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

Alts and the Raider: An Officer’s Perspective

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Who are all these unsavory characters, you might ask? Well, all WoW players–particularly raiders–have a closet full of skeletons, or, to be more specific, absolutely terrible alts. These just happen to be mine, and not a one of them is as good as my main. There are the few exceptional players who play their holy priest as well as their frost mage, but those are few and far between. For the most of us, we have one character to raid with, whose mechanics we know inside and out, and a motley crew of has-beens, might-have-beens, and never-will-bes to tool around with outside of raid time. Usually, alts are harmless, though my paladin’s mailbox macarenas HAVE been known to cause temporary insanity. However, especially when burnout or boredom threatens, alts start to look pretty attractive. I’ve just taken Isidora the Fail Warlock on a little tour of Borean Tundra. Sure, level 68 mages can kill me one-on-one because I can’t find my fear button. But I can pick Goldclover!

This post explores what happens when raiders get attached to their alts. The fascination can go far beyond leveling a convenient profession or two. It is a truth universally acknowledged that when a guild starts spending a significant amount of time every week on farm content, at least one raider will want to bring in an alt.

Change is Good, Right?

From the perspective of the player, a change of main, or even a few trips to a dungeon on an alt, can help refresh interest in the game. On rare occasions, this can work out well for the guild as well. Sometimes a player is even more successful at raiding on a rerolled character than they were on their original main. I saw this happen in Collateral Damage with Allagash, a wonderful shaman who rerolled from priest in mid-T5 when she saw the potential of the shaman class. Those kinds of Cinderella stories can happen, but what I’m really interested in talking about are the rotten pumpkins that can result from an excessive love of alts.

Speaking Hypothetically

What if I were to decide tomorrow that Sydera has plenty of gear and experience, and that I’d like to start raiding on one of my alts? Maybe, since my guild has only one raiding shaman, I’ll powerlevel Zoraida (now at a stout level 7) and work my butt off to help my guild stack Chain Heal. Or, I’ll decide that even though I’ve become pretty decent at healing, it’s my destiny to hit things in the ankle with an axe. So, I’ll level my retribution paladin from 70 to 80 and add myself to an already bloated melee team. But I’m a good player, right, so my guild will work me in just to keep me. In either case, I’d ding 80 in little more than my underwear (yes, those are healing boots on the ret pally) and I’d want some runthroughs of heroics and Naxx 10 to get up to the minimum standard for raid gear. I’m sure, though, that the whole project would be engaging. Some players seek out just such a long slog so that they have enough in-game struggles to hold their interest. However, at the end of the line, when a new alt is at level 80 and in a basic raid kit, has it been worth the sacrifice?

Giving your Guild Leader a Giant Headache

Nothing causes Guild and Raid Leaders to lose more sleep than the prospect of changing the raid lineup. Anyone who makes a raid roster wants to be able to count on a consistent team, and alts ad chaos to the mixture. Most guilds don’t min/max every situation, so they will do what they can to keep a player they like, even if it means letting a healer come to raids on a ret paladin. However, that player has probably cost their guild a good bit of time and effort for a very uncertain return. Often, the end result is that the new main contributes less to the raid than the old one did.

Didn’t Ghostcrawler tell us to Take the Player, Not the Class?

syd-states-clearly-noYes, he sure did. However, when we’re talking about a rerolled character or an alt, there are a lot of reasons for guild leaders to say no. For example, let’s take Sydera. She’s been all the way through TBC and the current Wrath content, and somewhere along the way, her operator learned a thing or two about healing on a druid. When I take my warlock out for questing, I’m less quick to react than I am on Syd. It’s like playing a stranger. I might be able to learn another healer, but I don’t think I’d ever post great numbers as a raiding warlock. For high-end raiding, the absolute optimum scenario is for everyone to play one class of their choice and to build the team based on those choices. Changing things up mid-stream is uncomfortable both for the leadership and for other players.

But What if My Main is Already Geared?

