4 Reasons Healing Meters Suck

Thumbs Down (with Clipping Path)

This is a guest post by Ulkesshern, an EU Holy Paladin from Hellfire

Matticus put a plea out for guest posts and despite it been something I’ve never done I figured ‘Hey, why not?’ and offered up my services and here I am! I’m a Holy Paladin from the EU realm of Hellfire and I’m currently enjoying the delights of the 25 man content.

For my inaugural post I’ve decided to focus on one of my major bug bears, the absolutely terrible creations that are healing meters and the issues I perceive with them.

Issue 1: More Healing does not equal Better Healers

Without trying to oversimplify the job of DPS their job is basically to do damage, the more damage they do the (arguably) better they are, boss health is constant so the more damage they do the quicker the boss dies, the quicker people get their loot and the quicker you progress. However that really isn’t the case for healers. Picture this scenario, you’ve all just hit 80, you’re all predominantly in your old Tier 6 or quest rewards and you head to Naxx.

People are going to be taking massive amounts of damage, Tank mitigation will be low, DPS will be low so the encounters will be lasting longer and as such you’re going to be healing your heart out. Fast forward to the point when you go back with everyone in shiny Level 80 epics. The tanks don’t lose as much health every hit, encounters last half the amount of time and you’re not going to be breaking a sweat.

Then out come the meters!

“Oh wow my DPS is almost double what it was when we started here” cries StabbyStabster your top Rogue.
“Yeah mine too, we’re awesome now” join in the rest of the DPS.

Then someone links the healing comparison.

Well look at that, you’ve healed probably half of what you healed last time and instantly the people who don’t get it start moaning at you for not pulling your weight. The thing is we scale almost inversely with the raids gear level, but in the minds of so many people bigger numbers equals better players.

Issue 2: Situational Situations are Situational

This is something that an amazing amount of people just fail to understand, who you are assigned to heal can greatly affect your position on the meters, and I saw a wonderful example of this in a raid I was in last night. We were twenty manning Patchwerk for the achievement (yes I like achievements). Our tanks were a Death Knight, a Druid and a Warrior and our healing team comprised of 3 Paladins, a Priest and Shaman. The Paladins were assigned one Tank each while beaconing a different Tank, so all 3 Tanks had one Paladin and were the recipient of one Beacon, while the Priest and Shaman were assigned to just go crazy on all of the tanks.

We killed him pretty easily and were impressed with ourselves, and then someone linked the healing meter, Two Paladins at the top, followed by the Priest and then the Druid. Languishing at the bottom was the Third Paladin.

At first glance, it seemed that the Paladin was failed as his healing done was absolutely terrible. However when you thought about it, there were reasons.

Firstly, he was topping the over healing meters by a large margin. Then realization sets in, he was healing the main Tank, not the hateful strike soaks, and as such there was a lot less damage to heal and because Beacon of Light only transfers effective healing (of which there was very little). Whereas the other Paladins were hitting with ~14k effective heals and getting them beaconed across for about the same, the “bottom Paladins” heals weren’t needed as much and as such weren’t getting beaconed either.

3 Paladins, 3 Targets, 3 Players spamming the same heals with very different results. To some people that means that one of them was failing, a scenario that had entered no ones mind until the meters were linked. Just seconds earlier everyone was congratulating the Healers on such a good job!

At the end of the day, no one died except the boss and it was a good clean kill, only once the meters were show did any doubt suddenly arise as to the performance of healers.

Issue 3: Some Classes outclass Classes

A sad but true truth is that some classes usually end up beating others, Paladins can’t HoT or multi target as well (if at all) as Priests, Shaman, Druids and a lot of players just can’t understand that.

I once had a Guild Master state that “All of our healers are fantastic except our Paladins”. His reasoning? The other healers always beat the Paladins on meters (Late TBC Content). We tried to explain that no one ever died so we were doing our job but it just didn’t cut it, as far as he was concerned, the other classes were topping the meters so they were better and the Paladins were failing. We weren’t failing; he just couldn’t get his head around the different class mechanics and intended roles of the healing classes. Amusingly all the Paladins left soon after.

