Raid Rx: Why healing rotations spell death for your raid

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.
Are you going through your healing rotation properly?
No question has raised my wrath more than that. The idea of a healing rotation is my ultimate pet peeve. I once had a ret paladin ask me what my healing rotation was. Not even his bubble could protect him from my stony glare that penetrated his monitor.
Healing is all about a priority system. It's about who needs what healing spell when. So as you're progressing through all the normal and heroic modes that Dragon Soul has to offer, learn to cultivate smarter healing habits. Find out what you need to focus on. Figure out what crappy habits you need to break.
Coincidentally, Mike Gray wrote about the DPS side of spell priorities just the other day. He goes into great detail about the history of the DPS rotation and what developers were witnessing from the players. With healing, though, no real rotation exists. It's all about priorities. Two types of priorities exist: spell choices and healing targets. For players who are just getting started with healing, let me go into further detail about each type.
Choose the right spell
You have instant-cast spells. You have spells that take 1.5 seconds to cast. You have spells that can only be used once every 15 seconds. You have heals that continue to heal after you have cast them. You have heals that affect more than one player (which we'll get to later). You have cheap and expensive abilities.
With so many spells, it's understandable that it can all be overwhelming! The very idea that you can go through entire encounters by pressing nothing more than A, B, then C and D is absurd.
You can't just use an instant healing ability all the time, as it might not be efficient. It might not even pack enough healing punch.
Remember this important concept: You know that damage that your group is taking? Chances are, it isn't static. Your group won't be taking the same amount of hits every time. Your players might experience an unfortunate damage crit somewhere. Smart players are adept at dancing out of hostile attacks; others might not be. It falls to you to account for everyone you meet with the ultimate end goal of success! You have to adjust to what's happening, and the best way to do that is to make intelligent spell choices.
Let me use these spells as an example.
- Prayer of Mending Instant, 10-second cooldown
- Flash Heal 1.5-second cast
- Greater Heal 2.5-second cast
- Holy Word: Serenity Instant, 10-second cooldown
- Renew Instant
In most situations, I'd use Prayer of Mending first. There's usually some player who's taking damage (a tank). Prayer of Mending would help cover the first attack. I can follow it up with Holy Word: Serenity, or I can keep it in my back pocket in case something unexpected occurs (like the tank turning her back around). Otherwise, I'll resort to casting Greater Heal or Flash Heal. I can usually gauge which spell to use judging by the the size of the hits players are taking and the intervals between hits. The longer the interval, the slower the heal I can use. Longer intervals usually mean larger hits.
Where does Renew fit in? Renew's an instant-cast spell that keeps healing over time and is one of those spells where I can pick a player, cast it and then forget about it. I try to keep it up at all times on tanks (and refresh it maybe a second or two before it expires). If you have trouble keeping track of when your Renew is going to expire, I recommend an addon like ForteXorcist to help you with that. You're safer using Renew (or any heal-over-time-based spell like this) on players who aren't expected to take damage for a long time. If a boss has a large AoE attack that he does once a minute, I place a Renew on myself because I know I'm in no rush to get my health back to a safe area.
Ultimately, you can't limit your spell use to the same chain of spells for every situation. Dynamic encounters warrant dynamic healing.
Prioritize your healing targets
This is really easy to prioritize. Picking the weakest player and then healing them is usually the obvious play. One of the healing philosophies going into Cataclysm is that the emphasis has shifted to keeping players alive instead of keeping players at full. Your fellow players don't have to constantly be at full health. They just need to consistently survive that next boss ability.
If you haven't engaged in any kind of multiplayer healing, then I don't think you should start with raiding yet. Aside from the potential verbal abuse about your lack of skill, you don't have the capacity to pull it off just yet. Start with five-player instances first. See if you can juggle healing five players working through a dungeon. If you can't adequately keep five players alive, you're going to have difficulty with 10 or 25 players. Your tank is the player taking constant damage over a period of time. In a raid, there are usually two of them.
Think about who is likely to take damage next, and prepare for that. Be familiar with boss abilities and their range. As an example, If you know the boss continually likes to cleave, then you'll be favoring melee players more.
In today's raid, you can't limit yourself to being a tank healer or a raid healer. You need to be a healer. Healing multiple players can be daunting, but just remember that you're not alone. In a raid, you've got other healers who can assist you.
At the end of the day, your ability to heal hinges on you making those key dynamic choices and adapting to what's going on around you. No healing encounter is ever going to be exactly the same twice.
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: Analysis / Opinion, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 2)
Bluskale Jan 6th 2012 8:27PM
Back in the day... didn't healing rotations refer to rotating your healers in and out of duty, to maximize regen under the 5 second rule? I never realized it morphed into some misguided attempt to apply regularity to healing spells cast. Geez.
climbinghell29 Jan 6th 2012 8:48PM
Ya I think so I remember I used to rotate in and out of "duty" so I could get my regen.
Twill Jan 6th 2012 9:35PM
You comment is so outdated that I don't even remember what my life was like back then.
Three expansions have come out. Healing has changed so much since vanilla. Absolutely nobody has the excuse that they learned healing 7 years ago and haven't learned anything new since.
djsuursoo Jan 6th 2012 10:35PM
in everquest the healers rotated because tank damage was massive(in raids) and cast times on almost all good heals were eternal. so healer 1 started casting and healer 2 counted off two seconds and healer three counted two seconds off healer 2... so on and so forth all the way to healer 15 is needed.
raids could get kinda massive in EQ.
