The Light and How to Swing It: Dealing with healing caps

If you've ever played a DPS class, you're familiar with working with stats with caps. You have to worry about hit and expertise caps, and there have even been haste and crit caps, too. While playing the min-max game with these stats can be entertaining, healers rarely have to worry about stat caps. Our primary stats, intellect and spirit, don't have any caps to speak of. We do have a few haste breakpoints where we get bonus Holy Radiance ticks, but haste and mastery don't have any hard caps that we can reach. We can pick up any healing stat without worrying about having too much of any given stat.
Instead of dealing with stat caps, healers deal with spell caps. DPS classes have an optimal system or rotation that they follow, but healers have several spell options they can choose from. Each spell has its own limitations, and knowing when to use what spell is a key part of playing a healer successfully. Holy paladins are especially familiar with these issues, as our spells tend to be in flux nearly even patch. Learning how to work around each spell's strengths and weaknesses will ensure that you always use the right tool for the job.
Reaching the HPS cap
Every time a tank dies, a holy paladin learns a little more about himself. I tend to view every tank death as a personal failure. The most common cause of tank death, in my experience, is doing too little healing per second. I'll get complacent while using my cheaper heals, and before I can react to a change, the tank gets smashed.
When you're healing a tank, you're essentially playing tug-of-war with the boss. The boss is doing a certain amount of DPS to your tank, and you need to do a certain amount of HPS to counter that. The boss might change his DPS values up and down at different times to try to throw you off balance, so you need to counter with the proper HPS choices quickly. The tank's life becomes a buffer, giving you a few precious seconds to react to the boss' latest attacks.
If the boss is doing more DPS than you're doing HPS, you have three choices: lower the boss' DPS, increase your personal HPS, or ask for some help. Asking for help should be our last resort, so let's focus on the first two options.
In order to reduce the boss' DPS, the tank (or raid) can use some of their cooldowns to mitigate some of the damage. Every tank has a couple of cooldowns at his disposal that help drop incoming DPS, and so you should coordinate with your tank to use those cooldowns if you're finding that you don't have the HPS to keep up. We can also use our defensive cooldowns, like Aura Mastery and Hand of Sacrifice, to reduce the damage that our targets take. Finally, you can also use CC or interrupts to knock down your enemies' damage, where applicable.
Defense isn't everything
Cooldowns are nice, but they're not always the answer. Sometimes, regardless of what cooldowns are active, spamming Holy Light with every global cooldown won't keep someone up. If you find yourself without enough GCDs, you might just need to use a bigger spell. While Holy Shock and Holy Light are great for saving mana, their HPS won't keep up a tank that's under pressure. There are situations where you just need to start dropping Divine Lights if you're going to keep someone alive through heavy damage. Avoid using Flash of Light if you can, as it takes the HPS/HPM balance too far and will rip through your mana way too quickly. When it comes to holy paladin spell selection, the real choice comes down to Holy Light vs. Divine Light.
The key to choosing between Divine Light and the other, cheaper heals is knowing how much damage your tank is going to take. If it's just a short period of burst, a few Divine Lights won't break your mana bank. If it's going to be a sustained session of spamming DL, you need to make sure you have the mana for it.
On a fight like heroic Halfus, where spamming Divine Light is really the only option, we have to use every trick in our book to prevent ourselves from simply running out of mana. Every gear upgrade we gets goes towards increasing the number of DLs we can cast per fight. DLs are typically the limiting factor of any mana pool, and so you want to spend the ones you can afford wisely. If you do have to spam Divine Light, you can mitigate the amount of mana you spend by utilizing Beacon of Light and Tower of Radiance. If you just have a single target getting slammed, you can toss Beacon on them, and then use your ToR holy power points on free Words of Glory. I use this strategy on several heroic encounters, as the free WoG every few seconds comes in handy for reducing my total mana expenditure.
The final way to increase your HPS is to use an offensive cooldown to boost your healing output. Avenging Wrath and Divine Favor both boost our healing significantly, and our Guardian of the Ancient Kings assists with this, too. Between our defensive and offensive cooldown options, we can tweak the DPS/HPS balance in our favor.
Defensive cooldowns tend to be the most potent when the tank is getting hit for huge amounts, while offensive cooldowns work best when the tank's life is descending smoothly. How much less do you have to heal when a tank has Shield Wall up? You'll never know until you try, so you need to test the potency of each cooldown to know when to use them.
