Zone Healing

Zone Healing

Ever play Ultimate (or Ultimate Frisbee)?

The rules are quite simple. You have two teams starting at opposite end zones who attempt to advance the disc to the other team’s end zone. Once the pull (like a kickoff in football) is initiated the teams can start jockeying for possession. A team that advances the disc to an end zone secures the point.

Kicker: The person with the disc can’t move. They can pivot on one foot but they can’t move. The opposing team gains possession whenever any pass is incomplete, intercepted, or received out of bounds .

Teams will employ different strategies to prevent the other team from scoring. One of the common defensive strategies is zone defense. Players are pre-assigned to sections of the field as they attempt to intercept and stop opposing players from advancing towards their end zone. It’s used to stop the offensive team from making really long passes. There’s usually one or two players that will close in on the disc handler. There’s different variations of it, but the key concept is that the defenders have their own sections to work with (not to mention that covering a small area instead of advancing up and down the field all the time is great at minimizing fatigue — I would know).

Gosh, I can’t wait for summer to get here.

Zone healing

Now the concept of zone healing works the same way and is used in situations where not every player is within range of the healer or where players are constantly shifting in and out of range. Sometimes there are raid mechanism place preventing you from moving or that keep you constantly away from each other. Zone healing is an approach that directs the healers to only heal the people that are within range of them. They must trust the other healers to cover the players near themselves in other areas. If you’re assigned to the blue beam of Durumu’s platform, then you can heal anyone that comes in range as the other beams are being moved around. Most raid frames have a function where the individual frames turn transparent if a player isn’t in range. As the healer, this makes your job easier. Any frames that are opaque (or solid) are the players that depend on you to live.

I understand, I have trust issues too. For the officers, zone healing is a great way to isolate which healers are true rock stars and which ones are struggling.

It’s a simple and effective healing strategy to use if the encounter demands everyone to be spread out. Let me give you some examples:

Ji-Kun

Ji-Kun has an ability called Caw. It’s a common raid mechanic where she’ll send sound waves at a player and damages anyone nearby within 8 yards. This calls for people to be spaced out around her main platform. Depending on which Ji-Kun strategy you use, you’ll have groups clearing out nests and may not have the same, consistent number of players on the main platform at all times. Be flexible.

Dark Animus

Healers will have to generate threat on the little anima golems at the start of the fight to hold them in place. If the golems are brought together, their attack speed greatly increases and will quickly snowball into a wipe. This requires everyone to stand in place. As the little golems are gradually killed near the Massive Anima, players will be freed up and can move around the room consistently. In addition, Matter Swap will switch players with their most distant ally forcing healers to react accordingly and dispel or heal any teleported players.

As a healer, you’re not going to be able to hit everybody. DPS and tanks will come and go through your area of the map. It won’t always be a set group of players all the time. Keep the players in your zone healthy!

Skewering Vizier Zor’lok

Skewering Vizier Zor’lok

Wikipedia states that A vizier […] is a high-ranking political adviser or minister in an Islamic government.[3][4] The word is derived from Middle Persian[5][6] and then adopted into Arabic root. The vizier stood between sovereign and subjects, representing the former in all matters touching the latter.

Well, today I learned. Not exactly the voice of Psy, but he’s fun and engaging nonetheless.

Healers looking for pointers can visit this page.

We got trolled. For the longest time, Vizier would always run to the Attenuation platform. We would routinely trigger the boss from the middle and then run to it. We figured he’d go there everytime. Sure enough, the one time we set up at the Attenuation platform, the Vizier runs to the Force and Verve platform instead.

I was never able to take down the Vizier during the beta. Either I ran out of time or the gear or skill just wasn’t there for the groups I was in. I knew the Attenuation platform was going to be challenging for players (especially those who use the keyboard to turn instead of to strafe). Pay attention because Attenuation rings can go clockwise or counter clockwise.

Pro tip: Rebind your A and D keys to strafe left and strafe right respectively. It helps with moving through discs. Point your camera so that it’s from the top down. Paladins with the Relic of Chi Ji are instructed not to use Light of Dawn.

Look how blinding that can be. My guild likes to joke about it and call it the vagina of light.

With all the movement that’s going on in the Attenuation phase, I switched up my glyphs and used the Glyph of Shadow Word: Death instead. When I’m dodging discs, there’s situations where I’ll get lucky with Mind Blast, Mind Spike, and Devouring Plague procs. It’s possible to stand in one place and get a 2-tick Mind Flay through before interrupting it. Shadow Word: Death just gives you an extra spell for to to use on the go.

