The Light and How to Swing It: Synergizing with druids and shaman
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome.
When I asked my favorite restoration shaman (David the shaman) what the resto spec's weaknesses were, he had listed off several areas he'd like to see improved. I posed the same question to a restoration druid, and he replied back with an emphatic "There isn't one!" Restoration druids are currently the most powerful healers in the game, and by a large margin.
Every other healing class might pale in comparison to a druid's massive HPS capabilities, but resto druids aren't the indomitable healers that they might think themselves to be. Holy paladins have a diverse and robust toolkit of spells that allows us to complement restoration druids and shaman. We can focus on each class' strengths and weaknesses to choose our healing spells and strategies effectively. We learned how the two priest healing specs vary and how to work with each, and now we'll cover the two restoration healers.
Restoration Shaman: The ghosts of paladins past
Restoration shaman remind me of holy paladins in so many ways. I suppose the similarities are intentional, as shaman and paladins were originally designed to be parallel classes, serving the Horde and the Alliance, respectively.
Shaman healers have always had three basic heals, and I believe that holy paladins and restoration shaman were the original inspirations for the three heal model. Shaman healing strength lies in their powerful tank and spot healing capabilities and their versatile selection of secondary abilities. While their HOTs and preventive heals can't compete with those of the priest or druid, their direct healing allows them to keep everyone alive. Sound familiar? It's this reliance on standard healing spells that connects restoration shaman and holy paladins together.
The similarities between our spells are staggering. Earth Shield allows shaman to provide their tank with some healing even when they're occupied with healing another player, similar to what Beacon of Light does for holy paladins. The Glyph of Healing Wave functions very closely to our own Protector of the Innocent, allowing them to heal themselves by healing others. Restoration shaman make excellent tank healers, as their direct healing spells are very similar to ours. We spam Holy Light while saving Divine Light for serious damage, while they spam Healing Wave while saving Greater Healing Wave for serious damage. The only major difference is that their Flash of Light equivalent, Healing Surge, is actually pretty great and worth casting in certain situations.
Holy Shock and Riptide are nearly identical spells, as both are cheap, instant heals that used on cooldown and are the gateways to powerful buffs like Infusion of Light and Tidal Waves. Need more proof? Our Blessing/Aura buffs are analogous to the shaman's totem system, giving each class the ability to bring a variety of buffs for any given scenario. Still not convinced? Take a peek at Resurgence, and you'll see that Illumination never actually died, as it lives on in the shaman restoration tree. It's their main source of regeneration, exactly as it was for holy paladins before the Seal of Insight/Judgement revamp. Shaman begin to deviate from holy paladins once we start digging into the specifics of how they accomplish their healing tasks.
Shaman are one of the best spot healing classes in the game, due to the incredibly potent combination of Chain Heal and Ancestral Awakening. Chain Heal allows them to top off multiple players in a way that we only wish Light of Dawn could. Ancestral Awakening allows their single-target critical heals to splash to the raid's most injured player, which minimizes the possibility of overhealing. Healing Rain allows them to provide AOE healing to a group of clumped players, similar to Holy Radiance but targeted to a location on the ground. When it comes to spot healing a raid, restoration shaman are one of the best friends you can ask for. Even their Deep Healing mastery bonus is designed to help them bring wounded players back to health quickly. Shaman will still need help handling powerful AOE damage, though, so be sure to augment their healing with your own Holy Radiance.
A restoration shaman's greatest weakness is the lack of powerful instant cast heals, which hurts their ability to move and heal. Riptide is a great heal, but it's just not enough. Holy paladins had the same issue when Holy Shock was our only instant option. Spiritwalker's Grace helps the situation by allowing them to cast and move at the same time, but it's not always available. If there's a fight with prolonged movement, resto shaman healing will suffer. Paladins can suffer from the same issue, so you need to be careful if you're running somewhere at the same time as a resto shaman, as you're both effectively reduced to just a few instant-cast heals.
Their totem system, while flexible, is also costs them mana and GCDs to move around, which further restricts their mobility. Paladin Blessings and Auras are all "set it and forget it," which makes it easy to miss how difficult carting totems around can be. There are two totems that are worth the trouble, though. Mana Tide Totem is still a great mana restoration tool that we want to take advantage of; we just need to make sure we're standing near it.