I daren’t even poke the sleeping bear that is absorption/mitigation effects. I feel for you Discipline Priests, I really do!

Issue 4: Meters are not infallible

Nothing and nobody is perfect (even me!) and meters are no exception, I’ve seen five people link meters from the same fight that have shown completely different results. I’ve seen WWS reports where I apparently wasn’t even there! I’ve spoken to Paladins who make a deal with a Warlock to keep them beaconed and instruct them to life tap like crazy. I’ve played with Priests who did nothing but spam Circle of Healing relentlessly and Shaman who may have just had a keyboard with one button marked Chain Heal. I’ve seen people of all spec that completely ignore whatever healing assignments they have in order to just spam quick heals on someone the second they take damage, I once had a Warlock point out that they really didn’t need 9 separate people to heal him the second he life tapped. I’ve even known people just type random numbers into raid chat and try and pass them off as a meter!

Final Thoughts

Meters do have a place, they’re amazingly useful for DPS, they also do serve a purpose for Healers, but they sure as anything aren’t something you can just glance at quickly and pick out who is top. If no one in the raid is dying our job is getting done and getting done well. If people are dropping like flies then perhaps consult some meters, look at what’s happening though, don’t just assume that the person on the bottom is there because he is terrible!

I’ve had meters running since Kara and I think I’ve looked at them perhaps once, coming top on a little chart doesn’t make you the worlds greatest Healer, doing your job and keeping people alive no matter how much or how little healing it requires makes you a good Healer.

(And no I don’t live at the bottom of meters!)

Keeping your Healers Happy: a Death Knight Tank’s Perspective

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This is a guest post by Scourge of his self titled Death Knight blog, The Scourge!

First of all, I’d like to thank Matticus, Wynthea, and Sydera for allowing me to guest post. I have been reading this blog for a long time and followed SYTYCB intently. I didn’t participate at the time for two reasons. One, I don’t heal and two, I didn’t have a niche to discuss. Wrath changed one of those drawbacks.

I originally planned on continuing to tank on my Feral Druid but I rolled a Death Knight for fun. Next thing I know I’m the 3rd level 80 in my guild as an Unholy Death Knight and I specced to tank.

Now let’s talk about keeping your healers happy. Some of this advice will apply to all tanks and some to Unholy Death Knights only.

I love healers.

I love the two healers in my small guild
I love all the healers that are on my friends lists from guilds past
I love all the healers that I pug with.

I pug a lot.

My first goal in every Heroic or raid is to complete the run. The second is to make my healers so happy that they want to heal me again. As I write this, patch 3.08 is still on the PTR and keeping healers happy as a DK isn’t always easy. It seems the damage we take can be inconsistent. For some reason healers like consistency, I figure Matticus and crew can tell you why.

Overall basics to keep your healer happy

  • First: Make sure you are geared for the content you are running. That means defense capped, plenty of health, armor and avoidance, proper gems, chants, and glyphs and a kitchen sink. You never know when you’ll need the kitchen sink.
  • Second: you better be specced properly for the job. When Ghostcrawler says all DK specs can tank he doesn’t mean spend 71 talent points willy-nilly however you want and you’re golden. There are clear mitigation talents in every tree and you need to have them if you want to tank.
  • Third: come prepared. Food, pots, flasks, repaired, all standard stuff. But if you want to get on a healers friends list, which makes pugging a heroic real easy, you need to be prepared.
  • Fourth: Healers get mad when other players take unnecessary damage because they have aggro. Now Ron White says you can’t fix stupid and any DPS who focus fires secondary targets get what’s coming to them, but you should provide enough AOE or set up enough CC so you are the only one taking non AOE damage.

Death Knights take inconsistent damage because we try to avoid it altogether. Let’s face it we stack parry and dodge to avoid incoming damage and reasonably geared have around 50% avoidance. That’s a coin flip. Every time the boss swings we either get hit or we don’t. Right from the start we are inconsistent in the damage we take.