In my mind, this is the worst reason to bring an alt to a raid, unless it’s a raid specifically designated for alts. In guilds with DKP lists, alts can sometimes bid on loot, often sharing a DKP pool with the main. Let’s imagine that a well-established guild has many long-time members with lots of DKP and a few new members with very little. One of these new members loses an item for their main spec to someone’s alt. How are they going to feel? And what will the effect on team morale be? This can be a hard lesson, because we all love our alts and get bored of farm content, but a guild has to think about the good of the whole. As painful as it might be, and as much as I’d like to go to Naxx someday on my alts, it’s best to keep alts out of raiding entirely. The exception, as I said, are raids designed to carry alts. If the guild is revisiting old content for giggles, then why not let everyone take their alts? But if the raid’s purpose is to gear up the players for the next level, you’re much better off with a full group of mains, even if some loot gets sharded as a consequence.

What if I Want to Switch Mains?

Sometimes a change in mains is the only thing that will make a player happy. In my mind, players should seek their bliss–but they should so so while being aware of other people’s needs. I can imagine two possible scenarios that allow a player to switch and keep his or her integrity intact.

1. The player who wants to switch is able to do so in a way that supports the guild.

If one of Conquest’s four resto druids really, truly wanted to switch to another healing class, and was willing to let that class be paladin or shaman, I would support them. Sure, I’d be skeptical until the alt in question reached 80, but I would be willing to do a little extra personal work to support the new character. However, once the person switched, I’d hold them to it. There would be no going back to the former main once the new main had an acceptable gear set. That essentially causes the guild to have to re-make its plans twice. I’ve been burned in the past by asking people to switch to an alt either temporarily or permanently in order to ensure better class balance for a raid. I’ll never do that again–and I’ll keep people from switching themselves to a character they don’t really like if at all possible. I’d only support a change of main if it was permanent and favorable for both the individual and the team.

2. The player switches mains and respectfully leaves for a guild that needs a player in that role.

One of the hard lessons I’ve learned this year is that sometimes you have to say goodbye to your guild–for the good of both that guild and the raider involved. I believe in everyone’s right to find happiness, and if that sense of in-game satisfaction is only available with a new class and role that your current raiding group doesn’t need, well, it makes sense to say good luck and goodbye. There are respectful ways to g-quit. It’s better, in fact, to quit if staying would mean that the guild has to radically change itself in order to accommodate you. My earlier example of healer-to-melee would probably require a wholesale shakeup of Conquest to accomplish. So, have a heart-to-heart with the Guild Master or Raid Leader. Find out if your new main will be able to contribute something useful to your raiding team. If not, give a notice of a couple weeks if you can and then start looking for a new home.

Would I Ever Switch Mains?

Probably not. I’m rather attached to Syd, and I’ve found something I’m good at. Alts are nice for dreaming. I like to imagine what it would be like to Chain Heal with Zoraida in a 10-man, though I’m not likely to get there. I might someday pug a Naxx 10, or go on an all-alt run of old content. That sort of thing is fun. However, when it comes to progression raiding, I might daydream sometimes about switching, but then my better angel kicks in and tells me to get back to lifeblooming. Another question entirely is whether I’d reroll if Matticus asked me to. Yes, I would, because if the guild leader asks, that means it’s best for the team–but he’s not likely to do that. After all, I’m an incredibly slow leveler, and the guild would have to wait a long long time for their new team member.

10 v. 25-Person Content Revisited

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Well, darn. I figured out something last night that should have me eating my hat, or humble pie, or maybe a boiled crow, or else four-and twenty blackbirds baked in a pie. One of my biggest predictions about Wrath of the Lich King turns out to have been dead wrong.
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When I first heard about the 10 v. 25 raid size split in Wrath, I made a logical assumption. To be entirely fair, the conclusion I drew was well-supported by blue comments. I believed that since the rewards would be demonstrably better in 25-person content, as a consequence the difficulty level would also be higher. Either that, or the difficulty level would be exactly the same, the only reason for a reward difference being the Organization Boss that all larger guilds have to face every week.

However, last night I ran two “normal difficulty” raids that took my breath away: Sartharion with two drakes and Malygos. Without a stacked raid, our group–which took out Sartharion 25 with 2 drakes earlier this week after only an hour and a half of tries–just could not make any headway in the 10-man version. We had to settle for just one drake, and since we picked the baby dragon-spawner by accident, that was no cake walk either. And as for the rewards at the end? Nothing anyone wanted, since we had been doing so much Sartharion 25 and Naxx 25. We were pretty psyched to get the achievement, though.