The other shaman totem of note is the Spirit Link Totem. If you activate it while the raid is near the tank, it's the ultimate tank cooldown. The totem effectively lowers all incoming damage by 10%, gives your tank an effective life pool of over 1.5 million life, and allows your healers to double their HPS for the totem's 6-second life. When used on the raid, it still reduces incoming damage and ensures that you don't lose an individual player to an AOE burst that they didn't get a good resist roll on. While Spirit Link Totem is down, you want to pop Holy Radiance, preferably with a cooldown like Avenging Wrath or Divine Favor. The totem turns AOE healing into single-target healing for everyone, which means you are aiming to deal the maximum amount of raw HPS you can for those few seconds.
Restoration Druids: Our new tree overlords
Restoration druids are really good right now. I know that sounds so simple, but the fact is that resto druids are basically capable of just about anything and everything. If you check the World of Logs healing charts, they have complete ownership on the meters for nearly every encounter. Their AOE healing capacity is unrivaled by any other healer, and they're not too shabby at keeping a tank alive either. What's so interesting to me about resto druids is that they still don't fit into the three heal model, as they rely so heavily on their other healing spells to keep their targets alive.
Restoration druids are obviously the HOT masters, and they have more HOTs than I care to count. Because their spells can exist on players before they take damage and heal them nearly immediately afterwards, they can soak up so much HPS, especially when there's AOE damage being dealt. A resto druid has two basic AOE spells available to them, Wild Growth and Efflorescence, and the two of these make up a huge chunk of a resto druid's healing on any given fight. Rejuvenation, their simple single-target HOT, is their other major source of healing, and the three together make up between 50 and 70% of their total healing done.
When faced with an encounter without any AOE damage and where HOTs aren't valuable, like Baleroc, druid healing potency quickly dwindles. In fact, Baleroc is the only encounter where restoration druids are consistently outperformed across every raid size and difficulty. Their lack of a single-target instant heal or an effective single-target casted direct heal makes it difficult for them to pick up stacks of Vital Spark. Holy paladins can also beat druids when facing Shannox, but that's not to say that resto druids are doing poorly. In order to beat a druid in healing, it has to be an ideal fight for us and a poor fight for them. Shannox is golden for holy paladins, as most of the damage is dealt to the two tanks and there's nearly no AOE damage, making Beacon of Light the perfect tool for the job.
If you're in a situation where there's AOE damage being dealt and you're raiding with a resto druid, pop a courtesy Holy Radiance and then get back to work on the tank. There's no point in a holy paladin wasting mana or GCDs tossing other heals onto the raid when the resto druid will have everyone back to full life in no time. They're AOE specialists, and Firelands has plenty of AOE damage for them to thrive in.
In order to handle even intense incoming AOE damage, restoration druids have Tranquility at their disposal. While we learned last week that Divine Hymn isn't as awesome as the tooltip makes it out to be, Tranquility is the real deal. Paragon, the masters of class stacking, loves to bring in extra druids for the game's hardest fights due to the potency of Tranquility. I don't care how badly your raid is beaten or battered; Tranquility will fix the problem in short order. I actually don't use Holy Radiance if a druid has Tranquility active, as it's a waste of mana for me to cast it.
Speaking of mana, the druid mana restoration ability, Innervate, has been nerfed pretty badly. I have stopped asking resto druids for Innervates, as it restores more mana to the druid than to another player.
Restoration druids and holy paladins are my favorite healing duo. The druid can handle the raid and AOE damage while we focus on keeping the tanks up. Beacon of Light and our extensive tank cooldown kit allows us to keep any tank alive, while Wild Growth and Rejuvenation ensure that our raiders' health bars are always in the green.
Restoration druids are also great at coping with movement, as most of their spells are instant-cast and their HOTs will continue rolling even as they move. Their HOTs help solve our mobility issues, while our single-target throughput helps them avoid getting stuck casting spells like Healing Touch when they'd rather not be. Their Lifebloom spell provides our tanks with some extra buffer healing, while our Holy Shocks and Holy Lights can help them deal with quick bursts of raid damage. One way for a holy paladin to stand out when healing alongside a druid is to make good use of our extensive "Hand of" utility spell system, as druids are quite lacking these types of utility spells.
