The Reality of Healing Heroics and Tips for Holy Priests

heroics

Perseverance is the hard work you do after you get tired of doing the hard work you already did.
Newt Gingrich

I’ve scheduled a tentative 10 man Naxx on Saturday. We’re projected to have around 8 players that are capable of reaching that level by then. After that, I’ll have no choice but to pug the other 2 slots.

Since I’ve hit 80, I’ve started working my way through a few heroics to try and get some badges.

Let me tell you, it is not easy.

It has been such a long time since I had to work this hard to heal. I have to drink after every pull. Every cooldown needs to be noticed and taken into account. Every spell cast needs to be carefully thought out. I’m sitting at ~470 mana regeneration with a few quest and instance blues. The rest are filled out with T6. There are times when you have no choice between letting a player die to prevent an overall wipe. It’s absolutely tough.

Over the past few days, I had the opportunity to heal Halls of Lightning and the Occulus (on Heroic since they were the dailies). There’s a few things to remember:

  • We don’t outgear the instance: It’s a fresh start for everyone. The playing field has been leveled. I’ve resorted to using consumables to help finish off my old stock of TBC food. This goes the same for tanks.
  • We’re going in blind: We don’t know the instance. I don’t like going into a fight without knowing what I’m up against. I keep WoWhead open and WoWWiki to understand what abilities bosses uses and develop a counter for it. Two things to watch for is debuffs and any special animations on the ground or spells that the bosses use. Watch for the in game boss cues. It’s a hard lesson to learn every time.

One thing that most Priests (or all healers) will find when healing any sort of high end instance is that they’re running out of mana. Don’t forget that it takes more Spirit now then it did back at 70 to reach the same level of mana regen. The amount of Spirit required to reach ~1000 mana regen is much higher then it was at 70.

Here’s a few tricks to help out:

  • Hymn of Hope: It’s an 8 second channel spell and you’re going to be hard pressed to find time to use it. Observe the boss and find a pattern. See if he has a long cooldown for an ability. Put a shield on the tank, a Renew, and a Prayer of Mending. Top up the rest of the party as best as you can. Hit your Hymn and pray to the highest deity you know that you can maximize the use out of it. You can break it early. I set my personal limit to around 50%. If the tank reaches 50%, I’ll break my Hymn and start healing.
  • Shadowfiend: Since it’s a 5 minute cooldown, this is the first trick in the book I’ll use. In the event we wipe, I should have it up for the next attempt.
  • Runic Mana Potion: I’ll typically blow a potion in conjunction with Hymn of Hope after it’s cast. I don’t try to save it. I try to be liberal with their use.
  • Guardian Spirit: Don’t think of it as a healing bonus spell or a way to prevent the person from dying. Think of it as an instant 50% health return. Gauge how much damage the tank takes roughly per hit. If they take 5000 damage blows and your tank is at around 7500, slap the GS up there and stop healing. Watch as the tank’s health rockets back up to 50% while you spend precious seconds just regenerating mana.
  • Pain Suppression: A lot of beginner Priests like to use Pain Suppression when their tank is really low on health. I don’t advise this since they run the risk of tanks dying. I drop Pain Suppression when tanks have near full health. I can stand there and mana regen knowing that my tank is taking reduced damage buying me more time to get more mana.

I’ve spent an average of nearly 3 hours per heroic dungeon. I’m way in over my element. But hey, that’s how Matticus rolls! I’ve always been a front line player!

Still looking for Mages, Warlocks, Hunters, Shadow Priests, Shamans and other healers! If you know of any that want to progress, tell them to drop me a line!

A Note about Mother Shahraz Post 3.0

A comment from Xserisi has been brought to my attention. I figured it would benefit many players if they knew about it as well so I decided to turn it into a blog post.

Last night we saw BT, we stopped before Mother Shiraz, seeing we ran out of time and were unsure about our health if we would go in with with low or nill shadow resist gear. (anyone tried after patch?)

Yes. I can say with certainty that you don’t need to have full Shadow Resist gear on for Mother Shahraz. Prayer of Shadow Protection or Shadow Aura from the Paladins should be enough to get you through it. DPS has to be high. You don’t want to take more than 3 or 4 teleports. She should be able to go down relatively fast.

Keep in mind, everyone has to commit. If you go full Shadow Resist, make sure every one does so. If you want to go for the blitz method, then keep your raiding gear on. Soak tanks are still important. Your healers have to stand on their head (hockey expression for goalies making unbelievable saves).

As my ancestor Napoleonicus once said:

There ain’t a problem in the world that can’t be solved by copious amounts of DPS.

Healing Naxxramas – Instructor Razuvious (10 man)

razuvious

Instructor Razuvious is the first boss of the Military Quarter (Death Knight Wing). He’s a rather unique fight in that your tanks don’t actually tank him themselves. Tanks have to hold threat indirectly.