Death Knights also have a number of talents, spells, and abilities that either increase our avoidance or pump up our mitigation for a short period of time. These also lend themselves to taking inconsistent damage.

To start us out, let’s look at the two abilities all DKs have.

Anti-Magic Shell and Icebound Fortitude

Both of these are on a one-minute cooldown and provide great mitigation. For 5 seconds, Anti-Magic Shell will mitigate 75% of the magic damage a DK is taking, while Icebound Fortitude will reduce all damage by 50% currently for 12 seconds. Fantastic mitigation while in use, if we use these whenever the cooldown is up that creates sudden drops in the damage we take which may lead to greater over healing. Whoops. Healers don’t like wasting their mana.

That leaves talented mitigation abilities. Any DK tank worth their salt will have at least 3 of these, some may have four. We’ll break these down into avoidance, mitigation, and healing efficiency.

Avoidance talents

The avoidance talents are Blade Barrier and Lichborne. Blade Barrier procs off of using both your blood runes and increases your parry by 10%. A good tank will have this up just about the entire fight, which contributes to the coin flip. Lichborne, on the other hand, adds a flat 25% chance to be missed and has a cooldown. Needless to say, when your healer is charging up a big one and the tank pops this and the boss misses a couple in a row the healer may have wasted their time and mana.

Mitigation talents

For mitigation DK tanks will have either Bone Shield, Unbreakable Armor, or even Anti-Magic Zone. Once again, all three have a cooldown and provide excellent mitigation when active. BS can by glyphed and kept up around half the time in most boss fights. UA increases the armor damage reduction even further, while AMZ drops a stationary bubble everyone can get into to avoid all the magic damage flying around.

Healing efficiency

Blood tanks (yeah I know lolbloodtank, for now) have a couple talents that help with the healing load. Mark of blood will give back 4% of damage dealt by the boss for 20 seconds out of every three minutes and Vampiric Blood will increase healing efficiency by 50% when its in use. Want to see a big fat heal, crit a blood tank when Vampiric Blood is up.

The trick to keeping your healers happy with all these talents at our disposal is to use them judiciously. Pop them when you know there is an incoming damage spike, whether an enrage, adds, or whatever. The other time to use them is when your healers are low on mana; just let them know you will be giving them a break. Nothing says healer love like telling them the next 16,000 in damage won’t need to be healed and they can score some non-casting MP5.

I’d like to close this guest post with a shameless plug. My blog titled The Scourge has several posts dealing with achieving and maintaining the defense cap, talent discussions, and tanking strategies.

Warning: Bad Targeting can Lead to Raid Deaths

targeting

"Great ability develops and reveals itself increasingly with every new assignment."

Baltasar Gracian, The Oracle

I bet this is something not many healers even think about. I’m not here to talk about your raid frames or your raid UIs. They all represent the same thing (health bars).

But a good healer knows better then to simply rely on clicking health bars to heal or to target their fellow raiders.

Targeting methods

There’s two different ways to target your allies.

  • Raid frames: This is the method that just about every healer is familiar with. Simply put, you click on the player’s frame, and you hit the heal button.
  • Heads up: This method involves you directly clicking on the target on your screen. As in selecting their character model. It can take some practice to do. The reason why it’s called heads up is that you have to keep your head “up” on to the screen instead of glued to the frames.

Why should I care about the heads up method?

A fair question to ask. I can easily heal players at will by clicking on their frames, you might say to yourself. But if you keep your head up on the action, you can make an estimated guess as to who the next person to get hit will be. Or give the impression of having really fast reflexes!

It’s like being psychic and being able to to tell the future!

And in the end, being able to predict where the damage is about to go to can only make you a better player. Don’t pigeon hole yourself into using one method or the other. Learn when to use each one.

Allow me to illustrate.

Kel'Thuzad's room, phase 2 with a player ice blocked

This is Kel’Thuzad’s room. Specifically, we’re witnessing yours truly in action during phase 2. See that Ice Block? That is not a friendly one. Any player trapped within loses 104% of their health in 4 seconds. Note that it’s a percent not an absolute.