The resto druid's ultimate cooldown (as if Tranquility wasn't enough) is their Tree of Life form. The spell has a long 3-minute cooldown, but it's worth the wait and lasts for over 30 seconds. While active, their Wild Growth affects more targets, they can spam Lifebloom across the raid, and their Regrowth spell becomes instant cast. On top of all of that, they deal an additional 15% healing. Tree of Life provides druids with another powerful raid healing cooldown, although buffing WG and Lifebloom doesn't keep the tank alive. Instant Regrowths might be nice, but the HOT can only apply once and the mana cost is draining. Between Tranquility and Tree of Life, a druid has two Get Out Of Jail Free cards when it comes to handling AOE damage.
The Light and How to Swing It: Holy helps holy paladins become the powerful healers we're destined to be. Find out just how masterful mastery healing can be, gear up with the latest gear, and learn how to PVP as a holy paladin.
When I asked my favorite restoration shaman (David the shaman) what the resto spec's weaknesses were, he had listed off several areas he'd like to see improved. I posed the same question to a restoration druid, and he replied back with an emphatic "There isn't one!" Restoration druids are currently the most powerful healers in the game, and by a large margin.
Every other healing class might pale in comparison to a druid's massive HPS capabilities, but resto druids aren't the indomitable healers that they might think themselves to be. Holy paladins have a diverse and robust toolkit of spells that allows us to complement restoration druids and shaman. We can focus on each class' strengths and weaknesses to choose our healing spells and strategies effectively. We learned how the two priest healing specs vary and how to work with each, and now we'll cover the two restoration healers.
Restoration Shaman: The ghosts of paladins past
Restoration shaman remind me of holy paladins in so many ways. I suppose the similarities are intentional, as shaman and paladins were originally designed to be parallel classes, serving the Horde and the Alliance, respectively.
Shaman healers have always had three basic heals, and I believe that holy paladins and restoration shaman were the original inspirations for the three heal model. Shaman healing strength lies in their powerful tank and spot healing capabilities and their versatile selection of secondary abilities. While their HOTs and preventive heals can't compete with those of the priest or druid, their direct healing allows them to keep everyone alive. Sound familiar? It's this reliance on standard healing spells that connects restoration shaman and holy paladins together.
The similarities between our spells are staggering. Earth Shield allows shaman to provide their tank with some healing even when they're occupied with healing another player, similar to what Beacon of Light does for holy paladins. The Glyph of Healing Wave functions very closely to our own Protector of the Innocent, allowing them to heal themselves by healing others. Restoration shaman make excellent tank healers, as their direct healing spells are very similar to ours. We spam Holy Light while saving Divine Light for serious damage, while they spam Healing Wave while saving Greater Healing Wave for serious damage. The only major difference is that their Flash of Light equivalent, Healing Surge, is actually pretty great and worth casting in certain situations.
Holy Shock and Riptide are nearly identical spells, as both are cheap, instant heals that used on cooldown and are the gateways to powerful buffs like Infusion of Light and Tidal Waves. Need more proof? Our Blessing/Aura buffs are analogous to the shaman's totem system, giving each class the ability to bring a variety of buffs for any given scenario. Still not convinced? Take a peek at Resurgence, and you'll see that Illumination never actually died, as it lives on in the shaman restoration tree. It's their main source of regeneration, exactly as it was for holy paladins before the Seal of Insight/Judgement revamp. Shaman begin to deviate from holy paladins once we start digging into the specifics of how they accomplish their healing tasks.

A restoration shaman's greatest weakness is the lack of powerful instant cast heals, which hurts their ability to move and heal. Riptide is a great heal, but it's just not enough. Holy paladins had the same issue when Holy Shock was our only instant option. Spiritwalker's Grace helps the situation by allowing them to cast and move at the same time, but it's not always available. If there's a fight with prolonged movement, resto shaman healing will suffer. Paladins can suffer from the same issue, so you need to be careful if you're running somewhere at the same time as a resto shaman, as you're both effectively reduced to just a few instant-cast heals.
Their totem system, while flexible, is also costs them mana and GCDs to move around, which further restricts their mobility. Paladin Blessings and Auras are all "set it and forget it," which makes it easy to miss how difficult carting totems around can be. There are two totems that are worth the trouble, though. Mana Tide Totem is still a great mana restoration tool that we want to take advantage of; we just need to make sure we're standing near it.
