Special Delivery: Roundup Of This Week’s Best WoW Posts

The Shattering! This Tuesday?! Is it happening? Isn’t it happening? Is the World As We Know It Going To Go Kaboom? Maybe.  One thing’s for sure: Azeroth’s not going to be the ideal holiday spot with balmy breezes and clear sea views for much longer. Unless you count the whoosh of dragon wings above you and the view of a tidal wave coming right for you as you lounge on the beach polishing your tier kit. Not that you would be, of course, because you like everyone in the blogosphere are getting ready for the Big Changes whenever they happen. Right? Right.

After its lolloping back and forth between various topics over the past few weeks the blogosphere seems to have settled firmly on looking at healing. Well, I say firmly, but there’s the odd look at guilds in Cataclysm, too. Generally things are hotting up in the blogosphere as we get ready for lava to ruin our holiday locations. So as an aside from my normal task of finding the best blog posts and delivering them over at MMO Melting Pot, I’ve gone and dredged the blogosphere for the week’s bset on healing, leading and guilds for you here at WoM. And this week there really should be something for everyone. Except possibly trees.. wait, resto druids, no permanent tree forms, what do we call you guys now?

 

  • T-Minus-3 Weeks: The State Of The Resto Shaman: Vixsin over at Life In Group 5 has a timely preview of what raiding resto shaman can expect to get out of their healing toolkit come the time to raid. She=’s looking at all of our healing spells, old new and tweaked, and how effective they’re looking after the latest beta changes. She’s also looking at how they interact with our stats and has some in-depth but digestible explanations on how much Mastery affects various spells. Very well written, and also an encouraging post for resto-shaman kind. Almost makes me wish I was staying a resto shaman for raiding!
  • Five Tips For Holy Paladin Healing In 4.0.1: Kurn’s got some practical tips for any holy paladins still getting on with the business of healing here and now, Cataclysm malarky aside. The tips are well written and look to be good advice – she’s got thoughts on how and whom to beacon, whether Flash of Light is any good, and the importance of Divine Pea. Sorry, Plea. She’s also got a tip and video clip specifically aimed at dealing with Infest if you’re still visiting Arthas regularly. She does have the caveat that these tips might not be as useful in 4.0.3, but they are probably worth a read as somewhere between food for thought and a discussion point for you Holy pallies.
  • Cataclysm Enchants For Holy Priests: Oestrus has a two part guide that does just what it says on the tin. You can find part 1 here and part 2 in the link at the start. It’s a no brass-buttons guide which gives you just what you need; she goes through all of the equipment slots and gives you the run down on which enchants she thinks will suit a priest best to go do their holy thing. Of course, nothing’s set in stone yet and things may change come the time we all get to 85 but Oestrus’ guide looks well researched and thought out, and should let you know what to be aiming for. Some of the new enchants are really creatively named, too.
  • The healing model in Cataclysm: pwnwear has highlighted a post on their forums by Adrift, one of their readers. It’s a very cogent piece on the interaction between HPS, burst healing and desireable tank survivability with an undertone of awareness that mana will be at a premium. Adrift looks at the ways a tank might be geared – avoidance vs. stamina – and talks about how this might impact his healing, and then the same again for theoretical raid damage. He also takes a look at what stats healers are likely to prioritize both earlier and later in Cataclysm raiding content. I found this an absorbing read both from a healer and a tank’s perspective – would recommend reading it yourself then sharing it with your guild’s meatshields.
  • Tips for applying to a guild as we move towards Cataclysm: Moving guild, getting a fresh start. The thought might’ve crossed your mind. Rank4HealingTouch is one step ahead and has an excellent post guiding you through the major sections of a standard guild applications. The guide’s split up by sections and covers everything from the basics of spelling and checking to answering questions on your computer specs, your class, your role, and yourself. In each case as he goes through, he talks about how to answer the questions – and how not to. He also gives some examples for certain topics to get you thinking. Think of this guide as a kind of cheat sheet, if you will – I’d not recommend cheating and it doesn’t give you all the answers, but it is incredibly well written and good advice.

That’s it for this week. Have a happy Shattering! Oh, I might not be able to do one of these next weekend, so apologies if so – but I’ll quite possibly be gooey eyed at the local Christmas market full of pretty lights and sweet things. But should resume the following week, if so.

Til then, then! Oh, and by the way, what are you hoping to read more or less of, from around the blogosphere? And just what do we call trees now?

