Ulduar Fights Where It’s Just Not the Healer’s Fault

I’ve experienced just about type of death in Ulduar. I’d die to Constrictor tentacles. Early on, I’d get rocked by Hodir’s Flash Freeze. Sometimes I’d get unlucky with a Rocket Strike.

Today’s post is designed to help you identify under what situations a healer is at fault and when it is simply out of their hands. Keep in mind there are several exceptions. In most cases, tanks are the one that will be bearing the brunt of these abilities. If they die, odds are good they weren’t at full health. If it were any other player, well let’s take a look shall we?

This is a really long post. I’d consider using it as a reference when trying to troubleshoot your raid to see if there really was anything that could have been done to keep players alive.

Flame Leviathan

Nothing much here. I don’t send healers onboard the tank. I usually send up hybrid DPS who are able to heal in addition to DPS.

Razorscale

You died because of:

  • Devouring Flame – Your fault. Should not have been standing in them. It’s the blue stuff on the ground.
  • Flame Breath – Your fault. Don’t stand in front of Razor when this happens. Tanks are an exception.
  • Fireball – Our fault. It’s only 11000 damage or so. However, there are times when a player does get gibbed by these. I’ve been hit by this twice in a row in the span of a half second. I happened to have a shield up which saved me with a 15% health left.

Ignis

You died because of:

  • Scorch – Your fault. Why on earth would you stand on a big giant tower of fire?
  • Flame Jets – Our fault. Players should be in the green when Flame Jets connect.
  • Slag pot – Our fault. You can help even more though if you can. I cast Lesser Healing Wave on myself when I play my Elemental Shaman to help the heals out.
  • Construct explosion – Your fault. Run the heck out before it gets detonated.

Deconstructor

You died because of:

  • Gravity Bomb – Neither. It’s the job of the guy who got Gravity Bomb to get clear. If he’s too close, he pulls you in and detonates. Bomb guy’s fault.
  • Light Bomb – Both. It’s the Light bomb’s duty to also get clear. But the raid will take 2 or 3 ticks of Light Bomb damage. Our job is to heal that up. Requires effort on both parts.
  • Tympanic Tantrum – Our fault. We should be able to outheal the damage done by Tympanic Tantrum.
  • Bomb bot – Your fault. Should not be within proximity of these things when they explode.

Iron Council

You died because of:

  • Fusion Punch – Our fault. Unless none of the healers are dispellers. Then it’s the dispeller’s fault. That debuff has to come off quick.
  • High Voltage – Our fault. Steelbreaker’s aura. Everyone gets hit by it no matter what. It just has to be out healed.
  • Rune of Death – Your fault. Shouldn’t be standing in it.
  • Chain Lightning – Both. It depends on how much damage you take. If you die to a chain lightning, check to see if you were properly spaced up. You can stay with 1 or maybe 2 other players nearby. That type of damage is survivable. If your health was too low for a period of time, then its our fault for not getting you back in the green quick enough.
  • Lightning Whirl – Both. It should be interrupted. It’s normal to see 1 or 2 ticks slip through. Most players should be able to survive that. If you didn’t survive it, then chances are you weren’t topped either.
  • Overload – Your fault. When the little guy stops moving and starts doing his Kamehameha move, run out of the blast zone.
  • Lightning Tendrils – Both. It’s difficult to outrun this. Some players are going to get caught in them. At the same time, a concerted effort should be made by those not being focused to run away from it, not run towards it. Focused players are taking 3000 – 5000 damage per second. It’s possible if its one or two players. It’s a nightmare if it’s five or so.
  • Melee hit for 30000 – Not our fault. Ideally a cooldown will be popped. I know when I see Steelbreaker on the tank, I’ll drop a Pain Suppression reflexively on the tank to buy some extra time to get him repositioned. Sometimes Murphy likes to come along and crap on your raid with a Rune of Powered up Fusion Punch. One word: Screwed.

Kologarn

You died because of:

  • Shockwave – Our fault. No player should be that low when Shockwave connects. Otherwise they’re dead.
  • Stone Grip – Our fault. Gripped players just have to be kept alive until the arm takes enough damage.
  • Focused Eyebeam – Your fault. On the one hand, your health should be high enough to eat a tick or two if necessary. On the other hand, if you have several seconds to run and kite the beam before you start registering damage.