During the Convert platform, pop your Psychic Scream and Halo spells early and on cooldown. People get pissed off at you if you’re Mind Controlled and dropping fear bombs all over the place. Halo if used at the wrong time will chunk or even kill players.

On the Force and Verve platform, I’d activate Vampiric Embrace while under the Noise Cancelling shield. We assigned all the ranged players to the bubble furthest away. Healers would take the next closest (or middle) bubble. Melee DPS and the tank would secure the closest bubble to the Vizier. Any bubbles that had more than 9 players would have extras reassigned to the healer bubble.

Heroism was used in the final phase during the first Noise Cancelling bubble. It was used defensively to help the healers keep up with the healing without activating their raid cooldowns.

It’s not the greatest fight for a Shadow Priest with the amount of moving that’s going on. I’m still struggling with maintaining meaningful uptime. 80.5% on my Vampiric Touch just isn’t quite cutting it. The DoTs just keep falling off and I’m not able to refresh them fast enough. I try to reapply them with anywhere from 3-4 seconds left, but I’m not all there. Shadow’s fun this expansion (compared to Cataclysm where maintaining 3 different DoTs was a chore).

I’m using Fortexorcist to help track my DoTs but I think I need to find a better place for it. Maybe underneath the target on the top right? Where do you Shadow Priests park their timers? Should I just clip more and throw it up earlier?

First impression on raiding with fixed mana in MoP

First impression on raiding with fixed mana in MoP

So we’ve just had our first raid in MoP, Mogu’shan Vaults. It was pretty interesting from a healer perspective. Fixed mana has been one of those ultimately strange concepts from the time it was announced, and to be fair we weren’t quite sure how it would play out in a regular raid. I’m here to give you my first impressions on it, and a few opinions.

Again these are just my opinions, and my observations.

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Dear Blizzard: A Modest Healing UI Request

Dear Blizzard: A Modest Healing UI Request

The default healing UI in WoW has come a long way since Vanilla. One of my favourite additions is the bar they have that shows the impact of your healing done. If you look up, you can see that little green strip that shows how much health is going to be restored with your heal.

Let’s look at Discipline shields for a moment. With Spirit Shell turning into the 1 minute ability turning your heals into absorbs, it becomes even more important to show how much your Flash Heal or Greater Heal is going to absorb for.

Here’s the problem.

no-absorb-indicator

You can clearly see that I have Power Word: Shield on myself. It’s going to wear off in a few seconds. Naturally, I have full health but have no way of knowing how strong my shield is without breaking open my combat log. Then I’d have to look at the absorb value and mentally calculate that as a percentage of my overall health which then causes my head to hurt.

Bro, I am healing. There is no time for me to do that. I just want to know how much firepower my shield can fend off.

Here’s the potential solution.

absorb-indicator

Same screenshot as above. The only difference is that I darkened the right side of my health bar slightly. I didn’t put a colour to it or anything. Originally, that image had a yellow stripe going down but then I realized Rogue health bars and class colours were yellow. A colour that’s bright and stands out would be ideal.

White? Nope, that’s for Priests.

Pink? Paladins.

What about an overlay or a shadow over top of the health frames instead? The right side of my Priest health frames is darker which would show how much my shields would take. The absorb bar would go from right to left. There’s addons right now where absorb amounts extend past the frame to the side. That’s a solution but I don’t consider that elegant.

The problem with that is in a raid setting, if you put out large absorb numbers, then the absorb bar would go past the frame and it might visually impede you from healing the person in the next group over in your UI.

Drop a big absorb on Jeanine in group 1 and watch as you can’t target Nathaniel in group 2 because that absorb bar is covering up part of their health frame.

I haven’t thought of what the UI would look like if my health wasn’t at full. That paladin that’s above me is at around 50% health. If I put a shield on them, should that green healing strip be used? Or a different color? Won’t be able to use a transparent or darkening solution because then it becomes black bar on a black background.

Lightening up the background might work though. A brighter background stripe could serve to highlight the absorb amount.

Whatever the case, I’m just hoping they consider looking at quality of life visuals for any kind of shields or mitigation.

The Killer Instinct of Healing

The Killer Instinct of Healing

Aunaka wrote a nifty post wondering if great healers could be taught. Not quite sure if a truly great healer can be. How would you even start defining that? Someone who shows up all the time? A player capable of carrying the raid? A Druid who’s able to solo heal the last 10% of a raid boss? I’d classify a great healer as a player who is not only technically sound, but results-oriented. They’re the players who put aside everything and find ways to win.

Would you have thought to Life Grip the tank away from the boss to buy time for them to live?

What about using Pain Suppression on a DPS player so that it was one less player to worry about when healing your group?