Special Delivery: Roundup Of The Week’s Best WoW Leading, Healing and Guild Posts

Now that my shiny new Saturday WoM feature has been going a couple of weeks it’s not the exciting new toy it was when I first unpacked it with you guys. You know how it works. So I’m not going to spend half a day explaining how I’m going to link you to the best leading, healing or guild posts from the blogosphere, or that it’s because that’s what I do over on my own site, MMO Melting Pot. Nope, this week I’m going to jump straight into that list.

If you’re cynical and knew I was out ‘til late last night (all right, who am I kidding – early this morning) you might say that I’m not my usual rambly self because most of Saturday’s vanished after a particularly good, tipsifying and long fireworks party. So I don’t have much time spare today. That’s if you’re cynical, ‘cos it can’t be true at all. We all know what happens when boomkins get tipsy, and we can’t have hedges catching on fire from uncontrolled lazering all the time.

So, without further ado or headache induced madness, here’s the best on topics close to your heart, straight from the WoW blogosphere this week.

  • About Vortex: The Structure of a 10-man – an excellent post by Kae at Dreambound about how her 10 man guild is set up. She goes through everything from structure, to policies, to roster, loot systems and more, explaining the thought behind each and how they work out in practice. If you’re starting a 10 man guild or in one that needs a shake-up I couldn’t recommend Kae’s post more as the place to start getting some ideas.
  • I have three posts titled “what’s a casual raiding guild?” – After some abortive attempts Klepsacovic has posted some of his thoughts on defining casual guilds, over at Troll Racials Are Overpowered. He looks at what casual guilds need, just like any other guild, and why they can fail. The post’s short but sweet and it might give you pause for thought to consider how you view casual guilds.
  • Conducting Guild Meetings – Blacksen talks about why regular guild meetings are so very important to a raiding guild, and how to conduct them. He also lets us know what pitfalls to watch out for and how useful long term timescales are when planning in meetings, before going on to look at the same concepts for officer-specific meetings. His thoughts on “groupthink” relating to officers are particularly interesting.
  • Do You Know I Feel This Way? – Analogue over at Looking For More has let us into her deepest and darkest secrets about being a healer. She says early on that she’s going to make some sweeping generalizations in her post and she does, but look beyond those and it’s a thoughtful read for any healer out there. She’s looking at how she feels about healing in general, and her apprehensions going into Cataclysm – are you feeling the same as Analogue?
  • Beta Healing Counterpoint: Fun and Efficiency – last week I featured Vixsin of LifeinGroup5 talking about the new healing in Cataclysm being a good thing. Well, this week, she’s got a follow up, and she’s looking at just how needing to be more efficient healers will balance with our fun-factor. What is “being efficient” going to mean for us, and how does it apply to something as varied as healing? How does it play out in a team-based environment, when we’re all trying to show just how efficient we can be individually? Vixsin’s got thoughts on all of these things.
  • Dual Resto Specs? – Rank 4 Healing Touch is looking at the possibility of having to go dual specced resto to get the most flexibility out of the tree. He’s worried that some resto talents will underperform in some situations, but there seems to be so many to pick up. He seems to be looking for other opinions on how necessary two resto specs might be come Cataclysm, so drop by and let him know your thoughts – this might be quite a salient point come Cataclysm.
  • Why Every Healer Should Care About And Track Shields – this is just one in a series of brief posts Zelmaru’s done on tracking healing-related information, and how to do so using Grid. You can find the rest of the posts on Murloc Parliament in their own special ‘addons –> grid’ category – she’s covered a lot of angles from HoTs to Prayer of Mending. Might be something useful for you there.

So that’s it for this week. I hope you find something interesting there – certainly a good spread of topics to choose from this week.

What do you think – have any of these in particular caught your eye, or are you hoping to see more of a specific topic?

In Defense of the New Tree of Life

In Defense of the New Tree of Life

When Blizzard first announced the changes they were making to Tree of Life in the upcoming expansion, the Druid community experienced its own mini-Cataclysm. The main gripe seems to be more about the loss of another “true” Druid form, than it is about the mechanics of the talent. The reasoning behind the Dev’s decision  is that being one of the maybe two capstone abilities for Resto Druids, Tree of Life was pretty boring. Yes, it gave you a new form, but the benefits of the talent in its Wrath iteration read like a list of lower tier talents. Assuming the math supports the Blue’s statements, the reduced mana and increased healing it offers only bring us in line with other healing classes. Not really the huge benefit you expect from a must have talent.