Auriaya

You died because of:

  • Seeping Feral Essence – Your fault. It’s basically a void zone. Get out of it.
  • Sonic Screech – Neither. Some players weren’t stacking up when it went off. Obviously if you’re at 5% health when it hits, you’re probably going to die. Should be in the green as much as possible.
  • Sentinel Blast – Our fault. It’s healer duty to heal up the initial parts of the blast. The faster the interrupts, the less we have to worry about it.

Hodir

You died because of:

  • Biting Cold – Your fault. Keep jumping. Keep strafing. Keep dancing and moving.
  • Flash Freeze – Your fault. Weren’t fast enough getting into a snow drift.
  • Icicles – Your fault. You can see the blue runes on the ground. You know where they’re coming from.
  • Frozen Blows – Our fault. There’s nothing you can really do to avoid it. It’s up to us healers to play triage on the whole raid.

Thorim

You died because of:

  • Charge Orb – Your fault. Should be standing near the center of the room to avoid this when in the arena.
  • Smash – Your fault. Should not be standing in front of the Rune Giant in the gauntlet.
  • Shockwave-like ability – Your fault. Dodge them.
  • Rune Detonation – Your fault. You see the fire shield above the target, get clear of them.
  • Chain Lightning – Both. Don’t stand with more than 2 other people. There’s only so much space in the room and you do have to dodge Lightnign Charges.
  • Lightning Charge – Your fault. When you see the streams coming from the wall towards Thorim, break off quickly.

Freya

You died because of:

  • Detonating Lashers – Our fault. Unless your raid manages to precisely kill all of them at the same time.
  • Nature Bomb – Your fault. When you see these big green balls on the ground, that’s your cue to move.

Mimiron

You died because of:

  • Napalm Shell – Our fault. We have to be able to heal this through.
  • Plasma Burst – Our fault. Tanks and healing cooldowns must be used so that they can live.
  • Shock Blast – Your fault. We can’t outheal 100000 damage all at once.
  • Proximity Mine – Your fault. No comment.
  • Heat Wave – Our fault. Shouldn’t be a problem healing this up.
  • Rapid Burst – Out fault. No good reason why we’d die to this either.
  • Rocket Strike – Your fault. Stand out of the red stuff on the ground.
  • Laser Barrage – Your fault. Nothing we can do about this either. Up to you to make a run for it.
  • Bomb bot – Neither. These things do a lot of damage when they explode. By now, your raiders should be able to survive at least one of these with you at full health. Hopefully the rest of your raid can kill these before they become an issue.

General Vezax

You died because of:

  • Shadow Crash – Your fault. Outrun these. We’ll do what we can to heal up the player or two that gets hit by it.
  • Searing Flames – Neither. Someone missed an interrupt. This should not be going off at all.
  • Surge of Darkness – Neither. Depends on the strategy. With defensive cooldowns, it shouldn’t be a problem.
  • Mark of the Faceless – Neither. Again, this requires the efforts of both. The target has to run out fast. Those nearby need to be healed up quickly.
  • Saronite Vapors – Your fault. Be very careful about staying in too late. As a Priest, I Prayer of Mending on stack 6, and Shield myself on 7 and escape with about half my health. Others may not be as lucky.

Yogg-Saron

You died because of:

  • Shadow Nova – Our fault. Unless your raid killed like 5 guardians at the same time.
  • Death Ray – Your fault. These green beams start off harmless at first and don’t move. When you see them, get clear. It amazes me how many players still stand there after it’s been there for several seconds. Drop what you’re doing and move.
  • Crusher Tentacles – Your fault. Shouldn’t be in melee range of these. They will kill with one blow.
  • Brain Link – Technically our fault. But run towards each other quick!
  • Squeeze – Our fault. We have to keep you alive long enough for the DPS to break you out.
  • Sanity – Your fault. There is nothing we can do if your sanity reaches zero.

And there you have it! Use this list only as a rough guideline. There are always exceptions to everything. Look into the context of what happened before making a judgment. You don’t always have to assign fault. But it is important to find out what happened so you can make sure it doesn’t happen again. You’ll notice that a lof of these deaths are easily preventable by healers. But there are some rare cases where there’s just nothing we can do short of a psychic Guardian Spirit on a player.

Yes, you’ll notice I didn’t add any comments on Algalon. I haven’t engaged him and it won’t be for a while.

