Disc Priest Tip: Professor Putricide

You know how on Professor Putricide, a player needs to inhale a potion and they turn into this Abomination thing which controls all the slimes, oozes and crap? In order for Abominations to do that, they run on something called Ooze energy (It’s basically like energy). The only way to get such Ooze energy is by (you guessed it) consuming Mutated Slimes nearby.

Actually, that’s not quite the only way.

You know that Discipline Priests have this talent called Rapture which feeds energy, rage, or mana back to the target if the shield wears off.

It turns out the Abomination works the same way.

In other words, if your Abomination needs a quick burst of energy, have a Disc Priest shield them and the Abom can just sit and chill in a slime pool for a second or two in order to trigger the effect before eating it for more energy.

putricide-shield

Note: This actually isn’t my parse. Someone sent this in anonymously.

As you can see, in the grand scheme of things, it doesn’t offer much. But it’s nice to have for an initial energy boost when starting out.

If Druids have that Revitalize talent, it also provides a really strong energy boost as well.

Conquest will be taking cracks at him later tonight once we take down Rotface on 25.

The Issue with Discipline Raid Healing

As Priests, we exist in two healing realms: Holy and Discipline.  Discipline and Holy.  I say that because one is not superior or inferior to its counterpart.  Each specialization has its own tree.  Each has its strengths and weaknesses.

We were told way back before Wrath of the Lich King that these two trees were going to serve different fundamental purposes: Tank-Healing or Raid-Healing.  Seems simple enough, right?  Once Discipline Priests got past the backlash of “Disc is PvP lol” malarkey, people started learning that Discipline Priests can actually function as Tank healers.  If all of our tools are used in concert with each other, we can be a damn good single-target healer.

Is Discipline, though, viable as a Raid-Healing spec?  That’s debatable.

As with most aspects of this game, everything is going to be viable as something other than it was intended, depending on the situation.  For Discipline, Loatheb is an awesome example.  Although our talents are angled towards single-target healing, a combination of PW:S, Prayer of Healing, Penance, and quick Flash Heals (all powered by Fungal Creep) make us a formidable Raid Healer in a short amount of time. 

Another example is Deathbringer Saurfang, the last boss in the first wing of Icecrown Citadel.  It seems widely accepted now that a Discipline Priest shielding the raid helps reduce the amount of Blood Power that Saurfang gets via Blood Link.  The sooner Saurfang’s energy reaches 100, the sooner a Mark of the Fallen Champion gets put on a random raid member.  Absorbs from PW:S, as well as Divine Aegis, reduce the amount of Blood Power he receives.  Thus, fewer Marks on the raid, which means you can obtain I’ve Gone and Made a Mess with ease.  Not to mention, you get the boss down faster and easier.

Beyond the Situational Awesomeness

I’ve seen a trend of Discipline Priests insisting that they only raid heal.  They seem to hate the idea of being locked onto one or two tanks and will choose to “bubble spam” the raid.  An occasional spell other than PW:S might be used, but it tends to be a one-button spam from players like this.

I have no problem with people trying something different or off the beaten path, just so long as they’re smart about it and demonstrate a mastery of their choice.  I’m sorry to say, but playing Whack-a-Mole with Weakened Soul hardly shows mastery.  In cases like Saurfang, it’s a conscious and strategic choice.  In other cases, it’s a waste of mana.

Power Word: Shield / Rapture – Through Borrowed Time, we’ve received a nice scaling talent as a Discipline Priest.  It’s a valuable spell to the Discipline Priest, but it’s not the only spell we have available.  Since Rapture returns mana to you (ideally equal to or greater than the cost of PW:S), it increases your longevity as a healer, making PW:S one of the front-runners in our arsenal.  Notice, though, that Rapture only triggers when a shield is “completely absorbed or dispelled.”  Yes, partial absorbs are better than no absorbs at all.  However, in quite a few cases, the raid won’t take damage for a while.  Any shields that are put up on raid members that aren’t even touched is a total sacrifice of that mana.  Let’s say your PW:S costs 666 mana (yes, mine does).  If you cast it consistently, and 10 of them don’t even get touched, you just threw away 6,660 mana.  How much damage did you prevent?  Zero.  If you’re casting PW:S consistently, Renewed Hope will be up the whole time.  Since it doesn’t stack, those 10 shields mitigated no extra damage.