The new version of Tree of Life as it is in the beta, including the recent announcement that the snare is probably being removed, provides quite a few situational uses for Resto Druids, and makes the talent far more useful and class defining than before. First, lets take a look at what the new talent brings to the table:

Tree of Life:

Shapeshift into the Tree of Life, increasing healing done by 15% and increasing your armor by 120% but reducing your movement speed by 50%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 45 sec. 5 minute cooldown. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots, Thorns, Wrath.

Enhanced Spells:

Wild Growth: affects 2 more targets
Regrowth: instant cast
Lifebloom: 2 applications of Lifebloom
Entangling Roots: instant cast and increase damage by 200%
Wrath: cast time reduced by 50% damage increase by 30%
Thorns: not yet implemented

The first change may not be apparent in the tooltip. The 15% increase to healing should be a larger boost than what you are currently seeing in Wrath, due to the fact that Druid healing power is being brought closer in line with the other classes without Tree of Life figured in. Because it is now a cooldown, the healing bonus can have more impact than if it was a passive bonus like the current live version. But the most obvious, and interesting, change is the enhanced spells. Not only do some our healing spells benefit from this, but some Balance spells as well.

Where I think that the new version really shines is how many different uses I can see for it. It truly went from a set it and forget it toggle, to a spell that can give you different advantages depending on when and how you use it. I really see it adding

Playing Catchup

The most obvious way I see Tree of Life being used, is as a way to catch up when massive damage or some other raid situation causes you to fall behind in healing. The ability  to heal extra Wild Growth Targets, complete a 3 stack of Lifebloom much faster, and cast Regrowth instantly, all combine for a very powerful boost to your healing when damage gets out of control. This also seems to apply to both raid and tank healing, assuming Druids are healing in Cataclysm the way the devs have been describing.

Healing On The Move

Druids are already known for being good healers on the move, but this makes us even better. By using this cooldown in high movement situations, you will add Regrowth to your instant cast arsenal, while also increasing the effectiveness of Lifebloom, and hitting more targets with Wild Growth. While the design of Cataclysm raids will determine how often you will use Tree of Life in this manner, I am sure there will be plenty of times that you are the only healer capable of truly healing on the move. This should be a good way to make up for other classes deficiencies in this area.

Damage Boost When You’re Not Healing

One of the design trends for healers in Cataclysm seems to be dealing damage when your not healing. So the bump to a few of our damaging abilities is in interesting touch. Now I am not saying this is an effective use of your cooldown in most raid situations. However, in times in which you outgear content, or in 5 man dungeons where it is not necessary to have the increased healing every boss, this can give us a nice DPS bump. I see this as more of a fun way to use the cooldown, but who knows what Blizz has in mind for the new raids.

Arenas/Battlegrounds

Arguably there is no area of the game better suited for situational abilities than Arenas and Battlegrounds. Where this talent truly benefits you in PVP is with its flexibility. Especially with the removal of the snare component taking away the one drawback that would keep you from using it in PVP. Lots of team members taking damage in a 5v5? Pop it and go to town with your raid healing spells. Someone being focused fired? Use it for the extra boost that can often be the difference between winning and losing. Got that last opponent on the ropes and want to help finish them off? This is a perfect time to cast Tree of Life and spam your enhanced Wrath.

In the end the beauty of the new Tree of Life is all its nuances and flexibility. Find the right time and way to use it will be a challenge at first, but in the long run you will gain far more benefit form it than the current design. As far as the loss of a true Druid form goes: Is it really worth it to lose a great spell, just because we don’t want to heal in our ugly caster forms? I hope the answer for most players is no.

Epiphanize is the co-host of the Raid Warning Podcast and is currently leveling a Druid in the Cataclysm beta as well as playing one as his main.

Leveling a Resto Druid in Cataclysm – Part I

Leveling a Resto Druid in Cataclysm – Part I

Epiphanize is the co-host of the Raid Warning Podcast and is currently leveling a Druid in the Cataclysm beta as well as playing one as his main.

With two new races to choose from as well as a new, improved leveling experience, there are going to be a lot of new Druids come Cataclysm. From revised abilities, to the new specialization system, starting a new Resto Druid is going to be far different than it is currently in Wrath. In this series, I am going to cover how things have changed leveling a Resto Druid, starting with level 10.