The gimmick

razuvious-orb The first thing you have to understand is that Razuvious hits really hard. He hits harder than normal. He hits so hard he can remold the face of your bear tank and dent plate in others. He has 2 Understudy’s with him. There are 2 orbs on either side. The goal here is for your tanks to activate the orb thus granting control of the Understudy’s to you. Your players have to use their abilities to tank him. They have to taunt off each other and activate their abilities accordingly.

Who should MC? The groups I ran with had both main and off tanks on the orbs. For Guilds going in for the first time, I don’t advise this. I’d suggest having a tank and a random DPS use the orbs. The reason being is that if a mob breaks early and the orb controller can’t get the Understudy back, your tank can blow a taunt and temporarily hold aggro until the orb controller can get it back.

Above: Picture of an orb controller.
Below: Orb controller in action.

razuvious-orb2

Abilities

  • Random throw: Applies DoT damage to players. Need a healer to get them back up. Similar to the Zul’Jin phase 1 mechanic in Zul’Aman.

Releasing control allows the Understudys to gain all of their health back (this may have been changed with recent beta builds). Ranged and healers will want to stand at maximum range. When your orb players lose control, the Understudy will immediately run towards players who have MC’d them. Tank Raz as far away as possible to buy time for your orb players to pick it up again.

If you look at the header image at the beginning, note that room is circular in shape. Tank Raz at the very top part as much as you can.

Understudy’s CAN be healed. But please don’t rely on it too much. I suggest placing 1 healer on the raid, 2 on the Understudys (1 each).

understudy-ability

The Understudy has 3 abilities:

  • 4: Damaging melee attack (I think)
  • 5: Taunt
  • 6: Bone Barrier which reduces magical and physical damage taken by 75% for 20 seconds. You definitely want to use this.
  • 1: Auto-attack

 

Vocabulary

Communication is extremely important. When I took down Raz, I’ve heard successful tanks use the following:

  • “Taunt ready!” (When their taunt cooldown is up)
  • “Taunt now!” (When the tank is about to lose control and needs the other tank to take over)
  • “Debuff is off!” (There’s an Orb debuff that prevents them from using any orb for about 60 seconds)
  • “Losing him in 5!” (Provides a 5 second warning that the MC spell is about to fall off and that the other tank should pick him up while the original tank is going to lose control of an Understudy and has to use an Orb again)

Note: I’m going to re-emphasize this again. Healers can NOT sustain Understudy’s on their own for extended periods of time. Don’t try to tank it with just 1 Understudy the whole way. Tank switching and Orb releasing is imperative. The job for healers in this fight is to help extend Understudy’s for as long as possible.

1 healer on the raid to cover up the DoT damage that’s applied and the other 2 on the Understudy’s should be more than enough. This is a DPS fight more than anything else.

When it’s over

We’re not done yet. We still have 2 of these MC’d mobs up. Have one of your tanks release control and have the other Understudy taunt that. Use the mob to tank the other mob. As soon as you DPS that one down, have your free tank (Main or off tank) taunt the remaining one. DPS that down and you’re home free.

Loot

More guides to healing Naxx can be found here.

Healing Naxxramas – Anub’Rekhan

anub-header

Anub’Rekhan is the first boss of the Arachnid Quarter (Spider Wing). Most guilds entering Naxxramas for the first time will wish to go and try their luck against him initially as he’s the easiest boss to get to. He’s a really big Spider boss with a few tricks up his sleeve.

Anub is a two phase, repeating encounter.

Phase 1

Anub does a knock back. Your MT is going to want to position him against the far back wall with the boss facing the right (Look at my diagram).

Every so often he’s going to use an ability called Impale. It’s a straight line damage spell which knocks players in the air if they get hit by it. In other words, anyone in the path of an Impale will get thrown in the air.

WoWScrnShot_091308_102037 He likes to spawn a mob during this phase. Have your off tank keep an eye for one. When you kill it, it’s going to spawn these mini-mobs called Corpse Scarabs. Have any AoE DPS lock them in place and burn them down before they get on the tanks and healers.

WoWScrnShot_091308_102157 So for instance, the red arrow signifies an example Impale targeting a blue raid member. I, being the idiot Dwarf I am, is standing just ahead of him. I’m close enough that I would get struck by Impale as well. 

Impale’s target the player. They’re inevitable and players will get hit by them. But we want to minimize it by having them spread out in a staggered line facing Anub. Impale will hit for about 4400 on Cloth.

Really important: See the green slime? Don’t stand in those. Or run into there. Don’t come in contact with it. Trust me.

Example: Stop’s Warlock is right behind me. Anub targets him and lights up an Impale. The two of us go flying in the air. I pop a CoH in the air to help boost our health a little and Levitate down. Stop just… lands really hard and continues DPSing.

anub-phase1

Phase 2

In this phase, your tank has to do one really important thing:

run-forrest

Run along the outer edge of the room in a circular fashion (Refer to the image header at the top). By outer edge, I mean run in the green slime pit but not in the actual slime. You can still run on the outer rim without getting in contact with it. Anub slows down a lot. In addition, he’s going to use an ability called Locust Swarm. At this point, all casters and healers should fall back to the middle of the room. Locust Swarm will silence players and hurt a lot. It’s a 30 yard radius stretching out from Anub’Rekhan that’s in constant effect (like an aura almost) In this phase.