The other shaman totem of note is the Spirit Link Totem. If you activate it while the raid is near the tank, it's the ultimate tank cooldown. The totem effectively lowers all incoming damage by 10%, gives your tank an effective life pool of over 1.5 million life, and allows your healers to double their HPS for the totem's 6-second life. When used on the raid, it still reduces incoming damage and ensures that you don't lose an individual player to an AOE burst that they didn't get a good resist roll on. While Spirit Link Totem is down, you want to pop Holy Radiance, preferably with a cooldown like Avenging Wrath or Divine Favor. The totem turns AOE healing into single-target healing for everyone, which means you are aiming to deal the maximum amount of raw HPS you can for those few seconds.
Restoration Druids: Our new tree overlords
Restoration druids are really good right now. I know that sounds so simple, but the fact is that resto druids are basically capable of just about anything and everything. If you check the World of Logs healing charts, they have complete ownership on the meters for nearly every encounter. Their AOE healing capacity is unrivaled by any other healer, and they're not too shabby at keeping a tank alive either. What's so interesting to me about resto druids is that they still don't fit into the three heal model, as they rely so heavily on their other healing spells to keep their targets alive.
Restoration druids are obviously the HOT masters, and they have more HOTs than I care to count. Because their spells can exist on players before they take damage and heal them nearly immediately afterwards, they can soak up so much HPS, especially when there's AOE damage being dealt. A resto druid has two basic AOE spells available to them, Wild Growth and Efflorescence, and the two of these make up a huge chunk of a resto druid's healing on any given fight. Rejuvenation, their simple single-target HOT, is their other major source of healing, and the three together make up between 50 and 70% of their total healing done.
When faced with an encounter without any AOE damage and where HOTs aren't valuable, like Baleroc, druid healing potency quickly dwindles. In fact, Baleroc is the only encounter where restoration druids are consistently outperformed across every raid size and difficulty. Their lack of a single-target instant heal or an effective single-target casted direct heal makes it difficult for them to pick up stacks of Vital Spark. Holy paladins can also beat druids when facing Shannox, but that's not to say that resto druids are doing poorly. In order to beat a druid in healing, it has to be an ideal fight for us and a poor fight for them. Shannox is golden for holy paladins, as most of the damage is dealt to the two tanks and there's nearly no AOE damage, making Beacon of Light the perfect tool for the job.
If you're in a situation where there's AOE damage being dealt and you're raiding with a resto druid, pop a courtesy Holy Radiance and then get back to work on the tank. There's no point in a holy paladin wasting mana or GCDs tossing other heals onto the raid when the resto druid will have everyone back to full life in no time. They're AOE specialists, and Firelands has plenty of AOE damage for them to thrive in.

Speaking of mana, the druid mana restoration ability, Innervate, has been nerfed pretty badly. I have stopped asking resto druids for Innervates, as it restores more mana to the druid than to another player.
Restoration druids and holy paladins are my favorite healing duo. The druid can handle the raid and AOE damage while we focus on keeping the tanks up. Beacon of Light and our extensive tank cooldown kit allows us to keep any tank alive, while Wild Growth and Rejuvenation ensure that our raiders' health bars are always in the green.
Restoration druids are also great at coping with movement, as most of their spells are instant-cast and their HOTs will continue rolling even as they move. Their HOTs help solve our mobility issues, while our single-target throughput helps them avoid getting stuck casting spells like Healing Touch when they'd rather not be. Their Lifebloom spell provides our tanks with some extra buffer healing, while our Holy Shocks and Holy Lights can help them deal with quick bursts of raid damage. One way for a holy paladin to stand out when healing alongside a druid is to make good use of our extensive "Hand of" utility spell system, as druids are quite lacking these types of utility spells.
The resto druid's ultimate cooldown (as if Tranquility wasn't enough) is their Tree of Life form. The spell has a long 3-minute cooldown, but it's worth the wait and lasts for over 30 seconds. While active, their Wild Growth affects more targets, they can spam Lifebloom across the raid, and their Regrowth spell becomes instant cast. On top of all of that, they deal an additional 15% healing. Tree of Life provides druids with another powerful raid healing cooldown, although buffing WG and Lifebloom doesn't keep the tank alive. Instant Regrowths might be nice, but the HOT can only apply once and the mana cost is draining. Between Tranquility and Tree of Life, a druid has two Get Out Of Jail Free cards when it comes to handling AOE damage.
Filed under: Paladin, (Paladin) The Light and How to Swing It







Reader Comments (Page 1 of 1)
Ban Sep 18th 2011 7:00PM
My resto druid friend insists that while their class has massive hps in the form of blanket hots and tranquility , it's somehow useless because they don't have the ability to "save" someone that's taking a theoretically gargantuan spike of damage. Which is where us paladins jump in.