Specialization

The biggest change for low level players is the specialization system. At level 10, you will be asked to choose one of your 3 talent  trees. This is where you will place at least 31 of your talent points, as you can not unlock any other trees until you’ve spent 31 points in your specialization tree. Upon choosing this specialization, you will be granted an ability geared towards your spec, as well as two passive bonuses. As a Resto Druid your granted ability will be Swiftmend. Previously available at level 40,  Swiftmend will drastically change how you heal at lower levels. At level 10, it heals for 204 hit points, costs 14 mana, and has a 15 second cooldown.

Along with Swiftmend, you are also granted 2 passive abilities as a Resto Druid. The first is Meditation, which similar to its  predecessor Intensity, allows you to regen mana at 50% of your normal rate while casting. Your second passive ability is simply called Restoration Druid, and reduces the pushback suffered while casting Healing Touch, Regrowth, Tranquility, Rebirth, and  Nourish. This is similar to the old Tier 1 talent Nature’s Focus, but adds Rebirth to the mix. Even at level 10, I believe Blizzard  has succeeded in making you feel more like a Resto Druid than before Cataclysm. These two passive abilities cost 3 talent points each, with Meditation unable to be maxed out until level 22.

The Rest Of Your Toolbox

Along with these bonuses is your normal toolbox that includes Rejuvenation, Healing Touch, and Swiftmend. This gives you a well-rounded toolbox for a low level healer. 1 HoT, 1 big heal, and 1 emergency heal. I am pretty excited that Blizzard decided to teach low level druids the Swiftmend mechanic, as it is not available to the other healing classes. Overall, it looks like Blizzard is succeeding in simultaneously improving the leveling experience, while teaching Resto Druids how to use some of the more advanced abilities they will need when raiding. Even at this low level, you should start being able to get a good feel for tank healing in 5 mans, as well as have the added benefit of not running out of mana every pull while leveling thanks to Meditation.

In the next part of this series I will be taking a look at the next major leveling milestone, The Looking For Dungeon Tool, and how these changes affect Resto Druids healing low level dungeons.

What Did You Want? Future of Healing Assignments – Part 1

What Did You Want? Future of Healing Assignments – Part 1

A couple of weeks ago I gave you all a quest – what did you want me to write about. A fair number of you responded to the quest and Jooles completed it by way of winning my RNG ingame /roll. So now here I am, a giant oversized owl ready to hand over the quest reward with a yellow question mark ruffling my ear feathers. Which, let me tell you, does nothing to help the usually-aggrieved furrow of a boomkin’s brow.

Joole’s question was this:

The future of healing assignments. Have they gone the way of crowd control due to smart heals and class pigeon-holing? Is it Paladins heal tanks, Shammy’s heal melee, Priests + Druids heal raid forever or is this going to change in Cataclysm? Which way are Disc priests going to go?

With four healing classes to look at and changes happening all the time in beta it’s taken a brief spell to get going on this. This ‘ere is the first of a two-post answer. I’m not stumping up precisely calculated answers; with things not nailed down in beta I’d have to be a physic owl to do so. Which I’m really not, given I can’t remember what I had for dinner tonight and I’m not playing in the beta.

I am looking at the beta information for healing classes and talking about the picture it gives me of their healing style. I’ll look at two classes a week and include a summary of my predictions for healing assignments at the end of the second post.

So without further ado, let’s have a look at Cataclysmic druids and paladins.

Druids:

Anyone got an axe? Tree druids are going to be split into two camps. Blizzard have said they want the difference between a druid’s direct healing spells and their HoTs to be more noticeable, and boy, are we going to notice it.

Tree druids are losing the permanence of tree form but gaining the ability to tank-heal more seriously. At least that’s what Blizzard want: according to blue posts they want trees to be capable tank healers who can spot heal when the going gets tough. But I foresee it not quite playing out like that in healing assignments.

Sure, druids are going to be able to keep tanks up.

But they’re also going to be your “oh nitwibble” guy when things go wrong. Given that we know there’s going to be more damage flying around affecting everyone in the group and that druids’ tree form is going to be the “it’s all gone wrong and I need to pump out extra healing for a bit” cooldown, you’re going to need someone who waits for those “oh nitwibble we’re all dying” times and reacts the second it hits.