Evaluating Healer Performance

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This is a guest post from Derevka who has been actively blogging on his blog Tales of a Priest. This post is in reply to Healing Meters Suck and tries to tie in some qualitative and quantitative healing performance analysis.

Healing Meters suck? I tend to disagree. Healing meters and WWS Reports provide an insane amount of information and value to a well educated healer.  But now where does that leave us? You have 11 healers signed up for tonight’s raid and only 7 healing slots available — or you have a new recruit healer and you need to evaluate how they are performing. What do you do? How do you go about evaluating healers in a world where the DPSers are e-peening over their DPS and Total Damage Done?

Nearly a year and a half ago, Priestly Endeavors did a post about measuring healer performance. This is a great post, and I encourage everyone to read it.  Perhaps it is time to reflect on what methods are best to evaluate a healer?

Healing Meters:  Recount & WWS

Gasp! Hiss! Boo! There is a lot more to healing than just meters, yes, but don’t forget there is a lot of very valuable information here. The trick is finding the best way for you to harness this data to evaluate yourself and your healing team and learn where can you improve. 

The first thing you need to understand about deciphering healing meter data is knowing the encounter that the data is from.  Looking at a Recount data from Malygos is going to heavily favor the COH Priests and WG Druids, thanks just to Vortex. (While post-3.08 that may change; I don’t think it will skew it that much). You always need to ask yourself "Does this fight heavily favor a specific spec/class over another?". If the answer is yes, you have to both qualitatively and quantitatively account for that information.

Finding out how much effective healing was done by Priest X using COH over other spells can be done in Recount and WWS.  If it is a fight that doesn’t have a ton of AOE damage, and a priest has 20% of the effective healing of the 7 healers, of which 70% was COH, you might have a performance problem here. 
Discipline Priests typically are low on the healing meters since PW: Shield, Grace, and Divine Aegis have no impact on effective healing. How do you evaluate a Disc priest on a numbers game in which they are at a disadvantage? However, with a bit of poking around you should be able to find some good data in there.  On a conceptual level, PW:S is the only spell in the game that guarantees zero "overhealing".

So dive into WWS information. Find out how many times that player buffed the MTs with PW:S then you can gauge the total "effective healing" those shields provided. (I know, not an exact science since you need to weigh in SP coefficients, did the whole shield get eaten, etc. But it does provide additional data that WWS/Recount completely disregarded).

Since we are playing the numbers game using meter evaluation, does that mean it is okay for them to be dead last on the meters with 3% healing done on a fight? Maybe… however, likely not.

Healer Focus and Assignments

Plain and simple: are your healers focusing on the task at hand? Are they sticking to their assignments and trusting their guildmates? Trusting your fellow raiders to do their job is key. You cannot be all things to all people. This often can be easily discovered if you see the healer switching to other healing assignments and slacking on their primary target. Great example would be Patchwerk. You have a healer who was assigned to heal a Hateful Strike Tank, they shift focus to try to get a heal on the Main Tank — BOOM! Your resident Enhancement Shaman eats a hateful strike and dies.

Also data lives on WWS that can also provide good insight, but again keep the encounter and assignments in mind! This report can be found in the "Who Heals Whom" section. The smaller the number the fewer the people that person healed. A high focus number can generally mean the person healed "randomly" and may have deviated from their assignment. On fights that have AOE damage or multiple targets assigned to the same healer, focus numbers can increase for certain healers. A great example is my guild’s Sartharion 2-Drake strategy:  We let the Tenebron’s whelps pop, and AOE them down (and usually have some AOE damage to the raid as a result), and send in a DK , DPS, and 1 healer to heal the damage for Shadron’s Disciple. That healer, typically has a higher than average focus. Again, it is all about knowing which fight you are analyzing.

Ability to React to the Unforeseen

This measurement is very subjective, and not numerical so it is often very hard to guage. When you see it happen, it is usually quite apparent. Sometimes a healer disconnects or dies mid fight, and you need to react. Good healers are able adjust when this happens, take adjusted healing assignments. Great healers excel in these situations. They thrive.

An example would be the healers for Lady Blaumeux and Sir Zeliek on Four Horsemen. Lets pretend one of your ranged tanks DCs. This healer quickly adjusts, calls out on vent they are now tanking Blaumeux (along with the other ranged tank) and spams heals on themselves until a new ranged player comes to replace them from the front group. No one else dies, as you get your shiny epics from the chest minutes later.
This measurement encompasses the "don’t stand in the fire" rule:  Situational Awareness.