You have 4 seconds to react. Or else they die.

What’s faster?

Looking for the raid warning, running towards the player, targeting them in raid frames and then healing them? Or targetting the big chunk of ice in the middle of the screen and dumping spell after spell in a desperate attempt to keep them alive?

Your brain takes time to function. Sure we all make split second decisions and react accordingly. But in a situation like this, you take more time waiting for the cue and finding the player in your raid frames as opposed to just clicking the big blue block.

Why is that?

Because the less tasks that are involved in a goal, the faster the goal is achieved. The brain is an interesting part of our physiology and it takes time to “shift” between tasks.

But that’s an extreme example!

Okay, that’s fair enough. I did talk about trying to predict who would take damage and Kel’Thuzad is a bad example of that since it’s nearly impossible to predict ice blocks.

Let’s take a look at Sartharion’s fire walls.

His basic attack is that he sweeps that area from right to left and vice versa with a giant wall of fire that has gaps where your raid can hide.

If you have an absent minded raider or just a really slow person, you can reduce the damage they take. A quick Shield and a Prayer of Mending helps to ensure they live through the worse parts of it. Raid frames can’t exactly tell you that your absent minded raider is about to get slammed with a fire wall. But at least they’ll live through one this time due to your diligence.

Practice, practice, practice!

For some players, targeting heads up can be difficult. Perhaps their mouse sensitivity isn’t high enough or its too low. Maybe their screen resolution doesn’t allow for enough room. Maybe you just don’t have enough real estate or open room to click on stuff.

But trust me when I say that it is an awesome skill to learn to be able to run and gun heal your party. Practice healing while moving. Practice it from different zoom settings. Try it with the zoom as far away as possible and click on the little dots that is your party. Learn to work the mouse to angle around large player models or objects. PvP battlegrounds is a great place to practice heads up healing since you can tell who’s about to engage players within your area.

Try to activate health bars by pressing Shift V. This allows you see the health of your party as the bar is located above their characters in game.

Be diverse as much as possible in your targeting methods and you will go a long way toward being the best you can be.

Image courtesy of theRIAA

Recommended Requirements for Naxxramas (Normal and Heroic)

Your requests have been heard and I am here to deliver. I’ve received repeated emails for minimum Naxx requirements for both 10s and 25s. Unlike the Kara or ZA guides I wrote, this one will be much more brief. I won’t be able to give precise numbers for stats or anything like before due to radical buff changes in raiding. I spent a lot of time writing, re-writing and scrapping this post repeatedly because it’s extremely difficult to pen this. Here’s what you should shoot for.

Before you even read the numbers, you should consult Anna’s blog: Am I Ready to Heal Naxx?

Note: These numbers are good for both Naxx 10 and 25.

Note 2: Your mileage may very. Experiment with different raid combinations to find out what works best.

Tanks

Health: 25000 unbuffed
Defense: 540 (Crit immunity)

Note: Druids will have a higher health pool. 30000 health is a good number to aim for.

Melee DPS

Hit: 9%
DPS output on average: 2000 DPS

Obviously the more the merrier.

Caster DPS

Hit: 17%
DPS output on average: 2000 DPS

Note: Both percentages assume you are completely naked and lacking in hit-increasing buffs. You can find your hit percentage by mousing over the hit rating on your character screen.

Healers

Spellpower: 1550
Mana regeneration: 700 (is what I was able to get away with)

Paladins mana regeneration: around 200 with 25% crit is a good start

Shamans may have slightly lower mana regen.

Treat these as guidelines! Use your discretion. If you can handle a few heroics under your belt, then you’re ready to give Naxx a shot! Don’t expect to be killing Kel’Thuzad or anything right away. Know your limits.

