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 Bellum'S Dummy guide: How to Heal

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Typhuse

Typhuse


Posts : 780
Join date : 2009-07-27
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Location : England

Bellum'S Dummy guide: How to Heal Empty
PostSubject: Bellum'S Dummy guide: How to Heal   Bellum'S Dummy guide: How to Heal EmptyTue Dec 29, 2009 4:28 am

Summary of Contents

In this guide Me and Mark (Typh and Sankaa) will hopefully help those who have certain questions about healing but are too afraid to ask them just in case they tink they will be called noob.

1 Introduction to healing and its role
2 Stats for different classes to stack
3 Shaman spells and rotations
4 Druid spells & rotations
5 Priest spells & rotations
6 Paladin Spells and rotations
7 Mana regen - trinkets and spells
8 Looking at TIER 9

9 Questions from members


Last edited by Typhuse on Sun Mar 28, 2010 4:11 pm; edited 3 times in total
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Typhuse

Typhuse


Posts : 780
Join date : 2009-07-27
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Location : England

Bellum'S Dummy guide: How to Heal Empty
PostSubject: 1Introduction to healing and its role   Bellum'S Dummy guide: How to Heal EmptyTue Dec 29, 2009 4:59 am

Healing in my opinion requires more concentration then tanking and far more gear depenedant than DPS, simply because you have to worry about 9 other people and the gear dependas upon the amount of spell power crit and mana per five/spirit for regen. With a healer there is no cap for anything, more of all the useful stats just means your a battery that lasts for longer.

With healing there are only four classes that can heal: Druid, Paladin, Priest and Shaman.

A Druid heals with Heals over time spells otherwise abbreviated to HoTs, generally they have a high over healing threshold, this is where the player has 100% health, and you heal him, anything you heal im for will be counted as wasted heals, or overheal. Druids are great for raid heals and single target healing.

A Paladin heals by having generally fast heals that crit for more. Paladins valur crit above all else becauase its the only way they heal there targets by overhealign them, which does not matter because they gain mana back from their crtis.

Priests sicne wrath has been out have been heading more and more towards raid healing due to there spsirit nerf. A priest mainly shines in a raid healing role, they are focussed on healing players that are spread out which a Shaman or Druid can not reach, the higher there spirit and spell power the more they heal for.

Shamans are the the steady raid healer, they mainly focus on collection of players that are standing close together that benefit from their chain heal, they have Riptide that makes them able to do big crits on a single target but this would be a waste of their aoe healing which they are best suited to.

As you can see the four healing classes are broken into aoe and single target healing.

Last thing to mention is the outside of five second rule, otherwise known as OS5SR. With mana regeneration, you have two different types of regen, whilst casting and not casting.

The mana regeneration while not casting is a lot more than the mana regeneration while you cast spells.
To get from the lesser mana regen (casting) to the major mana regen (whist not casting) you must do no casting for five seconds, so that you then get a lot more mana.


Last edited by Typhuse on Tue Dec 29, 2009 5:35 am; edited 1 time in total
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Typhuse

Typhuse


Posts : 780
Join date : 2009-07-27
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Location : England

Bellum'S Dummy guide: How to Heal Empty
PostSubject: Two - Helaing stats required for helaing   Bellum'S Dummy guide: How to Heal EmptyTue Dec 29, 2009 5:23 am

Intellect - Increases mana pool, and increases spell critical strike chance
It allows you to cast more spells before needing to refill. If you run out of mana, your heals stop, and people die. Intellect also helps increase your mana regeneration rate based on your spirit, and the more intellect you have, the more mana you regain from Replenishment (refunds mana based on total mana pool). At some point, gemming for intellect is important, especially for the Replenishment mana regen.

Spirit - Increases mana regeneration rate, Increases health regeneration rate
Druids and Priests are spriit based healing class, and it's because of that fact, that a lot of spirit comes on our gear. We have talents to increase the amount of spirit we actually have, how spirit affects our mana regeneration rate, and even spirit affecting spell power. Spirit being so important, you are free to gem and enchant for spirit where you would like.

Mana per five
Mp5 is better for a Paladin and Shamanas than it used to be, for two reasons: All mp5 on gear got buffed 25% in 3.2 so it has better per-point item value on gear only. This is the better stat than crit for a pally and shaman because on a crit the shaman heals more and heals himself while a Paladin now gains more mana from not healing and going into your OS5SR. Don't go hugely out of your way to amass tons of Mp5, but if you're having mana troubles, more int/mp5 should solve them.
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Typhuse

Typhuse


Posts : 780
Join date : 2009-07-27
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Bellum'S Dummy guide: How to Heal Empty
PostSubject: 3 Shaman spells and rotations   Bellum'S Dummy guide: How to Heal EmptySun Jan 10, 2010 12:43 pm

Normally AOE healers are shamans and priests, but druids and even pallies to a certain extent can do some raid healing, just not as affective as the other two.