As for Malygos, we took him down with two healers, and boy, was I sweating. Tank healing was tight, and raid healing was even dodgier. Meanwhile, my mana pool dipped to absolutely scary levels–which became an emergency when I made a mistake on one attempt and blew my innervate in the gap between phase 1 and phase 2. In my panic I hadn’t even been checking Mal’s health bar. Malygos is a fight I love on 25s, but I have to say that the 10-man was breathtaking. It’s exactly the kind of challenge I want–one that I know I can meet, or that gives me a chance to make improvements between attempts. It has me tempted to go back again. However, once again the rewards aren’t in proportion to the difficulty. I’d say the loot is about on par with Kel’Thuzad’s from Naxx 25–pretty darn good, but not nearly as nice as the stuff that comes out of the easier 25-person version of the same instance.

Has Blizzard Made A Big Mistake?

Clearly, I think they have, or I wouldn’t have written this post. Knowing what I know now, there’s no reason to separate Emblem loot by normal/heroic raid tier. I think I definitely earned an Emblem of Valor or two for that Malygos kill. I had heard before that Sartharion with 3 drakes was absolutely monstrous on 10s, and I thought that was just a freak thing. But based on my personal experience, I’ve come to think that the phenomenon is more widespread. Nothing in Naxx–either version–is all that difficult for my guild, but I do remember that Kel’Thuzad is harder on both healers and melee-heavy groups in the smaller size. Like it or not, I’ve come to the conclusion that raids who run 10-person content only deserve the same compensation as 25-person raiders.

What Can the Developers Do About It?

A lot of people in this game min/max, and it looks like right now, the biggest rewards for a person’s time and effort come out of 25-person content. This is a disappointment to me, because I want the game design to lead me–and my fellow raiders–to the hardest possible content. The game needs to lure us there with rewards and encourage us not to be lazy. I also want everyone to get fair compensation for what they do. I just feel bad about getting better gear for less work than a smaller guild might do. A 10-man guild who clears Sarth with 3 drakes has absolutely played better than I’m capable of right now–and they get a Heroes’ glove token, while I’m wearing a Valorous one? Ludicrous. Moreover, assuming that Ulduar-10 is harder than Ulduar-25, could that mean that a raid really needs i-level 213 gear to do it? The gear gap between 10-person raiders and 25-person raiders is pretty noticeable. As promised, it is very nearly a whole tier of difference. I think I had smaller upgrades, say, between T4 and T5 than I did between Heroes and Valorous.

For Ulduar and all future raids, I urge Blizzard to do one of two things.

1. Eliminate the i-level gap for 10 v. 25 person gear along with the Emblem difference. Put either equivalent or exactly the same items in each tier. The dichotomy was a nice idea, but the dungeon difficulty doesn’t actually support it. Clearly, I never favor lazy solutions, so I’d rather have totally unique sets in each dungeon size tailored towards the attributes that tend to be more important in that particular raid size. For small raids, survivability and mana regeneration/total mana might be key, whereas you might want higher damage output for the larger raids.

2. For the love of Pete, make the 25-person content different from the 10-person content. It’s not enough to adjust the health and damage values. Make the encounter feel different. Add lots of chaos for the 25s so it feels more on the difficulty level of the 10s. Give every one of those 25 raiders something to do, as in the Lady Vashj fight. I would even go so far as to give the bosses different mechanics–think about, say, the difference between Mechano-Lord Capacitator from Mechanar on Normal v. Heroic. Make the 25-person raiders earn their higher i-level sets.

Don’t Be Lazy

The solution to most of the problems I’ve seen in Wrath so far can be summarized with this adage. Wherever the developers have cut corners, things didn’t come out so well. No one’s complaining about the design of the leveling content or 5-person dungeons. That’s because they clearly show that Blizzard lavished time and attention on them. The same is, unfortunately, not true of the dual-tier raid system. I think it’s time to bring it in line.

5 Mistaken Beliefs of Raiding Guilds

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The comments from Wednesday’s post drew a consensus where everyone called for a Gkick. As some readers observed, it’s not exactly going to win the Emmy for Best Drama of the year.

