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Healing Advanced Guide - Essential Tricks & Tips
来自 Pelinal
[Last Updated]:
2019/01/18
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补丁:10.2.6
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Welcome to the Advanced Healing guide, covering major aspects of all healing specs in World of Warcraft: Battle for Azeroth. In this guide, I will go over the strengths and weaknesses of all the healers, their rough play style and how it all comes together!
This guide is written by
Pelinal
who has been playing a Holy Paladin in several top-end raiding guilds for over 10 years. He also maintains the
Holy Paladin Guide
here on Wowhead.
Introduction
Healers primary responsibility is to keep their group or raid alive during combat. Each healer specialization has different strengths and weaknesses that all compliment each other. Healing is a team sport, and as such, each class works together in a raid environment to keep everyone alive. In Mythic+ each class brings different utility and tools to the party making them stand out for different scenarios. This healing guide is created to be a starting point for those who are looking to get into healing, and aren't sure which class is right for you, or if you are a DPS player who wants to try out healing for the first time to have an easier time getting into those mythic+ and raid groups!
Healer Vocabulary
Below I will go over some general vocabulary you may or may not be familiar with, as well just setting some basic terms that will be used throughout the guide.
Direct Heal - Nearly every healer has access to some kind of "Standard" heal, this is a heal that generally has a sub 2.5s cast time and heals for a set amount on a single target. Spells such as
治疗术
,
,
治疗之触
,
圣光术
,
治疗波
.
HoTs - These are spells that heal for a smaller amount but over a duration. Spells such as
回春术
are an example of this.
Absorbs - An absorb is any spell that places a buff on the target preventing the next damage event that would hit them. Such as
真言术:盾
.
AoE Heal - An AoE heal is any spell that heals multiple targets at once, such as
黎明之光
, or
治疗链
.
External - An external is a cooldown that reduces the damage or heals an individual target, but on a long cooldown. Such as
守护之魂
or
铁木树皮
.
Raid Cooldown - A Raid Cooldown is a long cooldown spell that reduces the damage or heals a large number of people in your raid. Such as
真言术:障
,
宁静
or
还魂术
.
The Healing Classes
Below is a rough overview of the classes and what differentiates them. This overview is a simplification in many scenarios but should give you a general idea of each of the classes strengths and weaknesses. For more in-depth information check out each classes corresponding guide as specific talent builds/playstyles can overcome some of these weaknesses.
Holy Priest
Holy Priests are probably the most standard healer, when you think of a healer in any fantasy setting Priest usually makes the top of that list. Holy Priests are very versatile healers and are really beginner friendly and easy to learn. They use several very powerful longer cooldown spells, some of which are reduced by using your "smaller" spells. This creates a play style that has some very satisfying moments in gameplay.
Strengths: Powerful spread out AoE Healing, Several Useful Cooldowns, Good Spot Healing, External Mana for other healers.
Weaknesses: Low Mobility, Low Survivability, Weak Sustained Single Target healing
Holy Priests are very strong at dealing a lot of spread out raid healing with spells such as
联结治疗
.
愈合祷言
and
治疗祷言
. They also can have two very powerful raid cooldowns with
神圣赞美诗
and
圣言术:赎
. They are capable spot healers with
圣言术:静
and
快速治疗
.
For more in depth information check out the
Holy Priest Guide
.
Discipline Priest
Discipline Priests are the most unique healer in World of Warcraft; they put out buffs called
救赎
. These make it so that when you deal damage, a portion of that damage is transferred to targets with
救赎
. They also are the only healer that regularly uses Absorbs such as
真言术:盾
. This can make them one of the more complicated healers to learn, but if you are a DPS player it will feel more natural as they play closer to a standard DPS. They are a class where careful planning is rewarded heavily, and as such is less reactive than most of the other healers.