You did the research. You read the forums. You followed along with the discussion. You gained the technical knowledge on the best times and best targets to use your spells on. What you’re not taught is that there’s multiple right answers to the same problems and different degrees of success.

This is where the killer instinct of healing comes into play.

There’s a marked difference in approach between an alt healer that has played for years versus a healer that’s done nothing but heal. It’s easy to teach a new healer the basics about their spells, resource management, and so on. However, I don’t believe it’s possible to instil that survival instinct of healing. That alt healer guy mains a Retribution Paladin, perhaps. All they’re interested in is unloading the DPS and only comes in to relief heal as a break from DPS or because there isn’t enough healers for that day.Having a killer instinct is an approach that needs to be embraced and can’t be taught. You start making your own decisions and throw “the book” out the window because “the book” didn’t cover the situation you were in.

Case study

Hard mode Yor’sahj calls for two Paladins to help heal during the purple phases. Guess what? You might not have two Paladins. Find a work around. Sometimes that means letting the tank die on one occasion and using the Battle Res. I struggled when I didn’t have two Paladins to work with. 1 Paladin healed the first tank and I took the second one. We ended up using 3 Rebirths because I struggled like crazy to keep my tank alive during the various purple oozes. Relied endlessly on Prayer of Mending so as to not detonate our tank and really strategic cooldowns.

Listen, as much I want to, I can’t teach you to be desperate.

I can’t teach you how to be hungry.

I can’t teach you to want a boss kill badly enough that you’ll consider using unorthodox specs, weird spells, and what-the-hell inducing plays.

One thing I learned when playing hockey is that you play hard every shift between the whistle. In WoW terms, you don’t stop what you’re doing until the raid leader says “Wipe it up”. If you’re busting your ass healing, you better expect everyone in your raid to be right there with you. This isn’t a casual philosophy in any aspect.

As my uncle Freudicus, a psychologist, once told me, “It’s all in the id, kid!”.

You’ll be a good healer by reading, asking, and watching other healers play. Being a great healer requires the attitude, the work ethic, and the burning desire. It can’t be taught but maybe it can be learned.

Transitioning to 25 Man: Your Tips?

Nikalia on Plus Heal posted a question:

Do any of you have any tips/hints/tricks/advice on some things one might expect when transitioning into 25 man hard mode healing after being used to 10 man for so long?

As I’ve primarily been a 25 man healer for the longest time, it’s difficult for me to do a compare/contrast between 10 man hard mode healing and 25 man hard mode healing.

Healing Assignments

One of the replies made to the thread by Oleander is the importance of healing assignments. Vik and I (both priests) will usually tag a pair or groups in 25 man. For example, on Ultraxion, I’ll tell him I’ll target groups 4 and 5 and he generally takes 1 – 3. That doesn’t mean I won’t heal the other groups if needed, but even though I’m casting Holy Word: Sanctuary on the ground, I’ll be dropping Prayer of Healing bombs on the 4th and 5th groups meaning he can effectively “blank out” players in those groups from his target selection.

Egos

I don’t know how often one would encounter this in 10s, but there is a high chance that you may be working with player egos in 25.

Be prepared for it.

Don’t let other players get under your skin and don’t take it personally when you have the occasional bad day. Some players like to playfully use meters as a way to proclaim their own sense of superiority (namely Druids, because I find that they’re compensating for something ^^). That being said, feel free to go along with the banter a bit. But when push comes to shove, make sure you shove that ego aside and troubleshoot any healing problems you come across collectively.

Damage

The sheer amount of incoming damage can be staggering. Instead of 10 players, you’re responsible for 25. Know which players to prioritize (As in, oh that guy’s a Mage, he can Cauterize himself and is going to die in 8 seconds but that guy’s a Rogue, he’s probably going to die in 2 seconds so I better heal him). Your decision making needs to both get better and faster. But the bright side is more players means more cooldowns you can use to for raid saving purposes.

What other piece of advice would you offer a player making that change from 10 to 25 man?

Shaman Healing Talents for MoP – Choose Wisely!

Shaman Healing Talents for MoP – Choose Wisely!

Welcome to part 3! Looks like Shamans are heading into the expansion in the best form since their Ulduar buffs! Let’s take a look at their offerings.

Shaman talents

Matt’s selections

mop-talent-shaman_thumb1

Level 15: Affects movement of enemies. Nothing healing her but would most likely take Earthgrab Totem.

Level 30: Stone Bulwark totem seems about right. But nothing that screams healing for me here.