In the meantime, I do my little part to frustrate them on farm content by sniping their hots and deflating their numbers.
Arbolamante Sep 18th 2011 7:12PM
Resto druids have no shielding or absorption spells (other than self-cast only Barkskin), and only one almost-instant big heal on a three minute cooldown (Nature's Swiftness followed by Nature's Touch.) So we are missing some major tools.
Needing to keep Lifebloom rolling all the time to get max benefit from talents and tier gear means we have to pay more attention to the tank than a pure raid healer might otherwise (though a good raid healer knows that the tank is also part of the raid), but I think we are still much better suited for raid healing. Our HoTs also really shine when there is a lot of raid damage going around -- say, Beth'tilac -- when less of it gets wasted on overhealing. Otherwise, tree druids do a lot of overhealing.
Speaking of Beth'tilac - I'd say holy pally is a great choice to go upstairs, especially if you just send a tank and healer up. Beacon is pretty solid in that situation.
Chase Christian Sep 18th 2011 7:21PM
Your friend has the right idea. If their target isn't pre-HOT'd, their single target healing isn't substantial, as Nourish needs HOTs present to reach its full potential.
Como Sep 20th 2011 10:03AM
Your friend would be very correct. If your speced for it you can single target heal pretty well but it's still weaker when there are chunks of damage going out to single players. LB basically costs 3gcd's to get up so it healing a tank who lets say has teh bleed from alys. can be tricky when you have to let them drop and heal back up quick again.
I view rd's as a cushion for other healers, we provide the raw hps, and the other classes can quickly single target and spot heal the ones who are in danger.
That being said we definitely are the kings of mobile aoe heals. I like having the resto niche, it's the only healing class that plays differently these days.
ash.p.liu Sep 18th 2011 8:52PM
Hmmm...from my time healing at 85 on my resto sham, I actually pretty much never used healing surge since a riptide-hasted GHW healed more, was more efficient, and had almost the same cast time. I could not really find a use for Healing Surge except in hardcore pvp when a 0.2 sec longer cast time can be the difference between an interrupt and the heal going off.
Myth Sep 18th 2011 8:49PM
I don't know if I would call the ability to place lifeblooms on *three* targets while in Tree Form 'spamming across the raid.'
Gennifurfur Sep 18th 2011 9:53PM
You can place lifeblooms on as many targets as you wish during Tree of Life. I often do roll at least one stack on everyone to proc omen of clarity more often, making for many free, instant regrowths.
haggi.battlecrows Sep 18th 2011 8:55PM
okay, where does this 'druids are the most AMAZINGOMGILUBDEMSOMUCHarglebarglewharrrgble' crap come from?
i have yet to see druid heals keep up with paladin, or even shaman for that matter.
maybe it's a matter of application. druid healing seems fantastic if you're not getting hurt to any significant degree.
it blows fat chunks during damage spikes.
i'd rather have heals that smooth out the spikes with reductions/reactive auto-heals(paladins and shaman, basically), and that boast a good hunk more bang, period.
tl;dr - druid heals are nice if you're on a sunday morning stroll though dalaran. if you're walking into something brutal with a druid for a main healer, be ready to bankroll a hefty repair bill.
/tank
//stopped running guild runs because guildmates insisted that guild runs have guild healers for 'fast queues'. all guild healers were druids.
Crispn Sep 18th 2011 10:39PM
You have yet to see? You must never go on world of logs or raidbots...
redikolous Sep 19th 2011 12:54AM
What druids are you hanging with? Because really, except on Baleroc and Staghelm, druids really outperform a similar shaman, in 10m anyway, and I'm pretty sure in 25m, while shaman get a leg up, druids can still blanket heal more efficiently.
shieryma Sep 18th 2011 11:46PM
I have far more experience on my Paladin, but from my current view I feel like Druids have a more complete healing toolkit, while Paladins have a vastly superior self-preservation/utility toolkit.
Pled Sep 18th 2011 11:53PM
"they spam Healing Wave while saving Greater Healing Wave for serious damage."
This is a gross misrepresentation of Restoration Shamans. Healing Wave's low healing make it only useful when people aren't actively taking damage (and won't for a few seconds) and are already at a high health level, but its low mana cost make it pretty much free to cast. I rarely feel like it's even necessary when I have a druid rolling HoTs on everybody already.