Your tree druid is the guy breaking out the roots for the extra healing when everyone’s taking more damage. He’ll stand there (with the current speed penalty to tree form he’s not going anywhere if things are that bad) madly spamming HoTs, the effectiveness of which now scales the more injured the target is, on the group when things go wrong. Not to mention the new talent “efflorescence” which spawns a patch of healing flowers underneath the recipient of a critical-hit Regrowth. So while your druid’s standing there setting his limbs on fire spamming HoTs, the rest of the group could be running madly to stand in the good stuff on the floor. I can hear it now – raid leaders yelling “things are going to piffle! Go stand in the healing fauna!”

Which is a little worrying to my mind. I have a feeling trees won’t be able to be both your tank healer and your “oh nitwibble guy” given healers are going to have less mana. You’re going to have to choose between the tree who heals your tank and the tree who stems the mass-damage spike. Given that Blizzard are trying to homogenize the healers so we can all handle 10 and 25 man content, I’m a little worried that tree druids are going to be irreplaceable.

Paladins:

I can see the paladin running around. Groans from paladins, eh? Hear me out.

First of all, holy paladins are going to need to accrue globules of this new ‘Holy Power’ combo-point like thing. Holy paladins can do this three ways; their primary is by healing (duh). Specifically, by using Holy Shock or healing their Beacon of Light target if they’re talented into Tower of Radience.

Sure they can stand anywhere to use this, but Holy Shock has a 6 second cooldown and healing their beacon target might not always be the smartest move. Maybe the beacon target doesn’t need healing, or maybe it’s more mana efficient to get Holy Power another way rather than casting a heal right this second. So a a secondary Holy Power gatherer they can also stick Crusader Strike up on something, which requires Mr. Holy to be doing the hokee-kokee into melee range.

Now, Blizzard have said flat out they’re trying to remove the “tank healer” label from paladins, though it’s stuck so well they’ve had to scrape it off with new tools in the holy toolbox. So how to make the paladins less like a tank healer?

They’ve given them AoE capability. What with the new “Healing Hands” and talent-based “Light of Dawn” AoE cone/wave heal, paladins could find themselves on their toes. Popping Healing Hands will allow paladins to act like a sparkly version of Healing Spring totem, giving out a short range aura-like AoE heal and “Light of Dawn” could be useful for both clusters of melee and slightly more spread out ranged, depending on your positioning relative to them.

So holy paladins might be donning the headless chicken suit to run around and AoE/aura heal. They’ll need to be spacially aware at all times of who’s standing where so that if they want to use “Light of Dawn” on a few ranged they have to stand a distance away to catch everyone in the cone. Want to use “Healing hands”? Go near the people who need it. Need more Holy Power but can’t heal to get it? Run into melee and stick up Crusader Strike.

 

To my mind druids and paladins are going to be shaken up. Possibly even mixed up, as if we put on the over-generalization goggles for a moment it looks like they’re swapping some of their current iconic roles of trees running around, paladins being the big healers.

Having recently started playing a paladin I’m somewhere between excitement and terror that they’re getting yet more bells and whistles. Druids might not getting that much, but it looks like they don’t need new spells for their role to be flexible. That’s either quite admirable or a tad worrying.

What do you think? Do you see druids and paladins completely differently, or has this opened up new ideas for what Cataclysm will look like?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my website MMO Melting Pot here and my twitter feed here.

Article image courtesy of Chris Campbell @ flickr

Healing Icecrown from a Druid’s Perspective – Part 2

Healing Icecrown from a Druid’s Perspective – Part 2

This is a guest post by Epiphanize, a Resto Druid, and co-host of Raid Warning.

Now that we got all that out of the way, it is time to get down to business. You didn’t really show up just to listen to me go on about glyphs, did you? No, you came to heal your branches off! One quick thing: Be sure to check out the comments in my previous article; there were some good suggestions for alternative point distribution.

Lord Marrowgar

So here we are, Lord Marrowgar, a very interesting challenge for healers. However, it does give Druids a chance to show off their ability to heal on the run. This can be a relatively hectic fight, so regardless of whether you are tank or raid healing, you will need to be tossing HoTs at some points during the fight.

Tank Healing

This is the easier of two roles against Marrowgar.  During his initial phase and all the ones where he is not spinning all over the place, it is essentially a one tank fight. Since the nerf, Marrowgar does quit a bit less melee damage. So the damage your meat shield will be taking will be fairly minimal. This is pretty manageable for Trees, as we can keep the tank pretty well topped off with our HoTs.