Lissanna Jan 6th 2012 11:00PM
As a druid: In vanilla, I just spammed Rank 4 Healing Touch most of the time except when I used the max-rank HT (if I really needed big heals), or sometimes rejuv.
In Burning Crusade, I rolled lifebloom on 2 to 3 targets until I decided that sucked and rerolled shaman to spam chain heal.
WotLK and Cata have been the first expansions where we were expected to use more than 1 button on a regular basis. :)
robitrock Jan 7th 2012 1:38AM
WotlK was 2 buttons rejuv and wild growth
Arbolamante Jan 7th 2012 10:41AM
It was 2-button Rejuv+WG if you were a bad resto druid. That was a great rotation when lots of raid wide damage was being handed out. Otherwise, other healing strats were more appropriate.
Wraithanne Jan 7th 2012 3:25PM
I don't remember rotating out for regen, but I do remember having to call out in TS when casting a Greater Heal so others could cover because of the ridiculous cast time back then. Of course I played Disc back then before Disc was cool so I didn't have the mana problems others had.
cromus00 Jan 6th 2012 8:38PM
Great article. I like the priority system and the triage that healing is heading toward. It really makes the encounters more fun for healers.
Arrohon Jan 6th 2012 9:07PM
Sadly, it also makes an already stressful job daunting to newer players which hurts the DPS vs. other roles balance. However; I prefer this to healing being boring.
Twill Jan 6th 2012 9:37PM
Heading towards? It's been like this for at least 4 years. The only difference cata brought was move mana-management than WotLK.
djsuursoo Jan 6th 2012 10:38PM
it's funny, i healed by priorities back when i first rolled my shaman in wrath.
i was, by all accounts, jaw-dropping.
/ahead of the curve?
djsuursoo Jan 6th 2012 10:38PM
twill does have the right notion RE mana management. it's very interesting. you learn to dance a delicate tweaking of gear, output, timing, cooldowns, weaving a web of life.
mana management even at the upper levels is the thing that marks the true skill of a healer.
Jabadabadana Jan 8th 2012 11:34PM
Sadly, mana management is disappearing at this point in the expansion. As we gear up to greater heights, it's becoming possible (required) to heal like it was Wrath again. Hell, my druid is technically undergeared for regular DS, and yet only runs oom on 3 fights in there if I try to heal like it was wrath again.
It may be that this is inevitable, and perhaps not wholly horrible for the last tier of content. Hopefully the beginning of MoP puts as back in our place, and I can step back from reaction speed, over-hotting, and OMG the tank is gonna get gibbed! healing, and back to mana and triage.
dopeyJ Jan 6th 2012 9:47PM
While I think this is a great article that every healer should read, the spell priority portion doesn't fully apply to druids, and they should be careful when using the advice given here. We use HoTs more than any other healer, so our priorities will be different than any other healer. Apart from tank healing, swiftmend on cd, and nourish to keep mastery up, we rarely use direct heals on the raid. Just be careful, don't spam HT to oom, and learn how HoT priorities differ from direct healing priorities.
Mak Jan 6th 2012 10:56PM
I find most 5 mans to be harder to heal then LFR 25s with 6 healers.
The best place to start is random BGs in my mind. You'll die a lot, and lose people a lot. But there is no real penalty for failure and you get a lot of practice watching large raid frames and paying attention to your surroundings.
Stilhelm Jan 7th 2012 9:49AM
That's because LFR is balanced around the idea that of the 6 healers, if only 3 know what they're doing the group can still succeed. The dps requirements are similar.
I've been in LFR groups where 2 of the 6 healers has done less healing than a healing stream totem, and of that most was on themselves. I've also been in some LFR groups where a tank is 5th on dmg done on Ultraxion (meaning only 4 dps actually know what they're doing, the rest are relatively clueless), and the boss still dies.
Wist Jan 7th 2012 12:23AM
The closest thing I have to a healing rotation is what I hit tanks with just before combat starts.
Pop a shield on him. The shield increases my haste for a bit, so I put Prayer of Mending on him and a Renew just before he engages - and use the last of my haste on a Greater Heal as he enters combat, hoping to proc a nice Divine Aegis.
But as soon as we enter combat, all plans are out the window.
Philster043 Jan 7th 2012 5:55AM
Honestly this might be one of the reasons I love healing more than dpsing or tanking. It just feels so spontaneous - pure reaction to what's going on at any time. I don't feel like a robot pushing button A and then button B and then button C, repeat.
Rezina Jan 7th 2012 10:19AM
Personally, when I think about my "rotation" per se, I am thinking about the way I have my healing addon set up and how I rotate through left click, right click, tab, shift left click, shift right click, etc. It goes by what spells I have assigned, when I need to pull out the big heals, and if I'm conserving my mana and the big Tranquility for heavy damage. It's about knowing the fights and knowing your group in regular raids. In LFR--it's about knowing the fights and watching out for the people who take the most damage. LFR is such a crapshoot. Sometimes I even have to try to guess who's the tank and if I need to focus on tank heals or raid heals just by watching the health bars. One time I made the mistake of asking the tanks be marked and got the reply, "Just shut up and heal me, b___." Yeah, you can bet I didn't heal him. LOL It's okay, he was just a mage. ;)