Healing Heriocs

guest2013-1

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Hi guys,

I'm dual specced druid now, have been working on my healing gear and now I have mostly a mix of purple/blues which has got my stuff up to par for Naxx/Obs raids etc.

I haven't started doing raids yet (my guild is doing Ulduar and I'm a bit low geared for it)

Still learning the "ropes" when it comes to healing. Have healbot installed and configured and I'm doing pretty decent in normal 5-man's.

However, when it comes to Heriocs it seems I'm pulling a LOT of aggro.

Basically:

Once the tank starts attacking, the second he starts to lose health I cast Regrowth (which is the longest casting spell I cast for HoT)

Then I throw a Rejuv/Lifebloom. I renew Lifebloom IF he is still losing health up to the stack of 3 after which I just let it bloom. If he still needs health I Swiftmend. Then I renew Regrowth/Rejuv/Lifebloom if I have to (I let Lifebloom tick off unless I see he's taking damage)

Before I renew anything on the tank I cast Wild Growth and sometimes a few Rejuv's here and there for people who need a bit more health. I'm almost also used to debuffing guys with poison's and curses on them.

However, I do pull the aggro in HC most of the time. I've tried Old Kingdom on HC now twice and both times failed. The last time dying like 8 times. They hit me so hard I don't have time to react to Nature's Swiftness/Healing Touch myself as by the second my HoT's aren't effective anymore and Nourish won't do much damage.

Found those spider bastards even pull me in sometimes or just shoots me with their ranged attacks. 3/4 shots and I'm dead. And usually those shots come at me all at once.

Is it my tank not holding aggro properly or am I just too ****ing awesome and everyone wants a piece of me? :p
 
in heriocs tank should kill the range always first thats how it is normally done.(normally i just death grip them out,and nuke).If the tank cant hold agro in herioc then he should consider hes spec and rotation or reroll a pally :P
 
in heriocs tank should kill the range always first thats how it is normally done.(normally i just death grip them out,and nuke).If the tank cant hold agro in herioc then he should consider hes spec and rotation or reroll a pally :P

But would you think it's the tank or my fault? I was told not to heal that early, but I found that if I wait till the tank is at 80% or so, if (and usually) there's a couple of huge hits on him I usually can't bring him out of it. So I tend to start healing as soon as he takes damage and keep HoT's up on him until the end of the fight.
 
it is the tanks fault... druid use hots so u will cast it before he goes into battle to keep him up during the fights.I know priests and druids generate allot of aggro but if a tank cant hold agro against that he is doing something wrong.
 
Just roll 3 lifeblooms on the tank *all the time*. I often don't even let it bloom, it's more mana efficient to just let it tick, & to refresh it when it's about to pop. Maybe pop a Rejuv too in heavy fights, but you won't need to do that often
Entry level for Naxx as a tree is around 1300 SP or so, which should give you about 800 health per tick, which for most 5 man content is plenty to keep them going, with just the odd nourish for the big spikes, so long as *they're* roughly Naxx ready; i.e. def capped & 22k+ health.

Regrowth I tend to drop on a dps if they take a moderate hit from AOE or whatever, but don't actually have aggro, the 4k+ initial heal & the ticks is generally plenty to get them back to 100%. Generally though? They get a single lifebloom, maybe 2, and that's usually plenty enough to keep them up and in the fight.

Healing 5 man content as a tree, especially when you've acquired the decent ilevel 200 gear from those instances is basically trivial. I'm sitting at a little under 1800SP on my druid when I heal with her, and the hardest part of healing HC's for the most part is concentrating on the game, instead of on whatever is open in my second monitor.

So far as you pulling aggro goes, that's a bit odd, especially as a druid. The times I've pulled aggro as healer are pretty few & far between, particularly in this day & age of generally overgeared groups for instances.
 
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the bigger your heals are the more aggro they generate poping a big heal from the start will have you pull aggro fast
 
okay so obviously the tutorials I read are wrong, said regrowth/rejuv/lifebloom and keep lifebloom up and let it pop when it needs to and renew rejuv/regrowth when the time comes.

I've got the glyphs and talents to make my regrowth/rejuv stick around quite a while so what I do is cast wild growth inbetween for the party.

Is there any particular sequence I can follow to keep my aggro down? push regrowth on him before he goes into the fight/rejuv and roll lifebloom?

I usually let the lifebloom tick off because of the mana I get back. In one fight (we 2 manned a 5 man boss) I OOM'ed about twice but could cast innervate on myself to keep going without using a pot both times while the dude did his thing.

Is there like special gear I can get to get less aggro?

I hate Old Kingdom on HC. Got to the 2nd boss, had a DK as a tank so he was doing well and everything, I was trying to heal my ass off (this was with green/blue/purple mixed gear with a weapon which was for feral, didn't have anything else). And we downed him and I kept everyone alive but as soon as he died something happened ****** knows what and everyone wiped almost immediately. wTF

Anyway.... I've got around 1450 spell power now, my spirit is around 668. Can do better for int, unbuffed I'm 15k mana now.