Hitting the mana wall
While it's easy to tell you to just use Divine Light more often if your tank is dying, you also can't sustain a 100% Divine Light cycle. We simply don't have the mana to spam our biggest heal like we did in Wrath. Without careful use of our cheaper heals, we'll run out of mana before an encounter is over. We have to be as efficient as we can without letting anyone die.
Riding the line between doing enough HPS but yet reserving enough mana is one of the major difficulties of playing a healer. In Cataclysm, we don't always have to top everyone off. I see a lot of newer holy paladins pulling out their big heals on every pull, when they can usually get by with far less.
For example, against Bloodlord Mandokir, we don't have really heal anyone besides the tank. Mandokir's debuff, Ritual of Bloodletting, won't kill a player as long as they have a few hundred life, and his power move, Devastating Slam, kills on impact. There's no reason to spend the time or globals on healing the group, since they're in no real danger.
Similarly, when facing Cho'gall, your raid won't take much damage during phase 1. While they'll get blasted during the Shadow's Orders phases, you have a ton of time to heal everyone up. You don't need to be in a rush; you can use Holy Light to get everyone back up to full before the next Shadow's Orders phase. While Divine Light might heal twice as fast as Holy Light does, Holy Light can do it for a fraction of the mana. Lean on Holy Light and Holy Shock whenever someone isn't in any immediate danger of dying.
If you find yourself running out of mana, you should approach it from two directions. First, try to get more mana by using Divine Plea and Judgement as often as you can. Second, try to use cheaper heals whenever you can.
Unfortunately, you will do less healing when you're trying to save mana, and so you run the risk of having someone die because you weren't healing enough. Every once in a while, someone will die and it will be your fault. You are the ultimate dispenser of your healing, and so you must be the vigilant guard that ensures that the heals are doled out appropriately. The choice between Holy Light and Divine Light is not always straightforward, and you will have to trust your instincts.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
r.furrer91 Jun 5th 2011 6:12PM
Wow, what a wonderfully written article! Great read, keep up the good work!
Heii Jun 5th 2011 6:23PM
Good article, for all healing classes.
I'm fairly guilty of letting tanks die in dungeons while leveling my priest, simply because I get complacent and lazy and only use Heal and Renew.
That, and because I forget some of the healing spells I have.
GI_Prophet Jun 6th 2011 1:52PM
Yeah I was half way through reading this when I realized it was meant for Paladins! Lots of great stuff that was totally relevant to my priest.
Desmentia Jun 7th 2011 12:52AM
I would just like to add something: Using Flash Heal/Flash of Light/Healing Surge/ isn't going to break your mana pool unless you're woefully under-geared, and it is sometimes the correct answer to the situation.
The fast heals let you power a tank through things that simply should not be survivable, like broken CC or an additional group. Even in boss encounters, I do occasionally reach for my Flash Heal button. A cast here and there may be what's needed to save an encounter, and often your group will be surprised that they survived whatever it was that caused you to need it.
Like endless medium heal spam, though, you cannot sustain it. In this case, however, more than a handful of fast heals will mean OOM issues later in the fight. Make sure you don't whip out the heal-bombs when they're not needed, but do remember you have them. I think of them as my fifth healing cooldown.
llcjay2003 Jun 5th 2011 6:25PM
Great article!
I would only add that sometimes you have to use more DLs due to tanks or dps not paying attention and/or are inexperienced in knowing when to use cooldowns during a heavy-hitting phase or ability. Or, you know, not stand in the fire.
fathertouk Jun 5th 2011 6:45PM
As someone with experience with all of the healing specs I can say for sure that, while the spells in question change from class to class, the basic principles of this article can be applied to all healers, especially those just getting their feet wet in the raiding scene. I've raided with lots of healers since the start of the tier who had solid gear but their spell choices left them OoM way too early, or let the tank drop because they were trying to get too much out of healing wave or nourish or what have you.
Someone go tell the priests, shaman and druids that are having healing issues to scope this article out.
BooCat Jun 5th 2011 6:48PM
I've been using Words of Glory on normal a lot (which really seems to work for me), but I have not reach heroics yet. Some were telling me that Words of Glory is useless once you get to heroics, is any of that true?
JKWood Jun 5th 2011 8:44PM
None of your heals are worthless. Flash of Light is very situational, yes, but nothing we have available to us is worthless.
brian Jun 6th 2011 3:50AM
It's really in 25's that Word of Glory doesn't quite cut it, merely because Light of Dawn can consistently hit enough people to make it better.
