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Subject: Healers: MP5, Spirit, FSR, and You... And More!
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Oryx User is Offline
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05/21/2007 2:01 PM  
Do you find yourself going oom more than a feral druid being told to main heal?
Does it take you having to drink to regen any mana?
Then MP5, Spirit, and the FSR are now your best friends.

What is all this, you might be asking yourself no doubt. Here comes the walls of text, get ready to be crit, stunned and pwned.

FSR
FSR = Five Second Rule

Per Jundicator on the Priest Forums:
"The five second rule(FSR). The 5 second rule states that 5 seconds after your last spell cast you normally do not regenerate mana from spirit. However, you do regenerate mana from mana every 5 second gear(mp5) and you can regenerate a reduced amount from spirit by using talents, and/or trinkets like Bangle of Endless Blessings. In game, blizzard describes inside the 5 second rule as "while casting" and outside of the 5 second rule as "while not casting.""

This means, that if you are casting non-stop, then your mana does not regen from spirit at all because you are constantly "inside the FSR". This is usually the case for shadow priests and dps casters. Healers want to try to stay out of the FSR as much as possible to allow their mana to regen. I.E. - Healers want to try not to cast constantly to allow their mana to regen as much as possible. This can be rather tough, specifically if your group is taking heavy damage.

Mods to track your FSR time:
NabuFiveSec
RegenFu for FuBar

MP5
MP5 balances the FSR out by allowing x amount of mana to tick every 5 seconds no matter if you are casting or not.

MP5 or mp/5 = Items, consumables, enchants, buffs that restore x amount of mana every 5 seconds.

Example: Primal Mooncloth Belt has 7mp5 on it.
This means you will regen 7 mana every 5 seconds while casting or not casting, no matter what.

Spirit
Spirit is the stat that is used for regeneration of health and mana. The more spirit you have, the bigger ticks you get while regenerating. Spirit is the stat that "stops working" right after you cast a spell. Having a balance of spirit and mp5 allows you to regen a good amount of mana in a short period of time.

Basically if you spend most of your time in the FSR, you need a ton of spirit to be able to tick while casting. 100% spent in FSR (continuously casting non stop) takes 160 spirit to = 1 tick of mana every 5 seconds. This is why a good balance of spirit and Mp5 works best.

For a more in depth/mathematical look at FSR and mp5:
WoW Priest Forum Mana Regen Thread

Over healing
Over healing occurs when you cast a spell on someone as they are healed or when they are at full/close to full health. Over healing is a waste of mana. You should try to pay attention to who you are healing, and other healers around you. Or all of our healers can just get this mod:
Forecast
Forecast works when all healers/casters have this mod. It places 2 bars on your screen, one for incoming casts on yourself, and one for your target.  It shows all incoming casts for yourself, and for your target, as little cast bars with the names of the casters on it. This allows you to know if a big heal is incoming for you or your target so you can cancel the heal you are casting.

A couple of mods I use:
ManaPerc - Mana usage of spells in Percents
This adds a percentage of mana used on the spell tooltip.
HealPoints
Assigns a point system to items, and has an interface that allows you to tweak spirit/mp5/int to see what your Mp5/Spirit/mana pool would be if you had x amount.
PoM Tracker
Shows how long until the Prayer of Mending runs out, when it jumps, and how much it heals for when the target is healed.

And I cannot stress how helpful Threat Meter is.
KLH Threat Meter

And feel free to get ideas for mp5 gear from my Armory profile in my signature.






Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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05/21/2007 3:20 PM  
I downloaded a UI pack with all of these mods and more to WoWinterface.com. If you would like a copy of it let me know and I can email it to you. Search for Oryx as the author, the name of the comp is Insh'allah UI Pack.





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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05/22/2007 9:40 AM  
One trick from the old days was to have 2 weapons. One had higher Intellect, the other had higher Spirit. You could start the fight with the high Int weapon to give you a larger mana pool. Once you burned through 1/3 of your mana or so, I would swap to the high Spi weapon. That would give you more regen during the long fights. You could also swap to it while drinking. It would give me an extra 10 mana per tick. I'm not sure how feasible that is nowdays at endgame.

PoM Tracker is an awesome tool! I've been using it for a while. It really helps you see what is happening with that spell, and helps train you how to use it better. My toolbar says 285 mana to cast PoMending. I often get 4000+ healing out of it from it jumping around. That is some serious hardcore mana efficiency. It's a great spell to learn how to use. It works GREAT on large multi-mob pulls and fights where AE damage happens.