On the other hand, the fact that a Paladin on break is the best I can offer in terms of drama should say something about myself and the organization.

Please understand that I wrote that post to inform and let readers know that no guild is impervious. I did this to inform. I didn’t mean for it to come out as a rant (because there’s far worse things in life then a Paladin leaving).

I’m not going to remove him. I’ll let him stick around in the guild. On the flip side, it doesn’t mean he’s going to get the start when the 2 raiding instances come out. He’ll have to earn his stripes.

Belief 1: Your GM Owns You

Wrong. I don’t own my players. They recognize that they’re all technically free agents. They didn’t sign a multi-year contract to raid. I’ll elaborate on this in the next point. But there is nothing to prevent people from walking away.

All I can say is this. If you don’t want to clear out Heroic Naxx, OS with 2 Drakes, Malygos, and Vault of Archavon within 6 hours, then you don’t want to be in this guild.

It’s all about incentives.

And if a player doesn’t want to do that, I’m damn sure I can find someone who’s willing. When a player’s goal differs from a guild’s goal, no amount of incentives will win them back.

Belief 2: It’s a One Way Street

The relationship between a guild and a member is a symbiotic relationship. It works both ways. The guild serves the individual by providing them with a home, discounted prices on materials, and a supply of other likeminded people to do 5 mans or heroics.

On the other hand, the individual serves the guild by being present for raids, investing their time and money into raids, and just being there.

Belief 3: Your Excuses Mean Something

Whether a player wants to leave because of burnout or they have exams or their wife is pregnant is irrelevant. I realize this sounds quite harsh. But the reality is, no matter what the reason, I’m still going to have an empty hole in my roster for a period of time that has to be filled. I can’t be expected to wait around for 4 months for a player to come back. I’m not going to raid short handed with 24.

Whether a hockey goalie injures his groin, breaks a leg, or has to deal with family issues is important. But the team’s general manager still has to go out and make a trade for a goalie or promote one from the minors because the team needs one.

No matter how you slice it, it all leads to the same result. In this case, it is a net loss of one player for a few months.

Belief 4: Your Spot is Guaranteed

Sorry, that’s not the case here. If a player doesn’t perform, they get replaced. If a player isn’t here to perform, they have to be replaced anyway.

The difference between a Paladin who leaves and one who stays with the rest of us?

It proves to me that they’re willing to stick around and dedicate themselves. Those are the type of troopers I want.

Readers, understand that we’re all expendable to an extent. It’s going to be easier to replace a healer because there are 4 different healer classes to choose from.

But it will be much more difficult to replace the guy who tirelessly draws out maps, sets up strategy and organizes the kill method on a weekly basis.

The hint here is to be be valuable as much as possible. In the end, the Paladin I lost is just one Paladin. They’re a dime a dozen.

My guild is in a good bargaining position right now since we’re ahead of the raiding curve (also coming soon). Finding people isn’t the problem especially when I’m not terribly concerned with a player’s gear level. When I started Conquest, I didn’t have a reputation. I’ll elaborate more on this later.

Belief 5: Gear Makes You Important

I can see this being true to an extent. But in my years of raiding, I’ve learned something. I’m going to refer to this concept as the 30% rule.

30% of loot will be wasted

This factors in upgrades, players leaving, and off spec items. Inversely, this means that 70% of loot awarded will actually be used for raiding and be effective for guild progression. It’s just the way of guilds.

While I may invest a large proportion of gear into players, I know that gear alone isn’t going to win me any favours. But progression will.

We say stuff all the time about guilds rewarding players or just gearing them up for whatever reason. But the reality is that every instance has a “minimum standard of gear” before it can be completed successfully. What the standard is will deviate from guild to guild.

I wrote my recommended requirements for Naxx last week. Note how the comments vary. Some agreeing and some disagreeing. Your guild’s “sweet spot” will differ from mine.

Another example would be Brutallus. A raid DPS of 20420 (post nerf) is required to kill him within enraged timers (another post entirely). Once you reach that threshold, you’re gold.

Reflections

If a player is going to burn out after only 6 hours of raiding a week, then this guild is not for them. What’s going to happen when the second tier of raiding instances are released? How will they handle the wear and tear of progression raiding where we commit ourselves to 12 hours a week?

