What might Mists of Pandaria mean for healing?

The introduction of the monk class has the potential to trigger a series of changes that could wind up being seen across all of the healing classes -- that is, depending on the reception it receives. These changes are things that some healers might not have considered or further expanding of particular mechanics that are already in game. With that said, it's time for a bit of speculation!
An active healing model
The first potential change -- and it's a major one -- is the introduction of the active healing model. What is an active healing model? Well, I touched on this a little bit before, but ultimately, an active healing model is one that forces the healer to do something other than target a player frame and cast a spell. So if it breaks away from the whack-a-mole healing of our forefathers, chances are it's classified as active healing.
Right up front, you'll see that a healing monk will be doing a lot of running or rolling around. As it was described previously, the healing monk will dodge out of combat to place healing totems or wards or what have you, and then dive back into combat to deal damage and trigger the healing effect if they want to melee. If ranged is more their style, there will be an option to deal damage from afar as well and still heal. It's pure hybrid healing like no other. You deal damage to heal, and you have to pay extra attention to your environment, player health and the boss you're facing.
That's a lot of sensory input, but the challenge of it will appeal to a variety of players. It moves you beyond the role of just caretaker and makes you interact with more than just raid frames. Dodging fire, positioning yourself right to the boss, making sure that you're hitting the boss and triggering enough healing. The monk will have still have some direct healing capability, as it was confirmed by developers at Blizzard Entertainment. Otherwise it would make healing trash in raids and dungeons very difficult. The point is you have a choice to take on an active healing role if you so desire.
Now, you might be saying to yourself that this is fine and dandy for the monk, but it will never see the light of day on the other healing classes. Well, that might not be the case. One need not look much further than discipline priests and Smite healing, which allows priests to deal damage and heal at the same time.
Even in the next expansion, the new talent tree system that will be introduced in MoP is starting to show signs of active healing making its way to more healers. Ancestral Guidance is a talent proposed for the new shaman talent revision in the next expansion. The idea is that once activated, it will reward shaman by taking a portion of the damage or healing they deal for the next 10 seconds and applying it as healing to nearby injured allies. What if instead of 10 seconds, that was active all the time, allowing you to throw lightning and still heal? It's not too far-fetched. Priests and druids could just as easily get a talent that lets them do the same, and paladins already like to run in and smack things when they can. Depending on how well it works out, we could see the active healing model branch further into each healing class easily, allowing us to do more and interact with encounters in entirely new ways while still healing.
Dual resources
In the monk class balance Q & A back in November of 2011, we learned that the dual resource system of chi and force orbs will be replaced by a mana bar and force orbs when a monk goes into healing stance. Force takes the form of light and dark orbs that the players can unleash for additional effects. What those effects are has yet to be revealed, but the fact that the class will still be utilizing two resources to do its job is the important piece of information to take away from this for right now.
The monk class isn't the first class in World of Warcraft to utilize a dual resource system. In fact, two classes have had access to a dual resource system for quite a while now, death knights with their runes and runic power, and paladins with mana and holy power. As the classes use their abilities, they fill up their secondary resource, which can then be used to fuel other abilities such as Holy Light. So if it's successful for monks and successful for paladins, would it be something that is considered for the remaining healing classes?
I think that this principle could very well find its way to priests, druids and shaman. It could give a little more versatility to the classes and be a way to introduce new spells or abilities. Shaman could receive a totemic power; druids could gain a nature's boon. It could be called anything and have the same effect, essentially expanding on the idea of healing combo points. It would add a little more depth to healing on those other classes, adding another level of strategy to your spell usage. Use your secondary resource too soon and it might not do enough; too late and it might not be enough. Managing another resource would take getting used to, that is for certain, but it could be quite rewarding.
Mists of Pandaria offers the perfect opportunity to institute changes to all the healing classes, many of which may wind up being tested through the monk class itself. Active healing models, the inclusion of a secondary resource, or any number of other changes could find their way into the game. What do you think? What type of changes do you think we'll see for healing in MoP? What changes or modifications to healing mechanics would you like to see?
World of Warcraft: Mists of Pandaria is the next expansion, raising the level cap to 90, introducing a brand new talent system, and bringing forth the long-lost pandaren race to both Horde and Alliance. Check out the trailer and follow us for all the latest MoP news!