Strengths: Extra DPS, Excellent burst healing, Lots of Utility, Very high raid throughput, Great Spot Healing
Weaknesses: Poor Mobility, Weak sustained single target HPS
Discipline Priests are incredibly powerful and valuable, as they bring unique utility that no other healer can bring. They bring free damage to your group or raid, while also providing absorbs through
真言术:盾
. They have very frequent "bursts" of healing through
真言术:耀
, particularly when combined with
福音
and
全神贯注
. They bring an excellent raid cooldown with
真言术:障
.
is also really powerful at spot healing and saving targets that are in dire need of healing. The downside to the Discipline Priest, however, is that in order to have those really high moments of burst HPS, they have moments where they do very low HPS. Which means in prolonged high damage scenarios they can fall behind.
For more in-depth information check out the
Discipline Priest Guide
.
Holy Paladin
Holy Paladins are the main "Triage" healer, the core of the class revolves around using Direct Heals that will transfer to targets (usually tanks) through
圣光道标
. They also can contribute some amount of damage (Though less than a Discipline Priest) through several talent options that make you a "Battle Healer" where you weave in damage elements to your core gameplay. They are very durable and bring lots of utility.
Strengths: Excellent Tank Healing, Excellent Spot Healing, Good Utility, Good Survivability
Weaknesses: Weak AoE Healing, Low Mobility, heavy positional requirements
Holy Paladins are exceptionally good at saving targets in need through their base kit of spells. While simultaneously healing the tanks through
圣光道标
. They also have incredible survivability due to wearing Plate armor and a Shield, while also having
圣盾术
as an immunity. They have good utility with spells such as
牺牲祝福
.
保护祝福
,
光环掌握
. They struggle in encounters where frequent movement is required.
For more in-depth Information check out the
Holy Paladin Guide
Restoration Shaman
Restoration Shamans are great AoE healers that bring lots of utility. They excel at doing lots of sustained raid HPS while stacked. They have decent mobility and survivability.
Strengths: Several Raid Cooldowns, Good Spot Healing, Excellent AoE throughput, Excellent Utility
Weaknesses: Reliant on your group being clumped, No Tank external
Restoration Shamans have access to many raid cooldowns such as
治疗之潮图腾
and
灵魂链接图腾
. They also do the bulk of their healing while stacked through
治疗链
and
治疗之雨
. They are adept at some spot healing through
激流
and
治疗之涌
. This, however, means they are less potent than other healers in environments where you are required to be spread out. They have access to some unique utility such as
先祖护佑图腾
which can be invaluable for specific encounters.
For more in-depth information check out the
Restoration Shaman Guide
Restoration Druid
Restoration Druids are the Primary "HoT" healer, most of their kit is around these spells making them excellent at spread out raid healing. They bring one of the best Raid Cooldowns in the game and have access to the best tank external out there. They have excellent mobility and survivability.
Strengths: Excellent Raid Cooldown, Excellent Tank External, Good sustained raid HPS, Excellent Mobility, Excellent Survivability
Weaknesses: Poor Spot Healing, Weak Single Target HPS
Restoration Druids bring probably the most reliable, and powerful raid cooldown with
宁静
. They have
铁木树皮
which is the most reliable and consistent tank external in the game.
回春术
is the main source of a druids throughput in raids, and as such brings a lot of sustained HPS while spread. However, Druids struggle at topping up players who have just taken a large burst of damage or keeping a single target alive for a prolonged period of high damage. They are very durable with
树皮术
and
熊形态
.
For more in-depth information check out the
Restoration Druid Guide
Mistweaver Monk
Mistweaver monks are great at dealing with sustained single target damage, and good raid HPS. They have good spot healing and excellent mobility. They also have the ability similar to paladins where they weave in damage elements to their core healing rotation. The addition of DPS elements is generally referred to as "Fist-weaving".
Strengths: Great sustained single target HPS, Good Raid throughput, High Mobility, High Survivability
Weaknesses: Little Utility, Weak Burst healing
Mistweaver monks are great at doing sustained tank healing, and can spot heal well with spells such as
氤氲之雾
. Their mobility comes from
滚地翻
and
魂体双分
. However
还魂术
is one of the weaker raid cooldowns and
作茧缚命
being a weaker tank cooldown. They also don't have a great way to top up a group of players after a high damage burst outside of
精华之泉
.