On the other hand, Greater Healing Wave represents the largest % of my healing done, and is my go-to spell (hasted with the Tidal Waves buff) almost all of the time.
One more thing I think wasn't covered was that Resto Shamans have relatively limited ability to boost their healing output temporarily. Paladins have Avenging Wrath and Divine Favor, like you mentioned, but all the Resto Shaman has is Nature's Swiftness every 2 minutes, which of course applies to only one heal, and it lacks the +50% increase that druids have and there is no mechanic to decrease the cooldown, which druids also have.
With that being said, I think the synergy between these 3 classes is great, and I thank you for writing the article, because it's great fun getting to know the healing strengths and weaknesses of other healers, and working together to cover everything makes the group more effective overall.
Vil Sep 19th 2011 10:04AM
I don't really see how this is a misrepresentation, standard way (at least for me) is Riptide, HW, HW, repeat, whenever a bigger heal is needed replace HW with a GHW. As a Riptide, HW, HW combination can be cast indefinitely (I actually gain mana while doing this and it keeps my darkmoon card buff up) there simply isn't a good reason to not have a heal in the pipe constantly.
Also, I'm not quite sure why you feel that we are lacking ways to boost our healing output temporarily? Nature's Swiftness, Unleash Elements (small heal and 20% bonus on the next heal) and Focused Insight (30% bonus on the next heal after you shock) all gives us boosts to our healing output when we need it. Technically I think you can stack UE and FI if you can prepare for the incoming damage ahead of time (UE, Shock, Heal), haven't tried it though.
Cheers!
redikolous Sep 19th 2011 2:07PM
@Vil
When you need such a big heal, it shouldn't take 2 GCDs for such a big heal. For certain fights, where the damage is all predictable (Ragnaros), you may want to save certain cooldowns for certain areas of the fight, so I don't count Nature's Swiftness as an HPS buff.
Plus, while I have seen resources on how Focused Insight is a gain for Healing Rain (I took it specifically for Staghelm), I haven't seen any on how it's good for single-target heals.
If it came down to it, I'd rather have another spell that's more bursty. Under the three-heal model, Flash Heal and Regrowth have their uses (and priests have a double-whammy heal under Binding) but Healing Surge is just useless. I can't do much speaking for Paladin since I don't have one. Flash Heal brings Serendipity, and it's not as great as Greater Healing Wave, but it's faster. Penance has its uses, and with the new Grace model you can use it on non-tanks. Regrowth crits to hell and back with Nature's Bounty, and it's free when the druid is playing right. All we have is Greater Healing Wave, and it doesn't feel bursty at all.
I'm still rather miffed they took away Tidal Force when it would have been a million times more useful in Cata than it ever was in Wrath. (When did I use that spell...on Marrowgar and BQL, Sindragosa, and Lich King, iirc. Only one time a fight, to buff a chain heal. It was less a tank cooldown and more a general buff to my HPS. But I would use it as a tank cooldown now.
kaosgrace Sep 19th 2011 8:58AM
"their Flash of Light equivalent, Healing Surge, is actually pretty great and worth casting in certain situations.'
(choke)
(cough)
(splutter)
You owe me a new keyboard. Where did you get this idea? Did you miss the Great Healing Surge Nerf Debacle? Ever since that happened and HW:Sanctuary got bugged into actual usefulness in 25s, Healing Surge has been fighting with Holy Nova for the title of "most useless healing spell in the game."
redikolous Sep 19th 2011 1:15PM
Hey now.
Hey.
Holy Nova is fun on trash when there's nothing to heal.
shade780 Sep 19th 2011 10:44PM
Yup, that really caught my eye too. It's never a good idea to cast Healing Surge. For the same amount of mana (and practically time) you can cast GHW, except it will also heal the target for about 20-30k more (considering our mastery and if the target is at around 20% health it might actually crit for more than 90k which is 70k more than HS).
Also, agree with the commentor above. With higher ilvls of gear HW is pretty useless. GHW is always my top most used spell.
goldeneye Sep 20th 2011 10:11AM
Even in Wrath, my tree druid healed heroics fine. Except in Halls of Reflection where tank hp could suddenly dip real low and no amount of hots could get him up.
To this day I wonder: Did the tank have bad gear, was he "standing in bad" or did I just suck...