Filed under: Monk, Mists of Pandaria






Reader Comments (Page 1 of 3)
llamas91 Jan 3rd 2012 8:13PM
The concept is really interesting and i look forward to it, i wanna not only heal but i don't wanna just sit there and heal i wanna have an active role in y raid and really help take a boss down.
So im excited for this healing model
gymboy91 Jan 3rd 2012 8:23PM
How are monk healers going to be able to deal dmg from a distance and still heal? I probably just missed the post about it, but that would make me much happier because I am not really a melee person haha
Also I hope that they don't give all healers a sort of combo point thing because then the classes that have it would lose a bit of their flavor for me, so if they really want to make all have a 2nd resource, I hope that they are different enough to keep it interesting :)
Avan Jan 3rd 2012 11:28PM
Monks will use Hadoken as their ranged attack, obviously.
cosmicape Jan 5th 2012 5:45PM
@Avan I cannot upvote this enough =D
Heii Jan 3rd 2012 8:28PM
I believe Shaman also have a 'secondary' resource as considered by some, though it is restrained to their melee DPS spec.
A part of me is curious what the shaman class as a whole would be like if Resto and Elemental also had access to Maelstrom Weapon.
Vitos Jan 3rd 2012 8:29PM
For duel resource systems, see also Warlocks (mana/soul shards), Rogues (Combo points/energy), feral druis (cp/energy). And to a lesser extent dps shamans (Lightning shield stacks for ele and MW stacks for enh) and shadow priests (shadow orbs).
I really like all of these systems too. One system that you take away from constantly, and another than you slowly build up and then use all at once.
Eternauta Jan 3rd 2012 9:07PM
You forgot Holy Power for Paladins and DK Runes + Runic Power
Vitos Jan 3rd 2012 9:28PM
Joe already got those. :)
protopet Jan 4th 2012 3:55PM
what about balance druids w/ solar/lunar power?
ziggler Jan 3rd 2012 8:31PM
Healing monks are going to be a pain to balance around the other healing classes. May seem like a tired and overused sentence/idea, but why would a group bring someone that "only" heals when they can have 3/6 extra dps per raid (as little as the dps is, can and will make a diference in any kind of boss that is a dps check)?
Or are healing monks less powerfull than the other healing classes? In that case, will 5man be balanced around them and a cakewalk for other healing classes?
Im really confused about all of this.
Wiedmaier Jan 3rd 2012 10:21PM
Smite healing hasn't caused this, and I don't recall stacking shadow priest has ever been a tactic to help healing...
N-train Jan 3rd 2012 10:25PM
Both shamans and priests have an active "damage to healing/mana regen" ability (those are the only two healing classes I play, so forgive my ignorance), and you don't see raids or five mans stacking them because of it (if I recall, Paragon's world first Sinestra had no shamans at all). Granted, Monks may be doing something similar on a larger scale, but I think it's clear that this model isn't somehow game-breaking or ridiculously OP.
I would guess that Blizz is well-aware of this going into it, and I'd wait until we see some action in the Beta before making judgement.
Mitch_b_666 Jan 4th 2012 4:47AM
Just been thinking about this and I've had a couple of thoughts
1) are healing pandas also going to have to be hit capped? Its probably already been answered, but if so then blizzard could probably make them gain hit like a priest does through spirit conversion.
2) you could also stack shadow priests specced into vampiric dominance and do 15% of their dps as healing to 3 people (as an example, 30k dps translates to 13.5k hps over three targets, 4.5k per target).
iadamson Jan 3rd 2012 8:34PM
I'm boring, I guess, but if I could stand in place and immune to everything... and just hit buttons but have to rapidly like I was playing the keyboard... id enjoy it.
Kolyarut Jan 4th 2012 4:24AM
I'd agree with that, tbh.
I don't mind the current healing model (though I made damn well sure to not level a healer until 8-9 months into the expac), but I had a ton of fun in Wrath spamming big, powerful heals at a rapid pace. I realise that the Wrath model of healing was unpopular with some, but I guess everyone gets their turn.
cyber_cbr Jan 4th 2012 10:42AM
At times when I'm healing, I'd be happy if I could just toss a saddle on a bear tank, or put a back pack on a plate tank and jump in, then have them run me around while I heal the heck out of the group! Yeah, active healer? Seen them on Warmaster Blackthorn's fight, and it's too much multitasking.
omedon666 Jan 3rd 2012 8:41PM
Honestly, if they want to try something totally radical and new with healing, they have a new class to do it with. Cataclysm suffered huge when existing healers had to learn a whole new ballgame, (whether that be foreground mana management, or holy power) and many just stopped. People like what they like, and messing with the "pressure roles" while WoW is (and likely always will be) a "trinity" model game just trickles down to headaches for everyone. Changing for the sake of change, especially in the arena of "the people that make instances happen for the majority of players" (IE: tanks and healers) is dangerous, for the communities of players that have established skill sets that they are comfortable with.