For more in-depth information check out the
Mistweaver Monk Guide
User Interface
As a Healer your User Interface is incredibly important, as a DPS or tank, you focus primarily on your classes rotation, however as a healer you need to focus mostly on the raid's health, and secondly on your core rotation. But you need to be able to track your cooldowns and stagger them as necessary. Ideally, you also are monitoring the tanks' cooldowns and your other healers' cooldowns. As such you should put a great deal of thought into your User Interface, and iterate upon it until you are comfortable. Unfortunately, everyone has different styles and taste, so it is up to you to create your own UI or find one that you like.
You can check out my UI section in the Holy Paladin guide linked
Here
for some recommendations on specific add-ons. But everyone's UI will be different, and it is up to you to craft your own UI that is tailored for you.
Here are some tips for things to get you started in your UI
The raid frames are your focus so they should be centrally located, but not covering your character.
You should track all of your classes relevant buffs, or HoT's on your raid frames.
You should track relevant Debuffs on your raid frames so that you can see who is about to, or is taking higher amounts of damage.
You should track any dispellable Debuffs so that you are ready to dispel them when necessary.
Try and have your core rotational abilities located somewhere close to your raid frame so they are easy to see and you can react to abilities as they come off cooldown.
You should have your longer cooldowns somewhere accessible so that you can plan around when they are available,
You should have an external cooldown tracker and/or Raid Cooldown tracker so you can see the situation of the other raid healer cooldowns.
Have your mana bar located somewhere you can see it when you need to, it doesn't need to be a focal point of your UI, but you will want to be aware of it frequently.
Triage Healing and You!
Triage healing is the idea of prioritizing targets who are more in danger; this could be because they are lower health, or have a debuff that is going to cause them to take a large amount of burst damage, sometimes called "Priority Healing." Mastering Priority Healing/Triage Healing is the key to success as a healer. In many dangerous moments of dungeons and raids not everyone in your party will be full on health, and as such you need to see who is the most likely to die and keep them alive, knowing that you will have time to heal the rest of your party up when the danger has passed. Finding the balance of keeping people who need the healing the most alive, while not neglecting your core rotational abilities that may not directly heal that one person is a tricky thing, and takes lots of practice to get used to.
Your responsibility as a healer is to keep everyone alive, as such it may be necessary at times to do things that are less efficient for you
, either forcing you to invest more mana when you don't ideally want to, or neglecting AoE heals/Other core rotational abilities to save someone's life at that moment.
If someone dies, you should always try to reflect on what you did, and what you could have done differently to save them. In many cases however the person who died also could have done something to prevent their death, whether it be simply not standing in the fire using one of their personals, or using a
治疗石
. As a healer, you will be blamed for things, many times things that you could not control it is an unfortunate aspect of being a healer. So it can be easy to brush off someone as dieing and blame them for their own death, but as my father used to say "It takes two to tango" (Though that was more so about fighting with siblings) you need to remember that everyone is working together for the common good, and playing the blame game solves nothing. Trying to find a solution to what went wrong, and implementing that solution is the key to success. Learning from your mistakes will go a long way, as you can't control other people only yourself. Even if someone else made a mistake and died for it, sometimes there are actions that you can do to save them, even if their death is purely their fault. Try to be aware of those situations, so in future occurrences you can save their life (Though they probably won't thank you for it!).
External Cooldowns
External cooldowns are abilities that increase the healing received, or reduce the damage of a single target for a brief period of time. Below I will list all of the baseline tank externals.
铁木树皮
作茧缚命
守护之魂
痛苦压制
牺牲祝福
In most forms of organized group content your Tank will call for these at specific times, so try to coordinate with them when is best. If however, you find that you are rarely (if ever) using these abilities, try to communicate that with the tank and see if they want it or not, if they do not try to use these abilities on high priority targets, people who are in danger of dying, or have a nasty debuff. Remember this is a part of your kit, and even though most tanks like to have these available wasting it is... well wasteful, so try to find a balance, you may not be able to use these if a tank is relying on them regularly. But if your tank isn't using all of your groups' external cooldowns you can try to have them call specific ones, which frees up the ability to use these throughout the encounter.