One ability you need to be prepared for though is Saber Lash.  Saber Lash is an ability similar to Koralon’s Meteor Fists, in which two tanks will need to stack in order to distribute the damage. Your healing priority will be the Main Tank followed by the Off-Tank after a Saber Lash. As a tree, you have the added benefit of hitting both with Wild Growth before topping off the Main Tank. Other than dodging the occasional slow-motion blue flames, there is not much to deal with during this phase.

Raid Healing

As stated above, this fight can be quite hectic for a raid healer. During the first phase you will have quite a bit to manage. In 10-player, one random player will be Bone Spiked. DPS will be turning to focus on getting the player down as quickly as possible. This presents two things for you as a raid healer. You obviously will need to be focusing on healing the spiked player. I’ve managed to safely keep them up with Rejuvenation and Swiftmend, though this can also be accomplished with a few Nourishes as well. The other thing is people taking Coldflame damage, as they will often be ignoring the flames to get the person off the spike. Again this is usually handled by tossing some Rejuvenations and Wild Growth, saving Swiftmend for anyone who stands in the fire just a bit too long.

The last thing you will be concerned with during the pre-Bone Storm phases is the aforementioned Coldflame. As the raid healer, you will be responsible for topping off anyone who doesn’t get out of the way of the flames quick enough. The damage it does is not too horrible as long as no one just stands there. Its actually more of a nuisance avoiding it yourself, as you will often need to decide between standing their long enough to finish casting a heal, or cutting it short to avoid taking too much damage yourself.

Bone Storm

This phase is pretty similar for Druids regardless of your role. Marrowgar will become untauntable and spin around the room doing relatively minor AOE damage. It is still good to avoid him if possible, as it makes life a bit easier on all the healers. The big thing you will be dealing with is blue flames (of ice?) again. Only this time he drops 4 at a time. This phase is all about survival. Since you will be on the move during this, Druids will be arguably the best healer for this phase. This is where glyphs like Rapid Rejuvenation and Wild Growth start to shine in ICC. Just keep HoTs on everyone and toss Wild Growth on cooldown and you should be fine. Make sure to keep Swiftmend and your NS-HT macro at the ready in case anyone gets into trouble.

One last thing that the Tank Healer needs to consider is the position of the tanks during all chaos. The tanks will be sticking close to Marrowgar during Bone Storm in order to pick him up at the end of the phase. Not only will the tanks be taking a bit extra damage, but you will want to be nearby to keep the Main Tank healed up while everyone gets back to some semblance of order.

Lady Deathwhisper

The next boss in The Citadel is quite a bit easier on the healers than Marrowgar. If your group is good about staying out of Death and Decay and interrupting Frost Bolts, you won’t have to mash the keyboard nearly as much. For Druids, this fight is all about situational awareness and keeping in range of the players taking damage.

Phase 1

The key to Lady Deathwhisper is getting through her first phase. During this phase she will be behind a mana shield that DPS will need to burn through in between dealing with adds that spawn from either side of the room. After that, the fight is pretty much tank and spank. In my experience, this is the fight where you are most likely to only use 2 healers.

The mechanics of the adds are pretty complicated at times, so it is good to familiarize yourself with them. There will be times the tank and raid will be taking increased damage based on these mechanics. There is a lot of movement involved, so there will often be times you will have to drag your stump across the room to toss a heal or two.

There are a few other considerations during this phase. First,  Adherents will place Curse of Torpor on random raid members that increases the cooldown of their abilities, so you will want to make sure you are decursing as often as possible. There will be a bit of randomness from the Death and Decay and Shadow Bolts, so be on the look out. Again, there is going to be some bouncing back and forth because of adds, so communicate with the other healer(s) to make sure you have all your bases covered.

Phase 2

Congratulations, you have made it through the hard part. After her shield is down she becomes tauntable, only has 3 million hit points, and the adds stop spawning. Since this is often 2-healed, you will more than likely be both on raid duty and tank duty. While this phase is pretty much tank and spank, there are some things going on that affect the healers.

The tanks will be swapping as Deathwhisper places a stacking debuff on the tank that reduces their threat. So you will want to keep an ear out for who is tanking her and focus your healing accordingly. She will still be dropping Death and Decay, as well as random frost bolts that should be interrupted. Finally, she will summon on non-targetable Vengeful Shade that will follow a player around and explode if it catches them. You will need to do your best to avoid them if they follow you, and be prepared to heal someone if they get caught (if they don’t get one-shotted).  It’s a pretty quick phase though, and you will be on your way up the elevator in no time.

