranger-group, pro-friend-group. Use that model to learn to heal again. It's intended. Your friends, because they're your friends, will suck up an extra wipe to let you get your feet under you, in the interest of the long term investment of a good, well adjusted healer. PUGs won't.
So your options are: Trust blizzard, and see what happens, or don't and run out of mana from obsessing about keeping everyone topped off.
Xtofer Sep 23rd 2010 4:26PM
I agree with you, Omedon, and I also think that this new style of healing should fall under the "don't knock it until you tried it" category. Right now, many people are having knee-jerk reactions to numbers and hearsay. It will do you much better to actually get a feel for the playstyles with the knowledge that they're still trying to balance and tweak the numbers.
I know that I was apprehensive about trying out my resto druid in the beta, but once I did, I found it quite enjoyable, and I was in horrible gear. I can only imagine what it will be like with better gear, more practice, and more fine-tuning from the developers.
Joe Perez Sep 23rd 2010 4:29PM
Interestingly enough, the new default raid and compact frame UI already does the color coding deal as well. But that is a great way to set up visual thresholds.
sara Sep 23rd 2010 4:56PM
Omedon, that's probably the most helpful explanation of the differences we can expect I've seen so far (no offense, Matt!!). I'm definitely one of those "gotta keep 'em topped off" healers, with a disc priest, a shammy, and a druid (yeah, my shammy spams chain heal and riptide when party takes damage, poor thing. Her fingers get quite sore, wiggling so much.) so I had a hard time figuring out what I'm supposed to be doing in Cata, but this makes a lot of sense. I'll try to trust Blizz. :)
Moo Sep 23rd 2010 7:36PM
Great post, Omedon. I tend to agree.
As a Holy Paladin I'm typically the main tank healer for my raids in Wrath. Seeing a tank get to 50% is no surprise to me, as tanks are regularly reduced to or below 50% in one nasty swing, but I'm also used to topping them off (or coming close to it) with a single Holy Light, so this new triage approach will take a little getting used to for me as well.
It will take time to get used to the new dynamic as well as, of course, our new tools in the healing toolbox. While spamming a single healing spell for an encounter is boring, it is also comforting to a degree. I'm looking forward to some additional variety...I just hope that I'm up to the learning curve and that my fellow raiders will be patient. Luckily I have a nice group. I've been around since BC, but didn't really raid until Wrath, so this will be very new to me, but I'm looking forward to it.
Hitting the right balance of making encounters challenging and fun, without them becoming nightmare-inducing stressful for healers is tough, I would imagine. I like the approach they are taking: if we wipe due to lack of healing it's more likely due to a poor choice by the healer (or poor execution by the rest of the raid) than due to RNG problems. This is how it should be. Now, hopefully it will actually play out that way.
omedon666 Sep 23rd 2010 7:56PM
I'm almost envious of people starting at level 1 come cataclysm: they will have no re-learning to do, and are coming to the table at a time when Blizzard has had 5 years of using us as guinea pigs to create cataclysm: their "wow as it should be".
That being said, those of us re-learning (as a DK tank, I'm constantly simulating the new rune system in my head) at 80, regardless of role, ideally have a posse to do so with, and cataclysm is in all ways built anticipating that posse, be it a guild (ideally and incentivized) or just a regular set of running buddies. Those of us "playing right" (within the cataclysm vision) can and will lean on that circle of friends to learn together and progress, enjoying the challenging process as early as 5 man content. Given that ethic, they can swerve the game to almost any degree of severity, as those of us playing an MMO like an MMO will adapt together, as a community.
Good healers will still be good, because they will have the support of a regular team. :)
omedon666.livejournal.com
mark Sep 24th 2010 5:12PM
there might not be a healing rotation - but with procs from shock spells - mana returns - i can see the theorycrafting continuing
if you have enough room to wait till people need (almost) a full rotations worth of healing - then.....
wait for that (non casting regen) - cast best HpM rotation - wait again
Xtofer Sep 23rd 2010 4:18PM
As a resto druid, I'm unsure what a good rotation would be. Still seems like my heals will be highly situational. I've only practiced healing an instance once so far in beta, and they just recently changed our mastery (though, no idea when that will be implemented), so I'll practice more. I guess a healing rotation really does depend on your class though. As far as I know, there are no dps abilities that affect a resto druid's healing currently, so mixing in a dps skill into a particular fight would feel odd.
Aalokor Sep 23rd 2010 5:02PM
I've healed a few groups on the beta as resto, and you're 'rotation' is pretty simple:
keep lifebloom on the tank (3 stacks)
use nourish to keep it refreshed
use regrowth and rejuv to heal extra damage
use Healing Touch when the shit is about to hit the fan
Wild growth and tranq are very efficient if the healing is needed (i.e. 5 members + damaged)
Sanwich Sep 23rd 2010 4:19PM
It's been stated by Blizz numerous times that the DPS-heal hybrid talents are not meant as a guideline for serious Cataclysm healing. They're for PvP, as well as specific unusual circumstances when no damage is going on in an encounter, or when people get to the point where they outgear the content and healers have nothing to do otherwise. In fact, GC recently mentioned that most encounters are supposed to still require a constant spam of heals from healers, more or less.