Grace – This fun talent, at the start of WotLK, used to be allowed on more than one target at a time.  Once Blizzard thought that was a little bit overpowered and was steering Discipline away from it’s original intent, they restricted Grace to one target at a time.  As a single-target healer, Grace is a great tool to have (though I wish it could be on up to three targets for fights like Marrowgar and Goremaw).  As a raid healer, it’s a wasted three talent points.  I find it particularly hard to assist with raid healing without using either Flash Heal or Penance (or the occasional hasted Greater Heal – all three of which activate Grace).  In most cases, you’ll be snipe-healing multiple targets.  If not, you’ll use a couple heals to top someone off, then off to the next target.  Grace isn’t given the chance to shine.

Where To Go From Here

Spec – I currently rock out a 57/14/0 spec.  I’ve tried various versions of it, but this spec just seems to work really well with the way I play.  I like to use Renew to help pad the tanks, or throw some on the raid to help out.

Given what I wrote above about Grace, I would choose to sacrifice those points and put them elsewhere.  I threw together a 52/19/0 spec if I were to try to re-work myself into a raid-healing Discipline mode.  I also took the points out of Focused Will (sacrifice some crit) and switched Spell Warding to Divine Fury.  I topped out Divine Fury (taking one point from Inspiration), and grabbed all three points of Improved Healing.  The goal is to hopefully rotate Greater Heal more into your rotation and make it (and Penance) cheaper to cast.  You still get powerful shields and good utility, but it’s not the end of the world trying to keep Grace up. 

Spells – As I pointed out above, I’m not a big fan of the “bubble spam”.  Sure it may look good on World of Logs or the estimated “absorption meter”, but I think it’s impractical.  I’m not in a raid to top a meter, I’m there to keep the whole raid alive.  With the alternate spec I suggested above, sniping Flash Heals and Penances is a great way to keep the raid up, as long as you’re also utilizing Prayer of Mending, Renew, and Prayer of Healing as well. 

If you choose to keep a variation of the first spec, then keep in mind the benefit of keeping Grace on your primary target.  You’re not going to be the most amazing raid healer, but you can certainly help out:

Prayer of Mending – I always keep this bouncing.  There are addons available to let you know when your charges have run out.  I tend to cast mine whenever it’s up.

Renew – If you put the points into Improved Renew, you can help out the other raid healers with this one.

Prayer of Healing – Although a bit of a mana drain, it’s amazing when it crits and each member gets his/her own Divine Aegis shield.

Binding Heal – ?!?!?! you say? I use this spell when I just need to single target someone.  Yes, it heals me at the same time.  Higher mana cost, the self-heal may be worth it, and I can keep the Grace stack on the tank.  I’ve tried both ways, and using Binding Heal has seemed worth it to me.

So there you have it!  I’ve always felt that Priests are incredibly versatile healers.  I don’t enjoy one-button spams or anything proved to be “easy-mode casting”.  We have an amazing arsenal of spells available, and using all of them can make us unstoppable.  There’s no reason you can’t take the intricacies of our class and harness them to do what you need them to.

My point is that if you’re going to go off the beaten path, think about what you’re doing before you take that step.

How do you feel about Discipline raid healing?  What other tricks have you figured out over time?

**Image credited to the Elitist Jerks forums**

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

7 Important Healing Lessons I Learned from 1 Quest

Blizzard quest developers, please read this. I’m writing a request and I don’t know if it’s in your plans for Cataclysm.

I want to share with you a story when I started out as a wee, young Priest. After farming for hours on end in Darkwhisper Gorge and taking down Majordomo Executus with my guild at the time, I had finally united The Eye of Divinity and The Eye of Shadow. All that remained was to complete the Balance of Light and Shadow and I’d get my Benediction.

That quest singlehandedly taught me how to raid heal. How?

Eris Havenfire, the quest giver was not able to save the peasants that were trying to escape from Stratholme. I was asked to try to do what she could not do: Save as many peasants as possible. If 15 peasants were lost, it was game over.

I remember standing on the hill frantically Renewing everyone that was going by and Flash Healing those who were at critically low health. Even though I had already cleared Molten Core a few times, this was truly a humbling quest. Peasants would spawn at different places. They would have varying degrees of health. Some would move at different rates. Others would be pursued by skeletons. Many were afflicted with a disease.

And it took me a disappointing 14 tries before I finally managed to get through it (Oil of Immolation did the trick).