To me, these early farm raids are a dress rehearsal. If we compare raiding to a season of sports, then Naxx, OS, and Malygos is just pre-season for me.

Remember that when I formed this guild, I had nothing to go on but my name, my reputation, and my promise. I could’ve lied and said that I was a proven guild leader. But I didn’t. I managed to convince around 25 players to buy into my vision and my goals. This was a combination of people that I had raided with for a long time, readers via my blog, people on twitter, and players in trade chat. I had no way of knowing whether or not it would work. I didn’t know whether they would gel together. There was so much uncertainty when I started out.

I’d by lying to you if I said I didn’t spend every waking moment second guessing myself.

A new guild does not have it’s fair share of pickings. There’s no reason for star players of other guilds to come play under your banner. I had to build from the bottom up with all sorts of people without knowing what their motives were.

Use these “easy” raids to learn more about your guild. Find out about their strengths and weaknesses. Figure out habits and tendencies. What makes them laugh and what makes them cry.

Oh, one more thing. I want to extend a thank you to all the Paladins and healers who emailed me and sent in applications. I believe that position’s been settled for now (unless they turn out be pure crap, in which case I’ll put the call out again).

Image courtesy of barunpatro

Discipline With Penance – How it Works

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This is a guest post by Kitts where he posts a response about why Penance IS the spell to use.

I read a number of World of Warcraft oriented blogs: some of them have to do with Hunters, some with Druids, and some with Priests.  I respect all the people who post on these blogs 100%, because their opinions are valuable to me in order to grow as a raid leader and as a healer in general.

As a fan of the priest blog “World of Matticus”, I was surprised to read a Guest Post regarding Discipline priests healing without the 51-point talent “Penance” and reasons why this spell isn’t as effective as any other healing spell in a Discipline priests repertoire.  Furthermore, he uses arguments that generally don’t make sense.  I learned early on, if you cannot substantiate a claim, you should not make one.  By no means am I angered by the words he uses, but I’m always happy to “extol its values” as a spell.

Let’s look at each point Wistoovern makes.  And let’s see what makes sense and what doesn’t.

  • “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.”

I agree.  You shouldn’t take a talent without knowing how to use it.  But in order to learn how to use it within your own special circumstances, it requires experimentation and further study.  And no, not all Beast Mastery Hunters use their 51-point talent but I believe the reasons behind not using Penance are going to be different than using the Beast Mastery talent.

  • “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).”

Ah yes, the dual tasking spell argument.  Wistoovern argues that priests are not hybrid classes and therefore a spell that can either heal or do damage (dependent on target) is a problem.  He also argues that a priest considering Holy Nova to be a crucial healing spell is a nut and that Dispel Magic (or its AoE counterpart) isn’t an issue if it’s cast on the wrong target.

I believe the first point is a fallacy of a definition.  He assigns the idea of a “hybrid class” as one that is able to heal and DPS at the same time.  To be frank, any class that is healing AND damaging at the same time is hurting a raid because you’re not doing either role 100%, not to mention probably doing a mediocre job in comparsion to one specced mainly into that role, and there are no classes at this time who can spec in a way that will perfectly fit both roles.  To me, a hybrid class is a class when specced properly can fulfill two or three different roles in a raid. So that would mean warriors (tank/DPS), death knights (DPS/tank), shaman (DPS/healer), paladins (tank/healer/DPS), priests (healer/DPS), and druids (tank/DPS/healer) are hybrid classes.  Warlocks, mages, hunters, and rogues do nothing but DPS.

To be honest, if you’re in a raid and you’re healing by the target’s target and that target is not a tank, that DPS (and hopefully not healer) is at fault and depending on what you’re fighting, they’re probably very dead.  If you’re targetting something that’s CC’d and you’re going off of that, that’s your fault.  Also as a priest, I haven’t ran into many fights where I have to shackle something.  Actually— I haven’t shackled anything since Burning Crusade! Simply put, if you’re targetting something that you shouldn’t be targetting, you’re not doing your job.  You’re a healer.  Heal!