Level 45: Tranquil Mind totem seems quite awesome for PvP. Windwalk is another option but the usage of both would be heavily dependant on boss encounters and so forth. I’ll pick Tranquil Mind for the ability to ignore spellcast interrupts.

Level 60: Yet another raid healing cooldown for Shaman since SLT might not be enough going into Mists. Healing Tide totem looks to be the Tranquility look-alike. Don’t discount Fortifying Waters either as 10% reduced magic damage will come in handy (I just don’t know when).

Level 75: Ugh, torn between Nature’s Swiftness and Echo of the Elements. Probably the echo. Would be nice having duplicate shaman spells shooting around.

Level 90: Totemic Projection. Being able to tactically place your defensive totems would be a big asset. Elemental Harmony would be a situational talent in case you need to overload an area with water totems.

It does seem that Shaman are going to go into this expansion with a massive boost to their capabilities. With the additional healing buffs and utility talents, they have become that much more competitive. There are 5 talents here that help with healing (or at least, can be considered defensive minded).

Skills

Some of the former Resto tree talents are now merged into the skills that players can receive as they work their way up in levels. Resurgence, Ancestral Awakening and Tidal Waves are the ones I can see. New 85+ skills have not been released yet. I’m not sure if any information on what it could be has been released yet. Hoping to see an Air Elemental totem though. Not sure what it would do. It could just stand there and look pretty while calling down bolts of healing from the sky healing nearby players and shocking nearby enemies. Probably too overpowered. I’m thinking the Shaman tree is just about as complete as you can get for any healing class.

What say the rest of you?

Paladin Healing Talents for MoP – Your Picks?

Paladin Healing Talents for MoP – Your Picks?

Here’s part 2 featuring the favourite class that everyone loves to hate on: Paladins!

Paladin talents

Matt’s picks

mop-talent-paladin_thumb[2]

Level 15: Speed of Light. 1 minute cooldown but at least as Holy they have a personal defensive ability.

Level 30: CC abilities. Repentance, but otherwise there’s nothing that directly affects healing here.

Level 45: Appears to be the defensive paladin section. Nothing healing related, but would personally select Sacred Shield. Never know when you might get spiked. Plus it lets you eat a fire once in a while.

Level 60: Leaning heavily toward Holy Shield. Another ability that stops incoming damage relative to your Holy Power? Cool!

Level 75: Acts of Sacrifice. But there is nothing that helps healing here. Clemency does come in handy if you need two Hand of Sacrifices back to back. I guess it could be thought of as another single target CD.

Level 90: I guess it depends how powerful Holy Shock will be at this stage. I can already see Paladins chain casting Holy Shock over and over again on different players after a large AoE hit. Holy Avenger does look attractive for 10 seconds of maximum Holy Power.

Depending on how you look at it, there are possibly 4 abilities you can grab which will help you do your job as healing. The rest of them are pure utility such as the CC. The talents do not appear to be as diverse as the priest ones in terms of healing selections. But then again, paladins fill three roles. Priests have just two roles as they are unable to legitimately tank. Overall not a bad list. I feel as though additional talents could be brought in or modified here.

Skills

Paladins receive a new skill called Blinding Light. It’s essentially an AoE disorient. Now that’s going to be a fun skill in PvP. Can’t think of too many raiding applications for it yet unless there’s additional crowd controllable mobs.

I’m not exactly a regular Paladin healer so feel free to share your insights on your own selections and why you would differ on your picks.

Shaman and Druids coming up next!

Priest Healing Talents for MoP – Which Would You Pick?

Priest Healing Talents for MoP – Which Would You Pick?

Been meaning to do this for a while. Wanted to analyze all the new proposed talents for the different healing classes to see which ones I would choose if I played that healer.

Priest talents

Matt’s choices

mop-talent-priest_thumb1

Level 15: Nothing. All various CC effects. May as well go with the bread and butter Psychic Scream.

Level 30: Nothing. All various movement effects. Probably Body and Soul for me in most cases.

Level 45: From Darkness, Comes Light would be my main selection. Depending on the encounter, strategy and positioning, Divine Star would be an excellent alternative. Not opposed to blasting the spell down one direction healing the group.

Level 60: Defensive, personal cooldowns here. Leaning heavily toward Desperate Prayer.

Level 75: Wow. This is the hardest selection to make. I think I would take Power Infusion. Not only could I use it on myself for extra healing speed but in the event I don’t need it, i can toss it onto another player. But Twist of Fate and Serendipity are both excellent choices. You really might not be able to go wrong with any of these choices.

Level 90: This would be the second hardest talent selection to make after level 75, I think. Vampiric Dominance offers the ability for you to splash or cleave heal your group. Void Shift* offers another single target cooldown. Vow of Unity is another modified single target cooldown which gives your healing spells a pseudo Binding Heal effect with the added bonus of redirecting half the damage your target takes to you. Void Shift wins!