What I learned

  • Target priority – Skeleton archers were picking off peasants as they ran by and the diseases weren’t helping either. Priests had to know who was going to die first and heal accordingly. Just because some peasants were below 50% didn’t mean they were going to die. Oftentimes, it was the peasants at full health being drilled by Skeleton Warriors and suffering from diseases that were the ones in danger.
  • Spell priority – If all you have is a hammer, every problem is going to be viewed as a nail. I had to rethink which spells I wanted to use next. Not every healing problem is best solved by repeated use of Flash Heal. While yes it does bring peasants above the near death zone, it wasn’t the best answer all the time. Abolish Disease or Renew would have been the better choice.
  • Reading the health bar – With the health bar up, I could deduce how much each weapon swing was hitting the peasant for. Knowing this, I was able to figure out how much time a peasant could go without healing before they fell. It played a big part when I prioritize healing targets.
  • Value of HoTs – Renew was a spell that I often thought was fairly useless. I could wait out the whole duration for it to work its magic or I could drop a quick Flash Heal on the target and call it a day. With so many targets, I needed to use Renew. The point of Renew was never to top off the peasants. It was to keep them alive long enough for them to get to that white light. I rightly gauged that a Renew on a peasant would be enough to keep them alive from Skeleton Archers as long as they weren’t afflicted with a disease.
  • Mana management – At the time, I had to rely on downranking spells and using potions to maintain my mana supply. At level 60, I had about 1700 healing power (which translates to a little under 600 spellpower by today’s numbers). My mana regeneration was a paltry 150ish MP5. Holy Nova would clear out skeletal mobs with a few ticks but it would also trash my mana pool. I had to keep a very close eye on the mana bar and use cheap spells when I felt I could get away with it.
  • Cleansing – Another early mistake I had was not removing diseases and thinking I could simply brute force heal the damage that was done. Now that might be fine with 1 or 2 targets. But when you’re trying to save 50 peasants where most of them have been infected, getting rid of the infection might be considered a smart move.
  • Shaking out tunnel vision – Unfortunately, there are no raid frames to use. I had to rely on constant toggling of name plates (and all I had were the default ones at the time) in order to look at their health. I’d often be so glued to my raid frames in Molten Core, I’d miss the obvious player who had been targeted with Living Bomb (an ability where the player explodes and deals massive damage to anyone else around them). I was able to see which peasants were likely going to be in danger first simply by watching which ones were being chased by skeletons. Just follow the path since they run in a straight line. This bought me a few extra seconds since I could anticipate their targets easily.

I understand that there it’s against the current WoW philosophy to introduce class quests again.

But I don’t think there’s anything wrong with inserting in role related quests. I’d like to see a Shaman, Paladin, or Druid try their hand at that quest. I imagine that they would take a completely different approach. It would be difficult to balance the four healing classes around such a quest and I wouldn’t dream of suggesting where to start. But at the very least, please consider it. I wouldn’t have become the healer today had I not completed that quest.

The Rhok’delar questline taught hunters how to kite (I think). If there’s any Vanilla hunters, how difficult was that quest when you were 60? What was it like then?

This would be simple Warcraft Mechanics 101 type quests. Tutorials disguised as quests that can help new players L2P! Quests that underscore the basic mechanics of the game would do wonders for new players who don’t understand different concepts. The random dungeon tool exposed me to players who had no idea what threat meant or what CCing was.

For tanks, maybe a quest on how to generate threat. Or how to maintain threat on multiple mobs as they try to juggle them around pylons (like a driver’s test).

For DPS, a quest on the basics of crowd control (if applicable) or on how to kite (possible for some classes but not others).

For healers, maybe a recreation of a similar scenario above. Healing multiple targets as they try to run away.

How could it be worked into Cataclysm?

Perhaps the town of Healshire is about to get overrun by Deathwings minions and the job of the healer is to protect the evacuees as they make a run for a portal. I don’t know but I’m sure it’d be easy to insert that lore.

Please. Recreate that experience. A new generation of players would be all the better for it.

Why Play a Healer?

why-play-healer

This is a guest post by Professor Beej who describes his healing epiphany.

Being the guy or gal standing in the back of the raid, tossing heals, mezzing, fearing, buffing, shielding, and just doing everything we can to keep people alive and the raid moving smoothly is a thankless job.  The battle-cry of "blame the healer" is our bane, yet also our motivation; it keeps us on our toes.  Our gameplay consists of clicking on colored bars whenever they turn not-green and never getting to look directly at the dragon we are told we are killing.  We know that going in, and we accept it.  In fact, we thrive on it and love it.

But why?

Are we gluttons for punishment?  Masochists who just love having less fun than the people we play with? Do we feel some sick need for penance (even those of us who aren’t Priests) that we voluntarily play the MMO whipping boy?