In Mythic+ generally speaking tanks won't need these for specific mechanics, so try to use them to give yourself a bit of breathing room on particularly difficult trash packs, or line it up when you don't have much available and are worried the tank will, or is about to die.
This usage can be tricky, as sometimes tanks will want these available, and they may not even know they need it un till they do. But don't forget about these abilities as they can really save lives.
Raid Cooldowns
Raid cooldowns during an encounter can be tricky. At the surface, it seems relatively simple on where to place your cooldowns, but when you are in a raid you have 4 or more healers in the group, and if everyone uses their cooldown on the first damage event of an encounter, each cooldown will be less effective. Besides effectiveness, wasting all healing cooldowns together may lead you to lack them in a second healing-intensive event. Below I will copy over a section from my Holy Paladin guide that goes over how to plan your cooldowns pre-emptively before an encounter. Although the spells I reference are Paladin specific, the logic can be easily applied to any healer. Each healer and each raid will have different classes, and different cooldowns with different lengths you can still see the kind of logic, and question patterns you need to take into an encounter while raiding to try to get the best use of your cooldowns.
When approaching an encounter initially you need to figure out roughly how long the encounter is going to be; this can be done by looking at logs of guilds with similar item levels to yours, or by looking at kill videos of recent kills. It is important here that you find kills that will be accurate to your experience, looking at the kill time of say Method will be vastly different than yours because they potentially have more DPS, or less gear which can make the fight significantly longer, or shorter depending.
Before the Fight
Let's say, hypothetically; you determine that the fight you are preparing for is going to be about 9 mins and 40 seconds. The first thing you need to figure out then is, how many uses of
神圣复仇者
will I get in the fight. So with this scenario, the most you can possibly get is 5. So knowing this you ideally want to fit 5 wings casts into that window. But note, due to the restraints of the encounter this may not be possible, nor optimal popping
神圣复仇者
on the pull will often result in next to no healing; thus you may as well have had four casts anyways and getting 4 "good" uses out of it would be more beneficial.
You can now look at a graph, or try to make your own "mental graph" based on logs or a kill video. For this example, I will use a random log of a 9min 40s Mythic Argus kill from Legion. You can see in "Damage Taken" a graph that looks like this
As you can see there are significant damage spikes at roughly, 3:45, 6:20, 7:20, 9:20. From this, you need to figure out when your other healers will be using their cooldowns, and communicate with them to make sure you have good coverage of all significant damage events. If no one in your guild already does "healer cooldowns" you can always take on the task yourself!
Maximum solo efficiency
So going forward you need to figure out two things, where do you place your
复仇之怒
and where do you place your
光环掌握
. So you know that the first two real major damage events are at 3:45 and 6:20. In this example, I will assume both are equally threatening to your raid (Because each encounter is different this may not be the case, particularly for argus which is the example I'm using here but we are talking hypotheticals here!). But if one is more threatening than the other you should prioritize most of your strength there, or if you are allocating the rest of your healers' cooldowns assign them on the more dangerous event, but don't neglect the still risky yet less perilous event.
So at 3:45 you acknowledge that using a 2min cooldown there it will be up again for the 6:20 damage event. But it will not be up again for the 7:20 damage event. So you can safely use
光环掌握
at any point in the first 1:30 of the fight ( it will be up again when you need it for 3:45), then again at 6:20 and finally you can use it at 9:20. In this scenario, you can also use
光环掌握
in the first 45 seconds of the encounter, then again at 3:45 for that damage event, and again at 9:20.
Teamwork makes the Dream Work!