* For those who are curious, due to the wording of the talent, I believe that the health percentage swap is only temporary. That is, if my target had 30% health and I had 100% health when I used Void Shift and I healed myself from 30% to 60%, the health pools would reverse again so that my target had 60% health and I would have his health percentage (before being healed for that additional 25%).

If the expansion were to come out today, I would be satisfied if these were the talents that came with it. It really does make you think. In some of these cases, there isn’t always a clear cut answer as a simple strategy change or a different encounter could lead to a radically altered talent choice. The latter talents are designed to really make you excel as a healer.

Skills

Where did Vampiric Embrace and Devouring Plague go? That was the first thing I noticed. Nice to see I get Lightwell folded into the Holy skillset without having to actually spec into it. Train of Thought received the same treatment as well. No word on what our level 85+ skills are. But I think Discipline is receiving the castable Shield past 85 at some point.

My thoughts on the rest of the healers will come later this week!

EDIT: WHERE DID PRAYER OF HEALING GO?!

MoP Shakes up healing, Lodur’s thoughts

Well folks, it’s been a while, since I posted. Life has been quite busy for this little shaman. Things are calming down so you’ll see me posting more often (hopefully!). The past week was BlizzCon 2011, a fine time for everyone who got to go. For those of your readers I got to meet, it was an absolute pleasure! Shaking hands with readers is always fun, and sharing a drink with them is even better. Possibly one of the most exciting bits of news was the announcement of the new Mists of Pandaria! Not only will we finally get to play as our kung-fu pandas that we’ve been waiting for since the days of WC3, but it will bring with it a new class, the Monk.

The Monk class is an important addition to the World of Warcraft game for many reasons. Chief among them it is a hybrid class capable of filling all roles in the holy trinity of MMORPG; Tanking, DPS and Healing. This marks the third class capable of all three roles, with the other two being Druids (OP!) and Paladins.  The monk class promotes active playing. It’s a twitch class, and will be in all of it’s roles. While in DPS there is no auto attack, so you will constantly be hitting buttons. In tanking that will still be the same, and in healing well that’s where things get interesting.

Healing for a monk is not just about playing green bar whack-a-mole. The healing monk will be an incredibly active monk. Weaving into close combat to keep their orbs charged and then running around the raid/group to place healing statues or cast effects. It makes use of the monks base abilities of tumbling  and generally being a high mobility class while making you do things like deal damage or do other non-specific healing things to generate healing power. Well, that sounds pretty familiar to me, I mean this is exactly the type of healing I was talking about in March of 2010 here on the site!

It will not be your grandfather’s healing, or at least that’s the idea behind it. Since we’re still in an alpha phase, things will likely change. I personally hope they won’t. I revel in the idea of an active healer. I love the idea of being a hybrid and having to do different things in my role as a healer. I really think that it’s about time that something like this was brought into the world of warcraft as well, if for no other reason than the fact that other games are doing this as well.

T.E.R.A Online will promote active healing. Healing classes there will not just have to do multiple things besides healing in combat, they will actually have to actively target their spells for them to heal. No more just clicking an interface and a key, you will have to duck dive dip and dodge while healing, and target the right person too!  Healers in SWTOR will be healers with teeth, capable of not only healing those around them but fulfilling other roles as well. The Smuggler combat medic smacks of a billy bad-ass that runs around with wookies and will make sure you don’t die… for a price.

The point is, that the future of healing classes in games is moving away from the tried and true method of select unit frame, select spell, and to see the adoption of this in WoW in the next expansion speaks volumes to me of the IP’s survive-ability. The willingness to adapt to the market is important, and to me is exciting.

I play a healer in every game I play that allow it. I love healing, it is my passion in gaming outside of story. I’ve been healing a long time though, so anything that mixes up the normal click and click method of healing to me is exciting. Making me throw punches to charge up my healing? I’m OK with that. Making me have to run around and place my healing wards to actually heal things? I’m OK with that too. Don’t get me wrong, I love healing on my shaman, it’s always a lot of fun for me, but something like this has me seriously considering the possibility of switching to a monk to heal. It depends greatly on execution and how it feels being a healer in the expansion with the class, but I can honestly say I haven’t been this excited in a long time. I can certainly tell you that the vast majority of my play time when I get my beta access to MoP will be playing with the monk healing style to see how I like it.

So, what do you think? Does the idea of monk healing excite you? Do you think it’s silly and hate it? Do you bring PANDAMONIUM!?