I don’t think so.  I think we do what we do because it is, far and above, the most fulfilling role in MMO gaming.  Unlike DPS and tanks, healers get to directly interact with those whom they play with.  Sure, tanks taunt off silly DPSers or enthusiastic healers, and DPS help out by blowing things up, snaring the occasional runaway, or tossing occasional buffs around, but healers are the only archetype in gaming where the vast majority of our time is spent interacting directly with our friends and teammates rather than through an intermediary.

I didn’t realize it when I started, but I have always played a support character, if not a healer, in MMOs.  In Ultima Online, I was never the duelist my friends were.  Instead, I had Grandmaster Hiding and would pop out unexpectedly from the shadows to throw my allies a heal or cure or cast Wall of Stone between them and their pursuers for some breathing room.  In Star Wars Galaxies, I did everything I could to work my Jedi Holocron grind around maintaining the Doctor (or at least Medic) tree in my template for as long as possible.  I even toyed with a high elf Paladin in EverQuest.

Then came Warcraft.

WoW made me aware of this tendency.  I had rolled a Warlock during release week, thinking DoTs and demons were my flavor.  I pushed hard to get him to 40 just to get his free mount (remember, 100g was an absurd price to pay in November 2004) and promptly got bored. I couldn’t decide what class I wanted to play next, so I rolled a Druid because he would be able to fill any role he needed to.  I leveled Balance and around level 42, I did Uldaman for the first time, and my group needed a healer.  Not even having a single point in Restoration, I healed my group through Archaedas and was given the compliment of "you’re the best healer I’ve ever grouped with" from all 4 other people.  And thus my career as an MMO healer was solidified.  While I eventually switched from the Druid to a Priest to a Shaman and back to the Priest, I have always been most comfortable playing a class that could heal.

To me, the reason the healing role stuck was three-fold:

  • I was good at it.  Very good at it, from what I was told.  And I’m the kind of person who avoids doing things I’m bad at.  So finding something I excelled at made me want to keep doing it.  I think that applies to everyone.  I know some healers who only heal for the prestige, but I know many more who do so for the love of the game and because they try their hardest to be their best.  
  • It made me feel important.  Let’s face it–DPSers are a dime a dozen.  Good DPS is harder to find and exceptional DPS might as well be mythical, but just finding someone to pewpew a Heroic is simple.  Being a healer and thus always being in demand was part of the ego boost, but it was also the idea of "these people’s [virtual] lives are in my hands and mine alone.  I’m responsible for them."  It made me feel good to know I was, in many ways, the most pivotal person in the group. Most healers can pretty easily keep the group alive if the tank loses aggro or CC breaks, but it’s much harder to keep things going smoothly if the healer drops and things go haywire.
  • The focus was not on me.  Healers get to stand in the back, do their thing, and rarely be bothered.  For the hardcore introvert like me, there is no purer gaming bliss. I don’t play games for drama; I play games to unwind and have fun. I don’t care if I get top 5 on a meter, nor do I have any urge to yell "BOOM HEADSHOT!" on vent every time I a spell crits.  Even though we occasionally deal with "blame the healer" drama, most of a healer’s life is spent in the background being ignored.  And that’s just fine by us.  Sure, every guild has their token prima donna healer, but most of us are content to sit a few rows back and let the extroverts have their spotlight while we do some real good.

The Mistake and the Revelation

When Wrath of the Lich King came out, I tried to switch from healing to DPS.  I leveled my Death Knight to 80 first and realized within a few raids that it was not for me and finished my Shaman’s grind to 80.  So now, whenever I try out a new game or start a new MMO, I always go for the Priest/healer archetype first.  I know it is what I’ll end up playing anyway, so why should I delude myself and think I will play any other archetype as anything but an alt?

So what about y’all?  Is there a particular reason you play a healer (or a reason why you don’t)?  Is it simply preference, a guild need, or something more?

Image courtesy of Crafts N Things

Be a Healer by Nature

matrix_dojo

This is a guest post by Thespius, a raiding Priest

As I stated in my last post here, the first incarnation of Thespius was a Human Warlock. Raided SSC/TK and was usually top of the DPS meters. I did whatever I could to crank out the biggest numbers; I was a victim of constant competition. Usually, I couldn’t Soul Shatter fast enough to keep from pulling aggro. "But that’s what taunts are for, right?" (Since my days as a healer, I’ve learned to loathe that excuse.)

I liked DPSing, but I wanted a change. In the raiding guild I was in, we had what was called the "Holy Trinity" of our guild. Three priests. They knew their stuff, and they were GOOD. As Matticus has illustrated on this site before, they used what he calls Heads Up Healing to predict what was going to happen and when. I wanted to be able to play my character as well as them. I daydreamed of raid leaders calling my name, saying I was essential to any raid (still working on that part).