To give a shaman-specific example, Telluric Currents is supposed to be a 'fun' talent more than a 'mandatory' one for mana conservation. I just wish certain beta healers would calm down over these talents and stop trying too hard to force DPS spells into their 'rotations' because they think that's how it's 'supposed' to be. I have nothing against trying out different combinations of spells, but this whole 'you HAVE to DPS while healing' is just grating on me. People aren't listening to the CMs.
Heilig Sep 23rd 2010 4:26PM
I see those talents as more of a return to the healing "shifts" of vanilla where you stood out and regenned outside the 5SR during your "shift." This is a viable strategy, ESPECIALLY if you decide to bring an extra healer to your raid. The healer that isn't on his healing shift is busily DPSing, and regenning their mana back to full at the same time WITHOUT costing the raid a full DPS spot. If you assume a resto shaman spamming Lightning bolt does about 40% of the damage of an elemental shaman in their full rotation, you lose maybe half a player's worth of DPS and gain a HUGE healing cushion. Your healers never go OOM and if there's a massive burst of raidwide damage, all that third healer has to do is start healing again. All in all, I LOVE the new "DPS to regen" healer talents. They make the game much more of an action packed battle and less whack-a-mole.
Cetha Sep 23rd 2010 5:01PM
I agree with Heilig. I have 80's of all 4 healing classes, and the reason that I love my shammy the most is that it feels completely natural to toss out shocks/bolts/shear while healing, and it increases the excitement and fun by 100% trying to find the balance.
This admittedly is very different for the other classes as a Druid you can't even use your dps spells in tree form (which is why I'm one of the few people who is happy to see tree form as it is now go away). Paladins don't really have a range option except my holy shock which I like to save to use on my team, although I do try to throw out a hammer of wrath when I get a chance, and there's judging but that never feels like dps'ing. I'm excited to see about integrating Smite into my priest more come Cata as I hardly use it now, and I have been known to let out a holy fire during a lull.
Yep definitely after writing all that out this heals and a little dps model seems tailor made for the shammy tool box. Shammy powa!
Eternauta Sep 23rd 2010 5:12PM
Keep in mind that the mana returned by the dps spells only covers the mana you spent on using those same spells, so it's more like "free damage spells" than "mana regen through dps".
In 5-mans and heroics, you're the only one healing, so there's not much time to waste dpsing unless you overgear the content (like on live right now).
dba89 Nov 16th 2010 11:30AM
As a disc Priest using Smite to gain Evangelism is really effective due to the fact that whatever we hit with Smite will hit the lowest health party member. Having 5 stacks of Evangalism and popping archangel increases are healing by 15% also returning 15% of our mana pool. At any given rate casting smite 5 times only costs 3k mana, and the eturn can be from 2k-10k mana regen from casting smite 5 times. The 15% healing bonus can make a huge difference if you can time it right with certain fights and damage done to tanks. But Disc priest, right now loving the changes, hope they stay the way they are. Mitigation FTW!
Architect Sep 23rd 2010 4:27PM
"I mean, have you heard of someone over-DPSing?"
Over-DPSing is also known as pulling aggro.
I'm intrigued by healing in Cataclysm but also fear for my druid tree, which may be replaced by my Shaman as the primary healer.
Kilcin Sep 23rd 2010 6:14PM
I am in the same boat as Architect; I look at the changes to druid healing and cringe, but look at the healing changes to shamans and think it could be fun.
Hih Sep 23rd 2010 8:36PM
As a Resto Druid, I actually think Holy Priest looks a lot of fun. "Shifting" Chakra states looks like it would feel a lot like "shifting to a different type of tree form" to me.
0oom Sep 24th 2010 1:22PM
I'm glad someone else feels that way about their druid. Everything I read makes me shake - and quickly level up an alt. It feels like druids are being so homogenized with the other healers that it kills everything I *liked* about druid healing.
Rude Hero Sep 23rd 2010 4:32PM
I enjoy healing. However! If they are able to actually follow through with the role's intended changes (healing becomes more based on strategy than reflex, aka the tank will be able to live 1.5 global cooldowns without a heal) I will enjoy healing even more.
On topic... rotations. It sounds like healing on my druid will involve putting up a couple stacks of lifebloom on some critical targets and refreshing them with nourish. Healing on my paladin will be holy shock on cooldown for holy power, word of glory at 3 points and holy light inbetween.
That being said, if the intended changes don't actually make it into implementation, I'll just stick with tanking. Especially if I'm not able to upgrade my computer (I refuse to heal unless my fps is above a certain number on the WOAMG fires/explosions/graphical effects everywhere phases, which I think might be even more computationally punishing in cataclysm.)
Otoah Sep 23rd 2010 6:17PM
You mean a stack of lifebloom on a single target. ;)