PoM Tracker also tells you who has PoM on them (it jumps from person to person). When I see it stuck on me for a second or two, I target the current tanking mob and hit them with a Shadow Word: Death. It does a little DPS, and the damage backlash procs PoM to jump to someone more useful.

+Healing is one of the primary stats now for healers in the game. For priests, you can arrange talents so that they take advantage of spirit to boost +Healing. Focusing more on spirit can help your regen rate AND healing throughput.

-Special Agent Trefal, CHU (Counter Horde Unit), Rogue Ops
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05/22/2007 1:19 PM  
I <3 SWDeathing myself to make PoM jump =)
And yes, weapon swapping still works, comes in handy when you get tossed an innervate. *Innervate >>>> Switch to High Spirit Weapon and Wand*





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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05/22/2007 2:38 PM  
Another thing I have found with Prayer of Mending (unrelated to mana efficiency) is its use in emergencies.

If I have to save someone fast, I now use PoM in my emergency casting cycle.

1. Power Word: Shield
2. Prayer of Mending (on person who needs help)
3. Spam a couple Flash Heals

That has been a great way to save someone. Shield is instant and only triggers 1 sec global cooldown. PoM is instant and only triggers global cooldown. That gives you 2000+ HP of protection in 2 seconds. It usually gives just enough breathing room to let a couple flash heals get them back into a safer health zone so I can start casting Greater Heals again.

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05/22/2007 6:48 PM  
Yep I do that alot too, but mainly on myself since I'm so frikin squishy. >.< My big downfall is I tend to forget about Binding Heal (as mana inefficient as it is) when I am being beaten on, and while healing myself my tank is usually half dead. Gotta get used to using it O.o





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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05/22/2007 7:00 PM  
/sadpanda all of my mods I posted are broken now. *sniffle*





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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05/23/2007 10:40 AM  
Posted By Oryx on 05/22/2007 6:48 PM
My big downfall is I tend to forget about Binding Heal (as mana inefficient as it is) when I am being beaten on

I did not have Binding Heal on my quickbar nor in my click-casting setup.  It was a waste.

That changes with the 2.1 patch.  Mana costs reduced 32%, I think some talents tie in to boost it's power, and it is (always was) a low-threat spell.

Now it is a VERY valuable spell.

-Special Agent Trefal, CHU (Counter Horde Unit), Rogue Ops
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05/23/2007 2:36 PM  
Yep I was using it last night in BM, but personally I think the base heal could be alot bigger. ONly healing for 1300 is alittle weak for a 700 mana cost. I think 2k heal on yourself and your target would do nicely.





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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05/23/2007 2:44 PM  
I also noticed a couple of bugs for us priest types last night, one of which aparently has been goign on for some times now. The shadowfiend now supposedly has a pet bar - but the thing doesn't pop up, and te shadowfiend does not automatically attack whatever you have targetted - good waste of 15 seconds.

Greater heal is and has been bugged for awhile now - I was healing Way on Temporus, and after the boss was down and the healing debuff was gone I was tossing heals on him and it was like my heals were being resisted or not landing. His health wasn't going up at all. Blizz can't recreate this bug even though the bug report thread is over 10 pages long with people saying this is happening. This can be the reason that sometimes people die for no reason in raids, even though the healers were healing them.





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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05/23/2007 3:55 PM  
700 mana? meh. Just lifetap: that always gives me over 1000

Sabre (70 warrior)
Sceptre (70 warlock)
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Chibi (62 rogue)
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05/23/2007 4:23 PM  
Posted By Oryx on 05/23/2007 2:36 PM
Yep I was using it last night in BM, but personally I think the base heal could be alot bigger. ONly healing for 1300 is alittle weak for a 700 mana cost. I think 2k heal on yourself and your target would do nicely.


It should get 43% of your +healing plus talents.  I haven't had a chance to look at the mana costs.  I'm not sure if 700 mana is the new or the old costs.  That is the new cost right?

If so, it is more mana efficient than two rank 9 flash heals and should be much lower threat.

I have to play with it some.

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05/23/2007 4:24 PM  
(totally off subject)

With my new talent template and existing gear, I got a 6,575 point crit Greater Heal on Sabre the other night in Arcatraz. Woohoo! /flex.