WoWScrnShot_091308_091910

Similar to the first phase, he also summons a mob. Make sure your OT jumps on it.

Make sure your tank does not run it into the raid. It’s absolutely imperative that they run along the outside. When you run to the other side of the room, Locust Swarm should expire and he’ll return to phase 1 mode.

The green arrows signify the path your tank should take. Note how the scattered raid has collapsed to the center. The second time you enter phase 2, go ahead and take the reverse path back up.

anub-phase2

Pro tip: Are your tanks out of shape? Their armour really heavy? Having a hard time running away from the boss? If you have a Hunter, have them activate Aspect of the Pack temporarily. Death Knights should switch to Unholy Aura for increased run speed. If you have a Warrior as a tank, feel free to have a player jump across the river of goo and have your Warrior intercept into them.

Just take care you don’t run too fast that Anub starts cutting across the raid.

Healing

Anub hits fairly hard. I’m going to suggest a 2 healer on MT with 1 healer on the raid and OT. Note that the raid doesn’t take a lot of damage throughout the encounter as long as they spread themselves out to avoid and mitigate Impale damage. Once the impale hits, your 3rd healer should drop a few AoE spells or whatever to get them back up (I’m not telling you what spells to use. You’re in Naxx now).

Like I said earlier in Phase 2, collapse to the middle. Try to load up the tanks with as much HoTs and mitigation spells or abilities as possible. If you need to sneak out and hit your tank with an emergency heal, do it even if it means risking a Locust Swarm. You should be able to max range the tank without getting affected by it. Another method is to run slightly ahead of the tank so that you still remain out of range of Locust Swarm.

Example: Assuming I’m a Discipline Priest, I would park myself on the side and heal the MT. Anna, on her Resto Shaman, would be tasked to healing the raid. Jess’s Resto Druid would be unloading HoTs on the MT as wel as any melee players that are up front.

Loot

Edit: Clarified tank path during phase 2.

Order of Operations: Surge of Light, Clearcasting, Improved Holy Concentration

clearcast

A question was posed this morning on the two articles I wrote on Spiritual Guidance this morning. A number of talents have been modified for Priests in the Holy tree.

If Surge of Light, Clearcasting, and Improved Holy Concentration proc, will Flash Heal eat all 3?

(Not the exact question, but the exact question was much longer which sort of leads to the same direction)

A quick examination of the talents:

Here’s an action shot of my buffs. You’d think activating all 3 (well 2) would be rare. It actually occurs more often than you’d think. So here’s the million dollar question:

What happens?

In all of my experience at beta healing, I noticed that Surge of Light gets checked first. If you cast a Flash Heal, it eats Surge of Light. Clearcasting and the 2 charges of Improved Holy Concentration remain active. The next direct heal you cast (Flash Heal, Greater Heal, Binding Heal) will trigger the Clearcasting and 1 Improved Holy Concentration charge. This will result in you having only 1 Imp Holy Conc charge remaining. The next direct heal you cast will consume this.

What if we open up with a non Flash Heal spell?

Dropping Greater Heal first will activate Clearcasting and 1 Improved Holy Concentration charge. Surge of Light will still be available. Casting Greater Heal again will eat the Improved Holy Conc charge left. Lastly, Flash Heal will then trigger Surge of Light.

So to summarize, if you have Surge of Light on you and you cast Flash Heal, it will always be free and non-crit.

Things to remember

Watch your freakin’ buffs! Have your sound effects on! You should be able to recognize the distinctive chime of Clearcasting! When you hear it, dart your eyes to your buff bar and see what happens. Use up the effect that has the least amount of buff time remaining. In the shot above, since I have only 4 seconds to use Surge of Light and 10 seconds on Clearcasting, I have 3 seconds to make a decision to cast a free Flash Heal or I lose out on my freebie.

Don’t forget that Surge of Light also activates on Smite. So if you don’t have any present targets to heal at all, target the boss and slam your Smite key. It’s free!

On the other hand, if you have less time remaining on Clearcasting as opposed to Surge of Light, cast a non Flash Heal. You probably want to use Greater Heal at this point first since the Flash will be instant.

What about Inner Focus?

surge-focusI’ve noticed Inner Focus and Clearcasting be consumed at the same time after one Greater Heal.

Surge of Light also gets eaten if Inner Focus is activated. Check out the shot on the right. I was able to proc just a Surge of Light. Casting Flash Heal knocks off both Surge and Inner Focus respectively. Even though there’s a slightly increased chance to crit, I highly doubt it can due to the restrictions imposed by Surge.

Sigh. Isn’t that just we need? More things to watch for. More complications. More conditions. More ifs, ands, or buts. Gone are the days where I could mindlessly spam stuff while watching games on TV.

However, I’ve adapted. It will take some time for you to do the same (even the most veteran of Priests). I promise to do what I can to ease the transition from old school healing to that of the new hotness. 

Observations taken from beta. Could change at any time. Disclaimers own you.