In 10's, you can use WoG more often, merely because LoD isn't as likely to hit enough people to make it more efficient. Although, LoD still does transfer healing to the tank, so that's why it does so well. WoG is getting the boost in the next patch, though, so that should narrow the gap.
Matthew Jun 5th 2011 6:48PM
Shamans! don't forget that you have a few tricks to bump your heals. Shock a bad guy and your next heal goes up (max 30% depends on your talents). That, plus unleash elementals can give you a whopper of a tank heal. Thats why I like the shaman class, lots of tricks up my, er, totems.
CodeMunki Jun 5th 2011 7:00PM
An understanding of the difference between HPS and HPM is one of the first things I try to instill in new healers in my guild. Once you grasp that concept, then planning your healing strategy becomes much easier.
The other is developing the ability to let a bad player die for the good of the group. Unlike Wrath, you can't heal through everything in Cata. A bad player will run you out of mana quickly. Sometimes, letting them die and pushing on -1 will give you the best chance of winning.
In either case, knowledge of the fight is crucial.
Claric Jun 6th 2011 3:42AM
Question for the holy paladins around here...
I compared my healing output with another paladin yesterday (not in raid, in SW), and while my ilvl is 361 and his was 356 and every single one of my stats (int, sp...) was higher than his, all his heals were noticeably stronger than mines; eg. my DL crits at 40k and his 45k...
I thought intellect was the only driver to how big the heals were... am I missing something here?
(oh, and I believe I have picked up all the necessary healing increasing talents)
Ilmyrn Jun 6th 2011 11:15AM
First place to check would probably be talents. Compare your build and his, see if there's any difference. Next, check gems and enchants. What consumables are the two of you using? Flasks, food, potions?
Kuro Jun 6th 2011 12:10PM
If it was in a major city and you were just healing one another in one of those random healing battles, then I'd ignore it. He might have been grouped with someone who was giving him a buff or something.
Everything is situational -- You healing and throughput will depend on what bosses you're healing and how much damage your raid takes.
Here's a helpful tool to help analyze your healing vs another. http://raidbots.com/comparebot/
Find a World of Logs parse from the other healer and compare it to a simialr parse of yours with CompareBot. You can see if there are any choices in healing style that might have boosted his healing numbers in a raid situation.
Neyssa Jun 6th 2011 6:18AM
Another question for holy pallies:
I am not into raiding yet (just gearing our guild members so we can go together), so my question concerns 5-man instances. Is it really bad habit to use Light of Dawn in a 5-man hc? I usually have the tank beaconed, and for me it seems that a LoD heals the tank a lot as well as the dps, but I was yelled at yesterday in a PUG and it made me wondering. Should I really stop using LoD in 5-mans and just go with WoG?
mazca13 Jun 6th 2011 6:36AM
There's definitely situations where both are useful. Is most or all of your group in LoD's cone area, and do they need healing? If so, then duh - cast LoD. In 5-mans there are a lot of situations (particularly in a melee-heavy group) where all 4 other members of your party are in its range, and I see no problem with doing it then. Certainly there are bad times to use it, but it's not universally bad in 5-mans like the mystery yeller seems to think.
Apple Jun 6th 2011 4:31PM
Basically, this, but I'd stress that those situations are not common.
1) The RDF tends to put people in groups with other classes, so you're unlikely to have two rogues or two warriors or what have you.
2) Your ranged group members will usually spread out from each other by default. It's a habit to avoid AoEs.
3) Bosses are big, and the melee people will often be standing behind the boss, making them further away from the tank.
Because of all this, the frontal cone that includes the whole 5-man is not common, and difficult to find when it's there. If you can find a pug that is willing to cluster up for Radiance or LoD, then more power to you, because they've been hiding from me.
Shyster Jun 6th 2011 5:15PM
Me looking through the Light and How to Swing It articles: Prot... holy.. prot.. holy.. prot.. holy... prot... holy.. ret... prot... holy... prot... holy.. prot.. holy
In all seriousness very well written, thanks for the insight =)
Elish Jun 6th 2011 11:49PM
Hmm wonder if Blizzard is going to move FoL around to make it fit better in our toolkit.
Dreamshadow Jun 7th 2011 12:01PM
Another good way to stop the 'spikiness' of tank damage (chogall during shadow's orders) is to use Hand of Sacrifice. I use mine on every add phase when the tanks are split apart and it takes some maneuvering to keep them both in range.