I'm going to have to have a down-ranked GHeal in my click-cast setup.  I was overhealing a little too often.

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05/24/2007 12:39 AM  
They need to give priests life tap.... lawlz

My Gheal rank 7 hits for about 4k average and about 6k crit. I usually down rank to gh3, but use max rank flash and renew. Ye I'll have to see what binding heal hits for now, being they added it to Empowered Healing. I'm tellin ya I've maybe used it 5 times total! >.< I'm a  binding heal n00b.





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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08/16/2007 6:10 PM  
Updates and shameless bumpage:

Notes for priests and healers alike:

AOE pulls: Use binding heal for lower aggro and fast cast, also good for lag in case you do pull aggro and need to heal. Shield your squishies.

Prayer of Mending (PoM): Prayer of Mending places a buff on it's target. The important thing is when the heal goes off - the aggro it causes is attributed to the target it healed. I.E - putting it on your tank before each pull helps him gain aggro on the mob he is attacking.

Pre-healing before pulls (Renew, Rejuv, HoTs etc) = a bad thing UNLESS it is PoM. The heals tick before the tank has time to gain aggro on the mob, which = flattened healers.

Shields: Shielding your tank before a pull = less rage generation from being hit. Bad thing, man. Shields are good for shielding squishies for AOE pulls, and emergency "oh crap" moments.


Mods:
RegenFu works without having FuBar installed - it attaches to your minimap instead.

VisualHeal - This mod is excellent at showing if you are going to over heal, so you can stop your casts. Visual Heal

**And I really am hoping that guildies have or are going to read this - it's pretty good information to know and can change a lot of problems that our healers have just from knowing it. Doing a bit of homework pays off!  ^.~





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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08/16/2007 10:12 PM  
very well written!
Alot of good info in here   You are wise =)

will help out when I get Angie to 70 for sure

Cats can work out mathematically the exact place to sit that will cause most inconvenience.

Mkeyai 70 Tank Drood .. Muhja 70 Afflic Lock .. Angevina 70 Holy Priest .. Dhalei 70 BM/Srvl Hunter .. Temun 70 Holy Paladin .. Helba 70 Fire Mage .. Sevati 70 Prot Pally .. Goewyn 69 Shadow Priest .. Ashu 42+ rogue .. Sesame 45+ warrior .. Korast 40+ shaman

^ Pic of two my babies while my other sig is broken^
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08/17/2007 12:02 AM  
**Innervates, Potting and Shadowfiend**

Innervate is a target-able spell that druids can place on themselves or others to increase that targets mana regeneration by an amount based on their spirit. It also cuases 100% of your regeneration to work while casting.

Innervates should be given at around the 45-60% mana range to increase the amount returned. If a healer in your group has a large amount of spirit/regen it would work best on them. I'd suggest having 300+ spirit for it to work optimally, as anything below 300 spirit seems to amount to less then a mana potion would return.

Potting: Mana pots should be taken at 60% mana to allow the cooldown to go down by the time you need to pot again.

Shadowfiend: Be careful with your Shadowfriend and AOEs, otherwise you can waste a 5 minute cooldown with no mana ticks. I like to use mine if I am below 50% mana.



**MP5, Bonus Healing and Regen Ranges**

Gearing yourself out properly will allow you to heal well, and regen at a good rate as well to reduce time spent oom, or even the idea of being oom at all.

As my signature says, I have 387 mana regen (with Spirit buff and Fort only), 170 mp5 and 1553 bonus healing. My mana regen is pretty high, but I have seen druids that rock 500 spirit with 600 regen ticks easily. Before I finished my Primal Mooncloth set I had around 350 regen with 150 mp5, which some actually consider to be on the low side. I found it to be just fine.

I think that 350 regen/150 mp5 is a very achievable goal for most healers now with the gear that you can acquire. Yes, you can reach that easily with consumables alone, but it is bonus if you are already sitting at those numbers.

More regen = more mana = more healing.

Bonus Healing: 700-800 for Kharazan should be an ideal minimum. My druid has 800 bonus healing and she can keep a group up in BM moderately well, my priest has 1553 bonus healing and it's a cake walk. Renew ticking for almost 700 is a good thing.

BM is an ideal "regen test" for a healer, as well as the Daliah fight in Arcatraz.