Below is a list of spells, whats they do, when to use them and an aoe healing rotation. We will start with:

Shaman

Technically the best aoe healer imo, due to one spell:

Bellum'S Dummy guide: How to Heal Spell_nature_healingwavegreater Chain heal
Quote :
Heals the friendly target for X to Y, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump reduces the effectiveness of the heal by 40%. Heals 3 total targets.

Most effective when used on players that are close and take equal damage at the same time, for an example, 4 melee players take a fire aoe damage, the melee are reduced to 50% health when they move off of the fier affected area.

So we can guess this is totally wasted on a single target, unless ofcourse you are tank healing which i will come to later.

Best way to visualise this is to imagine groups of players, Ideally you want to place yourself in one of those groups, so you will also get the effects of chain heal as well. Alternately you want to place yourself inbetween the two groups so the chain heal uses you to heal others in a differentr group.

Bellum'S Dummy guide: How to Heal Spell_nature_riptideRiptide In a nut shell is a shamans instant cast and its only HOT. Although this heal and HOT isnt anything to shout about, the second half of this spell is the thing shamans use it fr. IF a chain heal is used on this player it makes the HOT into another instant cast and it adds an additonal 25% healing ontop.

Riptide also causes with:
Bellum'S Dummy guide: How to Heal Spell_shaman_tidalwaves a chance to lower the cast time of your Healing Wave spell by 30% and increase the critical effect chance of your Lesser Healing Wave spell by 25%, until two such spells have been cast. In addition, your Healing Wave gains more of your bonus healing effects and your Lesser Healing Wave gains an additional 2% of your bonus healing effects.

Bellum'S Dummy guide: How to Heal Spell_nature_magicimmunity Healing wave. Generally this spell is a big heal with a large mana cost, unless you use it for one of your tidal wave, to make this a faster heal, but it still is a heal that costs 25% mana for a 3.2k average heal + bonus healing.

However you could instead do depending on the circumstances Bellum'S Dummy guide: How to Heal Spell_nature_healingwavelesser a Lesser Healing ave might be better because it only costs 15% of your mana but only does 1850 ave. heal + bonus healing, but with riptide gains an additonal 25% of your bonus healing,

In actualy fact 2x lesserhealer wth tidal wave up will give you more than 1 healing wave, for single target.

Bellum'S Dummy guide: How to Heal Spell_nature_skinofearth Is known as a buff that is put on the tank, but in actual fact it just a spell that heals damage, so it can be used on any member that takes a steady tick of damage. If it is done in this way, benefitting caster from casting time lost.

Where ever a single target or mainly a caster struggles to cast because of incoming damage, you could chain spam this ability on a selection of people, lets say rnaged classes on Mimoron or maybe the person who gets the puke-spewing spell that rotface.festergut does.

Brinsonar wrote:
While a shaman is a very good raid healer, I feel that Shaman's are underestimated when it comes to tank healing. With Earth Shield, Riptide (shortening heal spells cast time) and the right Glyphs (Glyph of Lesser Healing Wave and Glyph of Earth Shield) a Shaman is a very good Tank healer. Ofcourse we do better raidhealing, but that does not make a Shaman a bad tank healer. A Shaman can handle its own on a tank perfectly. It really ticks me when people think otherwise ;-)

This is a good point which I seemed to have missed out. Like Brin says, with a tailored spec, shamans are very effective Tank healers. By uising the glyph (Glyph of Lesser Healing Wave and Glyph of Earth Shield, they can buff there Tank so he recveives big crits with more armour and a few Hots on him, with Ancestral Focus - reduces dmg by 3/6/9% after a critical heal, Healing wave - increases healing of healing wave by 8/16/24%.

This enables a shaman to do a big heal rotation. With Totem of misery (reduces cost of healing wave) this effectively lets you do:
Riptide healign wave, lesser wave
Riptide healing wave healing wave


Last edited by Typhuse on Mon Mar 29, 2010 6:09 pm; edited 7 times in total (Reason for editing : ongoing)
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Typhuse

Typhuse


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Bellum'S Dummy guide: How to Heal Empty
PostSubject: Druid spells and rotations   Bellum'S Dummy guide: How to Heal EmptySun Mar 28, 2010 3:49 pm

Druid
The HOT King everyone knows Druids are there to add there Hots to decrase aoe dmg and take the edge of spike dmg.

Spells
Bellum'S Dummy guide: How to Heal Spell_nature_rejuvenationRejuvenation (Rejuv, RJ) - places a hot on the target that heals once every 3 seconds (unless glyphed) for 15 seconds (unless talented). The first tick occurs 3 seconds after the initial cast (unless equipped with 4 piece t8).

* Rejuvenation is your bread and butter! There's almost no healing situation where it isn't useful: raid and tank healing alike.


