Raid Rx: The evolving healing strategy
Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poohbah of World of Matticus and a founder of Plus Heal, a discussion community for healers of all experience levels and interests. Catch his weekly podcast on healing, raiding and leading, the Matticast.
Before the age of videos and dedicated boss pages, boss kill strategy was extremely elusive. We're talking back during the vanilla era of Warcraft. The time it took for guilds to crush bosses took weeks (sometimes months). The top-end 40-player raiding guilds all consisted of the best that the game had to offer. Guilds below them had a player consistency involving 10 really good players, 25 mediocre ones, and five AFK raiders.
How did those players learn? Who did they get their strat videos from? With no Encounter Journal, everything was done from a trial-and-error standpoint. The general plan for healers in these pioneer raid teams? Heal all the things. Eight to 12 healers were used (at least, when I did them) for learning. It was a race to see if we could stay alive long enough to destroy raid bosses. Some of the bosses in Blackwing Lair took 20-30 minutes.
Fast forward years later, and now we have all these different tools at our disposal. There are videos and the attached commentary that walks players through what happens on select stages of an encounter. Blizzard itself has provided a database of abilities within the game. Walk-throughs are littered across the internet on major information sites, blogs, and forums. Rarely is there ever a unique strategy to a boss, because we watch the pros undergo various attempts with different approaches. Sometimes they work; sometimes they don't. Eventually, they settle on a method that delivers constant kills. That information gets released and filtered down to the rest of us, which we then adapt ourselves.
Originality isn't exactly common anymore.
On the internet, guilds will imitate and copy the strategy approaches of other guilds so that they can experience the joy of killing a boss. It's understandable, and it is definitely expected. This isn't exactly a sport like football where foul play is considered when a team is videotaping the signals and plays of rival teams. We're much more of an open community now compared to before.
Generally, there is one main accepted strategy and two or three other suboptimal but optional methods that do work. Maybe they don't work as well, or they require a specific class or skill to be really considered viable.
Adjusting healing
Guilds have a much smaller pool of healers to work with, compared to DPS. Strategy changes from the healing side have to be adapted. Chances are, your guild may not have the exact same healing composition as other guilds that successfully killed the same boss.
This is where leaders have to keep an open mind. Unless you want to go out and acquire the specific classes that the successful guilds have, some changes will need to be made to compensate for the lack of certain spells or to account for minor changes.
What can we as healers do to adjust? Easy! We have several options at our disposal.
Scale the DPS
This means cutting back on DPS players and increasing the number of healers or going the other way by lowering the healer count with heavy reliance on extreme DPS. Perhaps raid DPS isn't high enough, and the healers aren't able to keep players alive. Maybe there's an enrage timer involved that places a ceiling on the amount of time you have to work with. I'd say the standard healer count for 25-player normal mode encounters is six. In 10-player raid teams, three is a good number.
That doesn't mean you can't take seven or even eight healers into raids. I know in 10-man, we once took in four healers for Al'Akir just give players a chance to stand in bad stuff more to increase their DPS. Not exactly an optimal strategy, but it did allow them to worry less about themselves and more on unloading as much as they could on bosses.
More or fewer healers
There is a finite amount of damage that your raid needs to deal with. Some of it is avoidable, and some of it isn't. You can have specific healers assigned to targets differently. Maybe a guild likes to use a paladin and a priest on a tank for the extra security. But your guild may not have those two classes, so you decide to use a shaman instead with a raid-healing druid layering HOT spells repeatedly. While it isn't exactly two dedicated healers on the tank, there is enough healing applied that the tank won't take lethal damage and suffer for it.
Cooldown stacking and spell usage
I know at an individual player level, I've adjusted my talents a few times for that slight edge. As a priest, I'd invest points to lower my Shadowfiend cooldown. This gives me the potential to use it as often as three times on a single encounter instead of only two usages. Having all that extra mana at my fingertips means I can throw many more spells out and sustain the raid.
For cooldowns and stacking, it isn't a bad idea to swap out a few players for players with the ability to mitigate incoming damage to some degree. Sometimes that extra survivability is enough to put a raid group over the top and get those new progression bosses down.
Don't be afraid to make small and subtle adjustments to your healing strategy. There isn't a right answer. There are multiple right answers. The trick is figuring out how and what is needed to make that happen.
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to mattl@wowinsider.com. For less healer-centric raiding advice, visit Ready Check for advanced tactics and advice for the endgame raider.