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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08/17/2007 10:31 AM  
Since Galstorm and Cearwyn will both eventually be healers, I dig reading this stuff. I am curious to how Dahlia is a healing litmus test though? I thought her damage wasn't too bad and it was matter of "Step back, stop heal, smack, repeat" Does the tank take more of a beating then I noticed?

edit: I thought about it some more, and I guess while you are waiting around for her to stop spinning like a dreidel, you'll be able to keep tabs on regen?




Marethen - 41 Frost Mage (Enchant 300 //Tailor 269)

Cearwyn - 33 Paladin (Engineer 172 //Mining 119)
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08/17/2007 6:07 PM  
Well let's just put it this way - if your group doesn't have any way to keep her from healing - then it is a regen test. The first time I did that fight we didn't know how to stop her heals, and the fight lasted a good 5-10 minutes. You could actually test yourself by having your group NOT stop her heals.

BM is a good check because sometimes you don't have a chance to even drink.

Ideally, healers should not be spamming constantly. Every fight I have seen has some type of "regen pause" built into the encounter, like fears, stuns, vanishes on moroes, or very low intermittent damage, or an actual pause in combat.


Continuing with my healer tips:

A spam happy healer that freaks every time someone loses 10% of their health is going to drain their mana pool very quickly. Healers should learn to be cool and calm, allow time ou tof the FSR for ticks of regen, and watching health bars, which will help them be as mana efficient as possible.

**Down Ranking, Mana Efficiency, and Managing Your Mana**

Down ranking is when you use a lower rank spell to increase mana efficiency. Usually you should do this with a high amount of bonus healing, but I have always done it.

I am going to be typing this from my priests perspective, but I will try to provide examples for druids as well.

Flash Heal - This is the priests most mana inefficient spell. It is a 1.5 second cast, quick, but not potent enough for normal healing, and burns through mana. I use this on AOE pulls and in emergencies, which usually means a lower health/armor/squishy party member needs a heal.

I also use this for spike damage in certain instances (Heroic Mech) to "catch up" on my greater heals. I will spam 1 greater heal, chain a flash after, then start another greater heal immediately after the flash goes off.

Rank I use: Max rank 9

Greater Heal - This is the most mana efficient heal a priest has. Longer cast time allows for mp5 to really shine through. It can take a while to get used to using this as a main-stay, but once you get used to it and learn timing it can improve your efficiency greatly. I usually start casts before my tank takes damage and then strafe to cancel if they receive a heal before it goes off, or if they don't need one. I continue casting like this throughout fights.

Ranks I use: Rank 3-4 for normal heals, Max Rank 7 for Heavy Spike Damage.
Heroic Mech is a good place to train up your timing and get used to using longer cast heals. I like the mechanical guardians because they do heavy damage  with their charged fist.

Prayer of Mending - As I've stated before, this is a great opening spell. Toss it on your tank before a pull and it helps them gain aggro. It comes in handy with AOE pulls for squishies taking heavy damage, and as a back up between greater heal casts. PoM can do over 5k healing with bounces between people taking damage, which is pretty impressive for only 250+ mana.

This also works great on the maiden fight as your tank is bringing you out of your repentance stun. Remember to jump backwards out of her AoE to keep form getting silenced. (See my Priest Spammy Spam Macro thread for details)

Binding Heal - Binding heal is excellent when you are taking damage and you need to get a quick heal on someone else. It isn't very efficient (700+ mana a pop) but it basically works as 2 flash heals for yourself and your target. If you get to the nitty-gritty it is more efficient then casting 2 flash heals for you and someone else. Good for AOE pulls, lag etc.
Max rank.

Renew - I <3 renew. I usually will keep renew on the MT throughout the fight, as it can make a difference in white damage they take between your bigger heals. Placing this on your tank before a fight will get you a face full of mob, and quite possibly dead. Dead healers can't heal.
Max rank of course.

Other heals: Heal rank 4 comes in handy at times to top off lower HP players, which can basically be a renew for half the mana, but up front instead of over time.

*Druid HoTs*


Regrowth - Regrowth can be pretty mana hungry, but if you down rank to about 5-7 you can save up some mana. This is my usual heal if I am in tree if someone is losing more then 30% hp, and I keep my other HoTs running on the tank.