Bellum'S Dummy guide: How to Heal Spell_nature_resistnature Regrowth (RG) - Provides a large direct heal and places a hot on the target that heals once every 3 seconds for 21 seconds (unless talented).

* Regrowth is a very versatile spell, providing both a direct heal and a hot. When tank healing the hot should nearly always be present on the tank. However, for raid healing Rejuvenation is usually more effective unless a direct heal is needed and Swiftmend is on cooldown.
* Druids have 2 primary "spammable" direct heals, Regrowth and Nourish. There is a lot of debate on which is more useful as a direct heal: Regrowth has a longer cast time but also provides a hot that is Swiftmend-able; whereas Nourish has a significantly faster cast time, it benefits from having hots already on the target, and it can be made a stronger heal than Regrowth with talents and glyphs. I tend to prefer Nourish, but Regrowth has its strengths, and realistically either is fine to use.


Bellum'S Dummy guide: How to Heal Spell_nature_ravenformSwiftmend (SM) - Requires that RJ or RG already be present on the target. Swiftmend instantly heals the target for the total amount of health that would have healed by the hot of either Rejuvenation or Regrowth, whichever has the shortest remaining duration, and removes that hot from the target (unless glyphed).

* Swiftmend is a very efficient and very powerful direct heal. It has a cooldown, so it can't be spammed, but that shouldn't stop you from using it.
* This should be your go-to direct heal whenever it's not on cooldown. Swiftmend is one of my favorite spells. Don't ignore it.


Bellum'S Dummy guide: How to Heal Ability_druid_flourishWild Growth (WG) - Places a hot on up to 5 party/raid members (unless glyphed), healing them once every second for 7 seconds. The amount of healing provided per tick decreases slightly over time.

* Wild Growth is a very good raid healing spell that does a lot to mitigate the effects of AoE damage.
* There are many situtions where you'd want to cast WG on cooldown, especially when raid healing.
* In general, cast Wild Growth on the melee group (which is usually grouped up) as this is often the best way to insure it will hit the maximum number of targets. If you know that the ranged are somewhat stacked up then you may WG them as well, but melee is often your best bet.


Bellum'S Dummy guide: How to Heal Inv_misc_herb_felblossomLifebloom (LB) - Places a hot on the target that stacks up to three times, healing the target once every second for 7 seconds (unless glyphed and/or talented). At the end of its duration, Lifebloom blooms, providing direct sizeable heal on the target and refunding 50% of the base mana cost of Lifebloom to the casting druid. The amount healed per tick, the size of the bloom, and the amount of mana returned with the bloom are all multiplied by the number of stacks on the target.

* The mana cost for lifebloom is extremely high, but the mana returned when it blooms makes the overall cost of casting LB pretty cheap.
* Using Lifebloom after an Omen of Clarity (OOC) proc is an easy source of free mana.
* 1. Rolling Lifebloom - this involves getting Lifebloom to 3 stacks on a single target and keeping 3 stacks on that target, always refreshing it within 1-2 second before it blooms. This is the most mana intensive method of rolling Lifebloom. It is so mana intensive that it's not worth doing unless your target is taking a ton of damage.
* 2. Slow Stacking Lifebloom - this involves building each stack of LB every 7 or 8 seconds (1-2 seconds before it's about to bloom) and then letting it bloom once it gets to 3 stacks, then starting the cycle over from 1 stack. This is the least mana intensive method of stacking lifebloom. It insures that the target has 2+ stacks most of the time, but it also means the target will not receive the full amount of healing lifebloom is able to provide most of the time. This is a good method to use when the target is not at high risk of dieing.
* 3. Fast Stacking Lifebloom - this involves building lifebloom up to 3 stacks as quickly as possible (within 3 GCDs) and then letting it bloom right away. This is rarely ever a good strategy to use as it wastes a lot of GCDs to keep LB on the target. It is, however, far less mana intensive than rolling lifebloom.

Bellum'S Dummy guide: How to Heal Ability_druid_nourishNourish - A fast direct heal whose amount healed is increased if one or more druid hots are present on the target, in which case the healing amount is increased by a flat 20% no matter how many hots are present on the target (unless glyphed and/or equipped with 4 piece t7).

* Nourish is both an effective tank-healing spell because of the benefits it receives from hots and also makes for an effecitve "flash heal" because of its short cast time, which can be useful on occasion when raid healing.
* Nourish should generally be considered a "filler" spell between casting hots. Casting hots, however, should normally be your number one priority.
* To see my opinion on how Nourish compares to Regrowth as a direct heal see the information on Regrowth above.


Bellum'S Dummy guide: How to Heal Spell_nature_healingtouchHealing Touch (HT) - A slow (unless glyphed and/or talented) direct heal.