Gunship Battle

This is a gimmick fight through and through and is a lot of fun. There aren’t really a lot of important mechanics here for healers. Your gunship has two guns that you use to attack the enemy’s gunship.  Occasionally, the opposing ship will summon a mage/sorcerer that will freeze your guns. You will then need to send some raid members over to kill it in order free up your cannons. Back on your own ship, mobs will appear through a portal that will need to be killed, while avoiding incoming rockets and axe-throwers.

Defenders

This is the easier of the two healing roles. Usually one tank and some ranged DPS will stay behind to deal with the enemy boarding party.  The portal will spawn a Sergeant and some Marines. The Sergeant is the only one that really poses any threat, as he has pretty nasty Bladestorm and Wounding Strike abilities. Most of your healing will be focused on the tank, especially if you only have ranged DPS defending. Just be prepared to work a bit extra to overcome the -25% healing debuff.

Two other items of note: First, stay out of shinnies! Rockets will be coming over to your side and the big shiny circle on the ground is an indicator your in the path of said rocket. Be prepared to heal anyone who has yet to learn this golden rule of Warcraft. Second, keep an eye on your boarding party tank. They will be taking damage as they fly back over to your ship, and not every healer is as equipped to heal in the air as us Trees. I have seen quite a few tanks bite it on their way back over as they still have the aggro from the ranged mobs on the enemy ship. A well timed heal from you can be the thing that saves them.

Boarding Party

As the boarding party healer you got the short end of the branch (no, the bad tree jokes will not stop). You will be heading over to the enemy ship with most of the DPS and a Tank to take down the mage/sorcerer while fending off the general and adds. On your way over it will be a good idea to HoT up the tank, as things will be a bit chaotic when you first get over there.

The tank will be keeping the enemy commander busy why DPS take down the mage/sorcerer. Keep an eye out because the longer you are over there the stronger the enemy gets. This will cause everyone to take quite a bit of damage. As mentioned earlier, you will need to keep some heals on the tank as he will take some damage on his way back over. Probably a good idea to leave a Rejuvenation in case you need to toss an emergency Swiftmend on the return flight. Again, a fairly straightforward fight for healers.

Deathbringer Saurfang

Phew, here we are, the final encounter of the entrance to the Citadel. This is probably the most interesting fight so far. A lot of what you need to do as a healer will be determined by your groups strategy, but Druids have a few things to keep in mind both as a tank or raid healer, regardless of how you handle Mark of the Fallen Champion.

Raid Healing

First, you do not have any way to stop the damage people will be taking like priests do. So your main role will be to heal up the damage that does get through. There are three mechanics that will be causing you trouble: Boiling Blood, Blood Nova and Mark of the Fallen Champion.

The first ability, Boiling Blood, will be case on a random raid target. If you have a Priest, they will mitigate a lot of the damage to avoid Saurfang building Blood Power. Its still a good idea, whether you have a Priest or not, to toss Rejuvenation on the Boiling Blood target to keep them topped off. The damage isn’t too bad, and one HoT should be enough to keep them safe.

Blood Nova can be more troublesome depending on how much melee you have. If this gets cast on one, a good amount of people will be taking damage. The player that get Blood Nova should run out of the raid to minimize damage and blood power gain. However, if they don’t get out in time, be prepared to throw out Wild Growth and a couple single target heals.

Finally, there is Mark of the Fallen Champion. How you handle this (if at all) is going to depend on your raid strategy. A lot of guilds, mine included, will just let that player die. This minimizes the buildup of blood power and puts a lot less stress on the healers. If you do decide to keep that person alive you will want to give them full HoTs. Yes, you may have to dust off Lifebloom for this one. I usually put up Rejuvenation and Regrowth, with a Swiftmend if needed.

Tank Healing

There is not nearly as much to deal with as a tank healer. The tanks will be switching when they gain the Rune of Blood debuff, so as per most two tank fights you will need to be paying attention. You will also need to be concerned if a player gets Blood Nova near the tank, which could cause a nasty damage spike. Your final obstacle is at 30%, where Saurfang will Frenzy. This means you need to get your stump in gear and heal faster! Other than that, he is business as usual for a tank healer.

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And that’s it! You’ve Stormed the Citadel. Just in time for the Plague Works to open. Thus is the life of a WoW player. In the next installment we will be covering healing Rotface, Festergut, and Putricide, all while avoiding getting any goo on your leaves.