Holy Nova is a spell that gets used rarely.  I use it specifically when I’m changing polarities (on the Thaddeus fight) so I can hit my group on the run if we get chain lightning’d.  I also use it when I’m AoEing things to death outside of raids.  But I agree, if (and that’s a BIG if) there are any priests that use it as a “main spell”, they’re doing something wrong.  I honestly haven’t ran into any priest who would solely use this spell.

Dispel Magic… okay, how are you casting this on the wrong target.  You can’t dispel buffs off of friendly players, you can’t dispel debuffs off of an enemy.  I think there are moments where you have to dispel and if you miss, okay, recast.  Not a big deal.  Maybe if you dispel an Unstable Affliction (but the last time I saw a mob cast this was in Magtheridon’s Lair)


  • “Did I Do That? YES! – … Imagine that you go to heal someone in your party, without realizing that you have a mob targeted that has not yet been pulled… 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? – … 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… it will give you the “grayed-out finger” pointer… just click on your healing target… 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... – … 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?”

The first point regards to “accidental pulling”.  If your tank can’t pull off of you, or you can’t quickly PW:S yourself, or get yourself out of that kind of situation… well, I wouldn’t personally run with that person (healer or tank).  If it’s a PUG, you’re only hurting your own name and if its in guild, I’d be a little worried if it happened often.

The second point is in regards to shackling.  Once again, can’t remember the last time I did it, and everything has been peachy keen in instances and raids of all flavours.

The third point is about the recent cooldown addition to Circle of Healing.  Personally, this will (just like Penance) reveal which priest healers are truly effective and efficient in a raid.  Every priest should be using a various combination of Flash Heal, Prayer of Mending, Renew, and Greater Heal when the need calls for it!  I agree cooldowns can be a murder for pure healing situations, but if you’re always ambivilent of what is needed and how to react, there shouldn’t never be an issue.  To cite a cooldown that is 10 seconds long (8 seconds with proper talenting) as a “killer” is overblown. It’s all about how you use the spell, not how much it heals or how efficient it is.

With most things in World of Warcraft and in real life, it’s not the knowledge that you have that is important, but how you use it.  If you spec a certain way and you don’t use certain aspects of it, then obviously you have little idea to what you truly are doing.  If you spec into Penance, you should use Penance. It’s a lovely spell that (as stated in a comment on Wistoovern’s post) stacks the Grace buff on your tank (or off-tank) quicker than three Flash Heal.  Penance is a quick fire solution to damage being taken by any individual in your raid.  And when it is on cooldown, you should be working on healing your tanks or your raid.

We shine the most in situations where we are continuously looking to prevent damage taken.  We cannot rely on the 5 second rule that Holy Priests try to take advantage of.  We cannot overheal and get our mana refunded, we get our mana back through Rapture (the talent that when you heal damage, you gain up to 2.5% of your mana back).

Overall, Penance is a spell that you should use when it’s applicable.  If you do tend to use it incorrectly, if you do rely on it too much, of course that’s an issue! That’s the same for any class that tries to use one spell the most all the time, you tend to get into a lot of trouble on meters and in situational areas.  You cannot just spam a Steady Shot as a hunter now, you may actually have to use your Serpent Sting to make your key ability work the best!  You cannot just spam Frostfire Bolt as a mage because you can get free Pyroblasts when you proc the deep fire talent “Hot Streak”.

Can Discipline without Penance work?  I think it’s possible.  I think without Penance, you’re still a tank healer; you should be more attentive to /stopcasting so you don’t spam your expensive heals.  You are able to grab 3 points (if you forgo Aspiration) into Improved Healing (lowering the mana cost of most of your single target direct healing spells) so that combined with your Glyph of Flash Heal is a nice combination. Power Word: Shield is still important for you if you’re specced deep into the Discipline tree, especially Borrowed Time (this gives you a bonus 25% spell haste after casting your PW:S) for any major Greater Heals you wish to drop immediately.

This is all more theoretical and assumptive in nature. I might just try it for myself! But that’s what World of Warcraft is for, right?  We want to try different things, we want to stay out of the boundaries.  I once considered Discipline spec to be out of the box, but perhaps it’s not as “out there” as a no-Penance-build. We’ll see.

Don’t forget to check out Kitt’s Discipline Priest blog and be sure to subscribe!