Are you in  Sartharion’s Void Zone? Are you standing in Sapphrion’s Blizzard? Now these points, are easily counted.

The Death Test

Probably the easiest to check, but perhaps the most subjective of all. If your assigned target not die, you win. Generally, yes – but not always. You need to look at the bigger picture. Did they go OOM and another healer have to step up and do double duty? Did they lose awareness and chain a KT Frost Blast to the melee?
Evaluating healers is not easy. I am typically the one to do healing assignments, and often the officer to pass final judgement on a recruit healer.  When I say /promote or /gkick, or when I chose one healer over another healer when making up the raid roster for the evening, I often have a lot of math and though behind those decisions. Using WWS and Recount, as well as many subjective methods.

Ultimately your healing roster and performance is something that should be constantly evaluated. Finding out your flaws, and taking steps to correct them is one of the best ways to improve; diving into the details really is the best way to do that.

Further reading:

Matt wrote a Spiritual Guidance column on WoW Insider several months ago titled: Measuring a Priest. Several of those points still ring true today.

Image courtesy of danzo08

Death and the Priest

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This week, we were given the option of a freestyle post.  I’m sticking with that, though I am using one of the topics presented in the competition to do it.  Matt, I’m sorry but I totally disagree with you when you advocate letting your dark side out and forcing a wipe. 

So Who Calls It?

Wipes happen, every group has been there.  It may be due to a bad pull, lack of focus, or simply the process of learning a fight.  It sucks, and can feel like a waste of time.  However, it is not the job of anyone other than the raid leader to determine when it is time to throw in the towel.  The raid leader is the person you agreed to listen to in raid, they are the person you hopefully trust to tell you what to do.  I’m not advocating a blind following of everything said to where you forget your own common sense, but the authority of the raid leader is totally undermined if one of the 24 other people in the group go over his head and make these decisions without him.  If you think it’s hopeless, poke the raid leader to call it, don’t make that decision yourself.  If you are making that decision, you need to ask yourself why, if you’re not going to let him lead, is he the raid leader at all?

Why not call it?

There are really only two kinds of wipes out there; the wipes that happen on farm content because of fluke or lack of attention, and the wipes that happen while you’re in some stage of learning a fight.  In neither of those instances are early problems reason to give up immediately. 

Everyone has experienced the shaky pull, where you lose one healer and a dps or two fairly early on, and still manage to beat it.  We’ve had Bloodboil on farm for months, every week is a one-shot.  But last night, we were running with 7 healers (where we usually run with 8 ) and lost one early on to Fel Rage (he was picking through the healing crew) bringing us down to 6.  It was stressful and crazy.  Then one of our warlocks got double-boiled because someone else hadn’t been paying attention.  You guessed it, he was the next Fel Rage target and died.  Bloodboil turned and Acid Breathed the tanks, costing us two of them.  With our highest-aggro mages and warlocks “off-tanking,” we still brought him down from 20% to dead with only our pally tank up.  It was a slow kill, but it would have wasted more time to wipe, rez/run back, and start all over from the beginning.  Problems are not a guaranteed wipe. 

As for giving up early while learning content, well, why show up to begin with?  Most bosses are not the type which look at you and fall over, offering up their shiny loot because you scare them so much.  Learning a boss can be hard!  You can spend weeks, 5, 10, 15 wipes, just trying to get a boss down once.  My raid group is currently working on Kalecgos.  It’s going slow, it’s frustrating, and it’s mainly due to the expansionitis that most raid groups are facing.  We don’t call it when the first healer dies.  We don’t even call it when the first tank dies, when we know it’s a guaranteed wipe at that point.  We still need the practice on when to move, keeping our portal rotation, where to stand, how to manage the details of the fight.  There’s a lot of learning that can be accomplished by pushing forward, even if you know you’re not going to win.  If you give up at the first sign of trouble, you are never going to improve.

Things to remember

  1. Discreetly forcing a wipe just means you have something to hide.  If you have something to hide, why are you doing this in the first place?
  2. Playing this off as an innocent mistake means you know you’re in the wrong and are looking for plausible deniability.
  3. Communication is key, as is trust.  Forcing a wipe totally ignores both of these things.

In short, if you have a problem, or things look dire, talk to your raid leader, don’t take over his job yourself.