* Best used in a "NS/HT" (Nature's Swiftness + Healing Touch) macro.
* Healing Touch should not be considered a useful healing spell except when used with Nature's Swiftness. Its cast time is far too long to be very effective.
* With the Glyph of Healing Touch (in addition to several "misplaced" talent points) Healing Touch can be made to have a cast time of less than 1 second. However, it is still limited by the GCD (any spell with a cast time less than the GCD, including instant cast spells (obviously), will force you to wait until the GCD is up before you can cast another spell) and it becomes very mana inefficient when glyphed. In general, you should avoid glyphing HT as it is only situationally useful and Nourish tends to be the better option if you need a "flash heal".


Bellum'S Dummy guide: How to Heal Spell_nature_tranquilityTranquility - Is a channeled HoT that heals all party members in range for very large amounts once every 2 seconds for 8 seconds. It has a long cooldown (unless talented) and only effects members of the druid's party.

* This spell can be useful for healing 5 mans as a sort of "Oh S#@t!" button, but it's rarely useful in 10 and 25 mans (more so in 10 than 25). Most druids almost never cast Tranquility.




Healing Rotations

Being an effective healer most often involves knowing what kind of damage will be going out on a particular fight and then knowing what spells or healing strategies are best suited for handling that kind of damage.


Spike Damage
:
Spike damage is generally considered to be a single burst of random (and often unpredictable) damage on one or more players that may put those players at risk of dieing to other sources of damage. Because of the inconsistent nature of these sources of damage, druid hots tend not to be very effective at healing them. That does not mean that druids are incapable of healing spike damage, however. You should always do your best to keep the raid alive.

If the damage hits a small number of targets:

* Nourish or Rejuv should be enough in most cases.
* Regrowth or Rejuv if you know the targets will be affected by other sources of damage.
* Wild Growth if the targets are somewhat stacked.
* Swiftmend if it's available, if there's a hot already on the target, and if a big and immediate heal is needed.


If the damage hits a large number of targets:

* Wild Growth will probably be needed.
* Pre-spam Rejuv across the raid in preparation for the damage if you have a reasonably good idea when it will occur (and if you aren't busy healing other things).
* RJx5 + WG* for damage that occurs consistently throughout the raid.


Dot Damage:

Dots are damage over time effects. They are often debuffs placed on a target that will cause that target to take a tick of damage every second (or every few seconds), where each tick may be weak, but all the ticks combined can be deadly. If you know that one or a small number of people will be hit by an ability that applies a damage over time effect to them, then your goal should be to apply the sufficient amount of hots or direct heals needed to keep them alive through that damage. There are also some raid-wide Auras in the game that cause constant dot damage, which druids are particularly good at handling.

Depending on how strong the Dot is:

* Rejuv or Lifebloom may be enough.
* Nourish + Rejuv may be needed if the target gets low on health before or around the initial tick of the dot.
* Regrowth + Rejuv may be needed if the dot does too much damage for RJ alone to cover.
* Full Hots** should be used for very strong dots. If you don't have the mana to keep LB rolling, then use a slow-stacking method. (Consider using Nourish as well if these alone are not enough.)


If the Dot is an aura or similar effect that constantly does damage to most of the raid:

* RJx5 + WG* is the standard rotation for this kind of damage.

Tank Healing:

Druids are capable tank healers and should not shy away from that responsibility when needed. Tank damage tends to be massive and spiky, and usually requires big, fast heals, while a druid's hots are mostly small and slow. However, all heals on a tank increase that tank's likelihood to survive, and druid heals are no exception. Though a druid does not have the burst-healing potential of a Paladin, druid hots mitigate the impact of incoming damage, providing a safety net that gives other healers more time to heal the tank to full.

Depending on the severity of incoming tank damage:

* Regrowth + Rejuv is the bare minimum amount of healing you'll need to provide.
* Full Hots are generally needed. Decide, based on how much mana you have, whether it's worth keeping Lifebloom rolling. If it's not, use a slow-stacking method.
* Nourish spamming may be needed between refreshing your hots. However, keep in mind that Nourish is an expensive heal. Don't spam it more than necessary or your risk going OOM.
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desia

desia


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Bellum'S Dummy guide: How to Heal Empty
PostSubject: Re: Bellum'S Dummy guide: How to Heal   Bellum'S Dummy guide: How to Heal EmptyTue May 25, 2010 7:39 am

I own u all Very Happy heheheh

nice post Smile
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alexis

alexis


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Bellum'S Dummy guide: How to Heal Empty
PostSubject: Re: Bellum'S Dummy guide: How to Heal   Bellum'S Dummy guide: How to Heal EmptyWed May 26, 2010 4:36 am

/cough-cough....the swiftmend icon is not this one Razz
nourish is rly imba these days combined with wild growth and some rejuvenations here and there Razz
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Bellum'S Dummy guide: How to Heal Empty
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