If the "schtick" of the mistweaver monk is active healing, awesome, great, people can play the monk (or perhaps an atonement priest) to get a piece of that, they know what they are getting into, and are probably doing so purposefully. Messing with existing healing classes to add this brave new world to their habits has as much chance to lose healers as gain them, and that impacts everyone.
Same with the additional resources. I know some really good paladin healers who were insulted by the implication that their job wasn't hard enough, and when their pressured role had new things to juggle, and they didn't learn fast enough, they felt like losers, and they stopped. These people weren't losers, they were sound, comfortable, good healers that didn't like their game telling them "you suddenly aren't good enough anymore", because things had changed so drastically.
Mess with DPS specs, and people can practice on dummies, or while questing. The only way to practice healing (and to much the same extent, tanking) is on other peoples' time, and Blizz can't ignore that the WoW community rebels loudly and confrontationally against teaching each other on their own time.
Mess with healers' comfort zones, and people die, groups wipe, get yelled at, and healers stop queueing, and everyone suffers.
If it ain't broke, don't fix it.
Sincerely,
A tank/DPS who misses his best healers.
Firestyle Jan 3rd 2012 10:13PM
I wholeheartedly agree. What we've seen of "active healing" in cata failed, miserable. Telluric Currents - complete bust annoyance of a regen mechanic. Judgement - nerfed to 1 min mechanic instead of 8 or 15s or whatever it was. Atonement - the only real fight this was good on was halfus, because it avoided the healing reduction - and they nerfed that.
Let's be honest, they won't let a class actually dps and heal effectively - it's OP in PvP. So you ALWAYS will end up with one or the other (and likely both) being complete gimped.
If I want to dps, I spec elemental. If I want to heal, I spec resto. Sometimes I do an offrole job in extreme circumstances - but that doesn't make throwing out 6k healing surges on a tank fun. Likewise, throwing lightning bolts at the boss is cool when you are bored, but way less cool when you have to keep up your mana.
These are things players do in dire circumstances to scrape by and get a win; not a legitimate playstyle unto themselves.
N-train Jan 3rd 2012 10:14PM
I think that's kind of an unfair assessment. Firstly, the article didn't say "all healers should take up active healing models like the brand new entirely untested class", it said that elements of a more active healing model could be added into the older classes.
I think it's hard to argue that the mass-spamming flash heal every second or the tank dies model of Wrath wasn't in need of some work. It was boring, mind-numbing, more-or-less trivialized a handful of stats, and heaven forbid you lagged/DCd/stepped out of range for 2 seconds. While the hefty change certainly took time to get used to, I think the increased difficulty curve of Cata's heroics and raids led to a lot more healer frustration than having to learn a new system, seeing as a lot of tanks and dps (neither of whom suffered similar overhauls) voiced a fair amount of frustration as well.
Yeah, the first Cata heroic guild run our healer had no fun. He was consistently frustrated, felt he was the source of every wipe (which he wasn't, let's not forget that the room for error for every player was often ridiculously small), and he cursed and spat at Blizz for putting him through this. Two weeks and a handful of gear upgrades later, we were all having fun and more-or-less enjoying ourselves, and the healer was having a blast actually working on spell rotations and reforging and worrying about mana.
I agree that healers and tanks could use a "training room" so to speak to test out new mechanics before putting them into practice, and I certainly don't think that Blizz handled the Cata changes as well as they could have. That being said, you don't keep an 8 year old game fresh by refusing to change anything in the fear of players falling out of their comfort zones a little. All three roles have changed drastically over the last 8 years (anyone remember parry haste?), and at the end of the day every change has met some kind of resistance, however that doesn't necessarily make them bad changes.
Berna Jan 4th 2012 1:45AM
"The only way to practice healing (and to much the same extent, tanking) is on other peoples' time"
QFT. I somehow learned to heal anyway, but this is a big part of the reason I'll never be a tank (the other being that I don't like melee).