Before the age of videos and dedicated boss pages, boss kill strategy was extremely elusive. We're talking back during the vanilla era of Warcraft. The time it took for guilds to crush bosses took weeks (sometimes months). The top-end 40-player raiding guilds all consisted of the best that the game had to offer. Guilds below them had a player consistency involving 10 really good players, 25 mediocre ones, and five AFK raiders.
How did those players learn? Who did they get their strat videos from? With no Encounter Journal, everything was done from a trial-and-error standpoint. The general plan for healers in these pioneer raid teams? Heal all the things. Eight to 12 healers were used (at least, when I did them) for learning. It was a race to see if we could stay alive long enough to destroy raid bosses. Some of the bosses in Blackwing Lair took 20-30 minutes.
Fast forward years later, and now we have all these different tools at our disposal. There are videos and the attached commentary that walks players through what happens on select stages of an encounter. Blizzard itself has provided a database of abilities within the game. Walk-throughs are littered across the internet on major information sites, blogs, and forums. Rarely is there ever a unique strategy to a boss, because we watch the pros undergo various attempts with different approaches. Sometimes they work; sometimes they don't. Eventually, they settle on a method that delivers constant kills. That information gets released and filtered down to the rest of us, which we then adapt ourselves.
Originality isn't exactly common anymore.
On the internet, guilds will imitate and copy the strategy approaches of other guilds so that they can experience the joy of killing a boss. It's understandable, and it is definitely expected. This isn't exactly a sport like football where foul play is considered when a team is videotaping the signals and plays of rival teams. We're much more of an open community now compared to before.
Generally, there is one main accepted strategy and two or three other suboptimal but optional methods that do work. Maybe they don't work as well, or they require a specific class or skill to be really considered viable.
Adjusting healing
Guilds have a much smaller pool of healers to work with, compared to DPS. Strategy changes from the healing side have to be adapted. Chances are, your guild may not have the exact same healing composition as other guilds that successfully killed the same boss.
This is where leaders have to keep an open mind. Unless you want to go out and acquire the specific classes that the successful guilds have, some changes will need to be made to compensate for the lack of certain spells or to account for minor changes.
What can we as healers do to adjust? Easy! We have several options at our disposal.
Scale the DPS
This means cutting back on DPS players and increasing the number of healers or going the other way by lowering the healer count with heavy reliance on extreme DPS. Perhaps raid DPS isn't high enough, and the healers aren't able to keep players alive. Maybe there's an enrage timer involved that places a ceiling on the amount of time you have to work with. I'd say the standard healer count for 25-player normal mode encounters is six. In 10-player raid teams, three is a good number.
That doesn't mean you can't take seven or even eight healers into raids. I know in 10-man, we once took in four healers for Al'Akir just give players a chance to stand in bad stuff more to increase their DPS. Not exactly an optimal strategy, but it did allow them to worry less about themselves and more on unloading as much as they could on bosses.
More or fewer healers
There is a finite amount of damage that your raid needs to deal with. Some of it is avoidable, and some of it isn't. You can have specific healers assigned to targets differently. Maybe a guild likes to use a paladin and a priest on a tank for the extra security. But your guild may not have those two classes, so you decide to use a shaman instead with a raid-healing druid layering HOT spells repeatedly. While it isn't exactly two dedicated healers on the tank, there is enough healing applied that the tank won't take lethal damage and suffer for it.
Cooldown stacking and spell usage
I know at an individual player level, I've adjusted my talents a few times for that slight edge. As a priest, I'd invest points to lower my Shadowfiend cooldown. This gives me the potential to use it as often as three times on a single encounter instead of only two usages. Having all that extra mana at my fingertips means I can throw many more spells out and sustain the raid.
For cooldowns and stacking, it isn't a bad idea to swap out a few players for players with the ability to mitigate incoming damage to some degree. Sometimes that extra survivability is enough to put a raid group over the top and get those new progression bosses down.
Don't be afraid to make small and subtle adjustments to your healing strategy. There isn't a right answer. There are multiple right answers. The trick is figuring out how and what is needed to make that happen.
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to mattl@wowinsider.com. For less healer-centric raiding advice, visit Ready Check for advanced tactics and advice for the endgame raider.