I took it upon myself to start a priest. I wanted to dive into the realm of healing. It seemed like since they were the ones directly responsible to a full health bar, they had to be the ones most in tune. Euripidus (now the second "Thespius") was born.
Once I actually started healing dungeons in Outlands, I realized how much fun being the healer was. Always easy to get a group (even if sometimes it was "Epic FAIL"), and it always seemed more of my style to help out the group in that capacity. I enabled the tank to keep taking the hits, and saved the DPS should something go wrong. That’s a cool responsibility.

Even though I was having a blast firing off Flash Heals, Shields and Prayer of Mendings, I appreciated when I wasn’t in a mad panic to keep everyone up the whole time. I do love the momentary bursts of crisis, however–finishing off a pull or fight with my hands shaking and my breath panting. I specifically remember my first time downing the Halls of Stone event and collapsing on my desk. Most of the group was at about 20% when we finished it. I was undergeared and still learning. Having an entire raid or dungeon that tense? No thanks. The less there is to heal, the better off everyone does.

While I was experiencing the perils of being a new healer, I realized something. I was playing my alts better. I was more aware, more responsive. I used more abilities and spells that I never used before. Since I had known the panic and frustrations of being a healer, I played each of my alts as though I was trying to make the group’s experience as painless as possible. Let me lay out a couple examples.

DPS

Problem: "Ganking Aggro" – What is the standard response to this? Especially in a PUG, I hear a lot of "Well, the tank should get more aggro faster." Or, "It’s not my fault you can’t keep up with my awesome DPS." /facepalm

Solution: Having the ability to throw up huge numbers is awesome. The difference between an amazing player and a horrible one is knowing when to use it. Congrats, you can push your buttons in the right order. Now, here’s your challenge: see if you can time it correctly, and on the correct target.

From the Healer’s eyes: In most circumstances, there are multiple mobs involved. If you pull one of them off, then I have to divert my attention from the tank to keep you alive. Therefore, the tank’s not getting heals. That’s the simple version. If the tank dies, we all die. And you just lost your spot in any of my future raids/groups.

Problem: DPS Meters – These are the bane of my existence. I once fell victim to them, and it wasn’t pretty. Yes, they’re awesome bragging rights. However, if you’re standing in a fire so you can get that one last cast in, or holding your ground in a whirlwind, then you’re just not being smart.

Solution: There’s a reason it’s called avoidable damage. If it’s a fire, a whirlwind, a blizzard, it’s your responsibility to move. It is not the healer’s responsibility to "heal you through it".

From the Healer’s eyes: Same reasoning as above. If we have to divert our attention to someone like that, the heals aren’t going where they’re needed the most.

Tanks

Problem: Tunnel vision – I’ve seen this not only caused by laziness, but also by tanks that try to up their own DPS on the boss as well. If you have high DPS as a by-product, then great. If you’re losing aggro on other adds, then it’s a problem.

Solution: Make sure you’re totally aware of what’s going on around you. The tanks primary job is to keep all the mobs’ attention on him/her.

From a Healer’s eyes: If an add gets loose due to healing aggro, I have to go into self-healing mode, which means heals are not on you.

Problem: The "wanna-be" Tank – This basically equates to any tank that doesn’t do everything they can to soften the blow.

Solution: Make sure your gear has the necessary caps needed. The necessary defense cap (if applicable); the right gear in general. You’ll be hard-pressed to find a healer to heal you in nearly all resilience gear. Make sure you’re using shouts/roars/etc to keep the mobs attack speed slow and their strength/AP low. If you have minor cooldowns (e.g., a warrior’s Shield Block), use it often. Save your big cooldowns for when needed, however.

From a Healer’s eyes: If you’ve ever healed a tank that’s not defense capped, or isn’t using the necessary skills available, then you know exactly what I’m talking about. You’re healing in constant panic mode, which isn’t fun. If you use your mitigation abilities when you can, it means I have mana to use my abilities when you need it most.

As a continuation of the "Team Sport" idea, keep in mind who else is involved when you’re raiding. Always be on the lookout for opportunities that can hugely benefit the raid based on your contribution. Have a DoT or debuff to throw on the boss that will make it easier for the rogues to kick a spell-cast? Maybe a debuff that will decrease the damage output from the boss. Even if you have to lower your personal dps an inch, in order to up the whole raid’s dps a mile, you just made everyone’s life a little bit easier. Remember, it’s a team sport.