Rejuvenation - I like using rejuv as my swift mend opener. It usually hits harder then a regrowth SM, and both are instant cast which is a major bonus.

Lifebloom - Lifebloom rocks. I use one cast to top off and on myself, 2 to maintain with steady damage, 3 on my tank for mitigation of spike damage. Keep this on your tank constantly. It's cheap and a great heal.

Healing Touch - I use ranks 6-9, max rank for emergencies.

Remember not to put HoTs on your tanks before pulls, or on anyone for that matter. If no damage has occurred, then a heal is not needed, and will only cause more aggro for yourself.

Tossing a regrowth on yourself when you are tanking is a good thing! =P

Mana Efficiency

Learning when to heal and when not to - what ranks to use for x amount of damage - can be complicated. But once you find your groove, it will come as second nature. Watch health bars. Use mods that show negative health bars (health the target has lost instead of their max amount of hp - xperl has the option for "healer bars" which shows this) and see how much your heals usually heal for. You can do this just by standing around in SW, or in a lower level instance with a friend that can take damage for you.

Freaking out when someone loses 15% of their health, and tossing your max rank greater heal or healing touch is not a smart thing to do. Get used to using ranks that compliment the amount of damage that needs to be healed. Don't go overboard and over heal someone when that amount wasn't needed.

Panic moments should be when your tank is at 50% health, receiving heals and still losing health.

Canceling heals - If your target is suddenly at full health, the heal is no longer needed. Cancel it! Jump, strafe, hit escape. Visual Heal is a great indicator of your over heal and can help with learning what ranks are required for a heal. Canceling heals will also allow your mana to regen from spirit.

Sometimes lag will cause your heal to go off early or too late, thus the occasional "oops" death of a tank that died a split second before your heal got to them.


Managing Your Mana

Spamming heals when they aren't needed will lead to an empty mana pool, which makes you useless unless you can regen your mana pool quickly.
Healing rotations and having dedicated healers can relieve some of the stress on the healers mana regen. Knowing when to pot, when an innervate is needed, and when you need to just stop and get a few ticks from your regen is important for being able to last in long fights.

Healing rotations work well with multiple healers. This is when you let a certain number of healers heal the tanks, with the others just "touching up" the rest of the group members, using minimal mana. When the tank healers reach a certain percent of mana (30-50%) - they stop healing to allow their mana to regen. The healers that were doing touch ups now take over healing the main tanks. This can also work with dedicated healers healing when their target reaches a certain percentage of health (50%), while the others just keep HoTs up and heal only if needed. This works well in 25-40 mans, but can be a little tricky in 10 mans.

Dedicated healers are assigned healers for certain party members. This is good for Khara - 1 healer for each tank, and 1 other topping off the other party members and keeping HoTs on the tanks.

Enough with my rambling. Off to AV to get myself a shiny pair of boots tomorrow!

* Spirit *

From research and what I have tested in game - I think spirit is optimal for druids. Druids usually off heal in 10 mans/25 mans, and can have a bit more down time in these instances because of the nature of their heals. Tree buff gains more for it's healing recieved from the spirit of the druid.

Priests need a lot more mp5 for constant casting and MT healing, but also a good amount of spirit to get respectable regen ticks when not casting.












Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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08/19/2007 3:50 PM  
On a side note again -

**Fade and Aggro Management**

Fade does not make you invisible or disappear.

Fade works just like disengage/feigndeath. It lowers your aggro by x amount, but as soon as you perform an aggro-increasing ability, the aggro you just "lost" immediately comes right back.

Let's say you have 100 aggro on Moroes from healing. You fade. You are now at -100 aggro. You cast a heal on your main tank. You just gained back the aggro you lost, plus what you gained from the heal. Basically it sucks.

Pre-fading works when you fade before doing anything, thus mitigating the aggro you would usually recieve from casting, until the fade is over.

Druids do not have a aggro dump. Tossing hots usually doesn't get a heap load of aggro, but if you are continuously casting on everyone, eventually it will come back to bite you. No pun intended.

Be smart and don't toss your biggest heals if they aren't needed. The bigger the heal, the bigger the aggro gain.

DPS should attempt to keep between you and your tank's aggro on meters. Sometimes this isn't possible.And sometimes it works perfectly, if your dps is really rockin' and rollin', and understands that.





Oryx 70 rogue ~ Enshalaa 70 Priest ~ Khaarma 33 Druid



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