Filed under: Raid Rx (Raid Healing)







Reader Comments (Page 1 of 1)
Snuzzle Aug 26th 2011 3:22PM
I remember rotating healers. maybe my guild is the only one that used that strategy. We'd have a handful of healers (don't remember how many) stand there and heal their hearts out while an equal amount stood there and wanded/autoattacked. Then when Heal Team A were huffing fumes, we'd have the Heal Team B step in and Team A would sit back and wand.
Of course, that would never ever work now, but it's just yet another example of how starkly different Vanilla was. And that's one aspect of it I never want to go back to.
Snuzzle Aug 26th 2011 3:24PM
I should mention, the wanding was to regen mana through Judgement of Wisdom. Heck, I remember the second fight in Ruins of AQ with the waves of minibosses, just before the last boss the call came out to STOP DPS NOW so the healers could all wand the guy to regen mana back to full before the last wave with the boss. xD
So much of those thirty minute fights was "Wait, now we need to sit here and wand to regen mana... healers and DPS casters."
Minstrel Aug 26th 2011 3:53PM
Vanilla had all sorts of wonky mechanics (relative to today's raiding environment). If you remained far enough away, you could remain out of combat. Some players were kept out of combat permanently to resurrect fallen raiders. Hunters could feign death to drop out of combat and then resurrect players with Goblin Jumper Cables. I seem to even recall that players could get out of combat to drink at times before rejoining battle.
Raid encounters then were considered more like long-form events, rather than the intense sprint fights that they are now. Decision-making now is all tactical where you have to make good snap judgements. Back then, decision-making was all strategic and very few crucial snap judgement decisions needed to be made.
Drackeen Aug 26th 2011 3:54PM
That was all before my time. I have heard of groups doing the same thing though back in the good 'ole days of Vanilla.
A99barnsey Aug 26th 2011 4:16PM
yea, the 5 second rule...
Drackeen Aug 26th 2011 3:52PM
How about even in recent content, where our progression group would have healers of different classes on standby outside the raid to rotate in and out depending on which class would be best for each particular boss fight. It kinda sucked as a healer but it worked for getting that next progression boss down.
Badgelooter Aug 26th 2011 4:04PM
It's been my experience that healers need to have the most knowledge of other classes to do their job well. A good healer can keep the raid up. A great healer knows when to call for the tank to pop a personal CD or a raid wall to prevent, or recover from, a damage spike. They know what other healing classes are capable of so that the raid is using the right spell at the right to, stacking with each other's strengths to maximize the healing crew's output. That great healer coordinates raid and personal cooldowns to smooth out the incoming damage.
Maybe it's just the guys and gals I've run with, but having a healer who can manage 9/24 other players' "oh crap" buttons makes a raid night more successful.
John Aug 26th 2011 4:35PM
My impressions of healing in BC, LK, and Cata are:
BC - big damage on tanks for most fights, and tank swapping or dealing with other mechanics that changed the incoming damage; raid healing was generally a portion of the raid taking dmg due to an aoe effect (vashj lightning, Illidan fireball, etc.)
LK - massive dmg to tanks on all fights, massive raid damage on many fights - sometimes a few people and sometimes on everyone.
Cata - a mix of the two, but certainly there's been no huge change in how I heal other than now I am faced with going OOM like I could in BC but couldn't in LK. Very little sign of "triage," which was suggested as a possible outcome of larger health pools and lower mana regen. And raid damage is still massive on many fights (P3 AC, Nef crackle, Bethtilac, Alysrazor, etc. etc.).
scotlandap1 Aug 26th 2011 7:25PM
Here's what I'm NOT going to miss hearing in Cata dealing with healing strategy/philosophy:
"If they continue to increase mana regen, we are going to be back to LK-style flash heal-flash heal spam."
Well, what would you know? Here we are nearing the last major content patch of Cata and I've yet to see any healer who is (again) a one trick pony with unlimited mana regen. Sure, they have played with our many of our regen mechanics, but stats wise, I could always see my personal regen/spirit going UP. (Especially nice since my OS is a holy priest).
The thing is, whatever you thought of the increase in stamina pools relative to our the power of our heals in Cata, they just never were going to be strong enough to top tanks (or DPS) off like we did back in LK as quickly with much efficiency. Even as we have gained greater spell power/int, everyone's stamina has gone up as well. The water pouring into the bucket with the hole at the bottom may have been trickling in faster, but so did the size of the bucket. :)