Discipline without Penance – Can It Work?

penance

This is a guest post from Wistoovern, a Discipline Priest who takes a closer look at Penance to see if it’s really all that

There are some instances in World of Warcraft where individuals who take a role proceed to redefine it into "non-traditional" role. For example, there is the player that decided to level without killing anything, or the hunter that decided not to level ranged weapons at all, but instead maxed out melee. These people are proof that your characters are flexible, unique, and can fill roles that others would not immediately think of.

Along these same lines are character builds that involve or ignore talents and spells that others find key. I’m speaking specifically of the new Penance spell that all of the Discipline priests that I have met so far are just ga-ga over. However, while it might be an efficient spell depending on how you use it, I beg to differ when it is said that a Discipline priest must have it in order to be a viable party/raid healer.

My initial thought to the spell was, "Why? Priest spells have a certain ‘flow’ to them; a spell like this is only going to throw everything out of whack." Well, imagine my surprise when so many Discipline priests started extolling its virtues. Personally, I am still unmoved. I do not believe that this spell is key to Disc healing – after all, we did without it for so long. But shall I go into specifics as to why it is not so as important as others might think?

  • Stop Assuming you need it – Yeah, it’s a 51-point spell. But do ALL Beast Mastery Hunters use Beast Mastery? It’s not too long ago that Lightwell was at the top of the Holy Priest’s tree, but did anyone actually use it? Taking a talent without making sure that you will use it efficiently is useless.
  • Dual Tasking? – Let’s be honest – priests are not hybrid classes. We’re not meant to do both healing and damage at the same time. We really get to pick one or the other. We do a good job at either one (nice shadow priests, GOOD shadow priests…), but both at the same time is impractical or inefficient. So a spell that can either do heals or DPS depending on who is targeted? This can be a big problem.
  • I Mean Really, Dual Tasking? – There are only two other spells that we have that works like this: Holy Nova and Dispel Magic. However, the priest that considers Holy Nova a crucial part of his healing spells needs a reality check, and Dispel Magic (and Mass Dispel, fine) is not going to be an issue if it’s cast on the wrong target (unless you REALLY had to dispel a DoT or effect off of a player and you miss).
  • Did I Do That? YES! – Let us not forget Mr. Urkel and his occasional mistakes with such horrible results. Imagine that you go to heal someone in your party, without realizing that you have a mob targeted that has not yet been pulled. Oops…not only are you making new friends FAST, but your tank probably won’t have time to pull it off of you. Any other heal, and this would not be a problem – in fact, the inability to use healing spells on enemies can help you.
  • The Hell Does That Mean? – Well, here’s a trick that I used to use in Hyjal and Kara. Target a mob that you have to Shackle, and after they’re Shackled, leave them targeted. When you click your keyboard buttons for heals, the system will TRY to heal your target. Oops, you have an enemy targeted, so it will instead give you the "grayed-out finger" pointer. Then, just click on your healing target. Sounds bulky? It’s not! It’s a click tap-click to healing someone. Advantages: no need to use a focus, and you can still pick up the shack quickly if it breaks. Disadvantages: slightly slower than normal, takes a little getting used to, will not work with Dispel Magic…or Penance.
  • What He Giveth With One Hand... – When the GMs build spells, they do it with careful consideration to effect intensity, cooldown, casting time, mana cost, and reagent cost. If they did not, you’d see Instant 50,000 damage spells that cost 100 mana with a .5 second cooldown. No, every spell that they give is balanced through the various aspects. High effect? It will have a high casting time or casting cost. Instant effect? High mana cost or cooldown. Low mana cost? Reagent cost. And when it comes to pure healing spells, cooldowns can be death (literally). Waiting for a heal to be available – or, rather, a heal that so many people think is just "so awesome" is a crapshoot. If a six-second cooldown can kill Circle of Healing, how is Penance so great with a TEN-second cooldown?

I can’t deny that a lot of the numbers for Penance look really good. But assuming that this spell is going to be a Discipline priest’s best friend is like assuming that all druids have feral sets (they don’t) or that all Warriors have Titan’s Grip. I’m not saying don’t use it – just don’t be so surprised if your Discipline priest starts laying down the heals without Penance. It can be done. Really.