NFI how to keep these guys alive if I have to heal myself like crazy as well. I hate those ****ing spiders
 
Firstly, if you get aggro as a healer the problem is sitting with the tank. I never get aggro, except on the odd occasion where a patrol comes along.

Secondly, dont use lifebloom. Lifebloom has been nerfed almost every patch since wotlk was released, and the mana cost is no longer viable for the healing that it provides. The only time I ever use lifebloom is when a boss is pulled for a nice big heal at the start. If you however want to use lifebloom, I recommend that you let it bloom for the mana return. In heroics I would suggest that you hot tank with rejuv + regrowth and nourish as needed. Nourish when talented, glyphed is an amazing flash heal type of spell.
 
Pretty simple:

The tank sucks donkey balls :p

+1

Make friends whit a geared tank that knows what he is doing. That will ease you into the healing part and help you sort out whats whats. Healing a 21k tank is harder than healing a 31k def cpaed tank
 
When starting out run with a well geared tank, it reduces strain on you and gives you the seconds to learn the rotations that work untill they become second nature. It also gives you a chance to experiment as the tank will take little damage on the add groups.

You will be suprised how little healing is needed if you heal proactively keeping your hots running, I play a Disc priest and in heroics hardly ever cast even a flash heal, I just keep up a shield, renew and cast penance when needed.
 
+1

Make friends whit a geared tank that knows what he is doing. That will ease you into the healing part and help you sort out whats whats. Healing a 21k tank is harder than healing a 31k def cpaed tank

I was one complaining about how hard it is to find someone to heal you when you start gearing as a Tank. I can now see why they complain so much.

I am now on 33k HP defence capped and about 95% Avoidance with Shield Block up. That being said, a healer now over heals me 90% of the time as they anticipate me being hit but I avoid/parry/block most of it.

But I do feel that an under geared Healer should not be expecting handouts also. But if you have a friend who is good geared. He will make life so much more easier :) Well you should not have a problem if the Tank has 541 defence and knows how to keep aggro. Then HP is not so much a big deal.
 
Firstly, if you get aggro as a healer the problem is sitting with the tank. I never get aggro, except on the odd occasion where a patrol comes along.

Secondly, dont use lifebloom. Lifebloom has been nerfed almost every patch since wotlk was released, and the mana cost is no longer viable for the healing that it provides. The only time I ever use lifebloom is when a boss is pulled for a nice big heal at the start. If you however want to use lifebloom, I recommend that you let it bloom for the mana return. In heroics I would suggest that you hot tank with rejuv + regrowth and nourish as needed. Nourish when talented, glyphed is an amazing flash heal type of spell.

I do exactly that. I only use lifebloom (and roll it up to 3) if I see **** happening, once it's up to 3 I leave it to bloom and I get the mana back while I do swiftmend for a flash heal (its an instant cast and doesn't eat up a HoT) and a Nourish if I have to, but not before I throw Wild Growth in there just in case someone else gets hit hard in the second or so Nourish takes to cast.

When there's no real damage/threat, I only stack lifebloom once, and let it bloom. With the mana I get back I never OOM'ed at all. And if I did, innervate with it's glyph is really helpful keeping me in the game without needing to pot. I rarely even drink after a fight with a boss because I'm usually 40%+ on mana at the end of it.

That's if I didn't die like 10 times during :)
 
Oh, I also have a trinket that I have a chance of getting back 400 mana per cast (which comes through often), my mana regen is around 293 (if I remember correctly, probably higher now with the new gear/ench) and I have the Darkmoon card Illusion now which, if I activate it, gives me 1500 after the protection/shield thing (haven't used it much)
 
when im healing with priest, I find healing druid tanks to be most problematic. They have the most difficulty in holding multiple mobs.

Paladins are a pleasure for healing when fighting multiple mobs. You shouldnt have any problem. If they use their sacred shield on themselves, it will also give you a few seconds grace for casting first heal. Enough time for their consecration to build aggro.

Warriors should be able hold mobs off you with shockwave and thunderclap and demo shout. They should shield slam each mob at least once during the fight.

All your threat should only be due to actual healing. So yes, if the tank is taking too much damage intially that is a problem for your threat. Try and stay at max range as your threat is slightly reduced(i think its 10% at 20 yards ???). Dont stand on top of tank.
 
i play with my disc priest sometimes, and rarely have issues with any tanking classes, as long as they can hold agro.. ive met paladins that dont know wtf they are doing.
 
Was a Dwarf Warrior. And I was at (what I felt) was max range. The spiders in Old Kingdom HC pull you in
 
Was a Dwarf Warrior. And I was at (what I felt) was max range. The spiders in Old Kingdom HC pull you in

OK or AN?

AN is a problem when it comes to 1 type of spider. As they attack the healer and immune to taunt. I can't recall the name now. It's just before the first boss and it's part of his 1st phase. We just nuke that specific spider down first. Give me a minute to recall it's name.
 
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