In this scenario however, you personally have no cooldown for the 7:20 damage event. Which emphasizes why teamwork is so crucial to healer cooldowns. Because if you go into that 7:20 damage event with nothing because all of your healers thought in this manner, then A: you may die and B: if you use too many raid cooldowns at once that devalues all of the raid cooldowns used. So it may very well be more optimal for your raid if you have said a Resto shaman who is going to use his cooldowns at those points we already pointed out, for you to instead acknowledge that the 7:20 damage event is what you want to counter. As such you want to ensure that you have both
光环掌握
and
光环掌握
there, and trust that your Resto shaman has the 3:45,6:20 and 9:20 events covered. This means that unfortunately, you will have to lose some value on your cooldowns effectively. You are getting one less use overall. But this is inevitable that it will happen to "someone" and its a part of being part of a team as a healer.
So let's approach this same encounter from the mindset that you need to make sure the raid lives at 7:20, the resto shaman has everything else covered, but he can't get it all himself. So, you see that the rest of the fight isn't particularly threatening so you can allow for some "overlap" with the shaman's cooldowns on the 3:45 damage event with Avenging Wrath. But it will come up shortly before the 6:20 event, but you will need to HOLD your cooldown and NOT use it, to make sure it is up again at 7:20. You then use yours at 7:20, and it will be up again for the 9:20 damage event.
But let's say hypothetically that the shaman's raid cooldowns are just so active that the 3:45 damage event you are just wasting your wings. Then you need to look at the encounter, such that you have wings for 7:20 but DON'T use your 2nd wings at 3:45 so you need to look for the second largest weak point, look for a damage event that may not be threatening to your whole raid, or as threatening but may still be challenging on its own right, but the damage event needs to happen before the 5:20 mark. So as long as you still get *some* use out of your 2nd set of wings, and get it cast before 5:20, it will be up again when you need it. But you can still fit in 2 extra wings casts now! So look for those smaller more "medium" damage events that occur, and you can use wings in the first 20s of the encounter let's say cover the very first hit of damage. You then have 1 minute of wiggle room when it comes up again, so you can use your second
光环掌握
at any point before 3:20 and still have it up before 5:20.
So even though you don't get to cover the "highest damage" events and your HPS will likely be lower for it, you ensured your raid succeeds and doesn't crumble at 7:20, and were still able to wiggle in 5 wings casts one at 20, again at say 2:45(you had a whole minute of wiggle room), again at 5:20, then 7:20 and finally at 9:20.
Every encounter is different
Now, this is just one example of a purely hypothetical example, using your healer cooldowns, and allocating the resources of all of your healers is in its own sense an art form and takes practice. Every encounter is different and as such you need to analyze it with the goal of A: Covering every major damage event with a cooldown, and B: getting the most # of uses of your (or all your healers) cooldowns as possible. The above example was a hypothetical one but shows the logic behind approaching healer cooldowns on an encounter.
Priority Healing vs Throughput
So initially I want to talk about how to approach an encounter, there are a couple of viewpoints to have here, and each encounter can lean more to one or the other.
The first is that X amount of damage goes out, and as such I must do as much of Y (healing) as I possibly can to counteract X. This means that the more raw HPS you do, the better, at the end of the fight your Y value was as high as possible thus you did the best you could.
Additionally however you can think of it as, Everyone needs to live, I must do as much as I can to ensure that everyone stays alive, and what my HPS is at the end of the fight doesn't matter.
There is merit to both of these thought processes.
A great healer is able to recognize when to apply both thought processes, but more than just on an encounter by encounter basis, in each moment. Fight's that have a ton of consistent raid damage will lend themselves more to the XY approach, maximizing your HPS is vital in these encounters. But other encounters additionally may have shallow raid damage, but high single target damage through a debuff. Other encounters may trick you into thinking it is an XY approach but actually require debuff healing (Mythic Argus or Mythic Fetid Devourer are great examples). The key is recognizing which thought process to adapt, and when, is there anyone with a debuff out at this moment that is in danger? Can I try to sneak in an AoE heal and land another heal after to save them? Are both questions you should ask yourself reasonably regularly.
Now each raid group will be different; some people approach encounters in the "Throughput" mindset, others the "Priority" mindset. A balance of both on each roster is ideal, and as such, you should be aware of both, and take note of the other players in your raid. Sometimes you will join a guild, and everyone just wants to keep the priority targets alive, and your raid healing suffers so you fall behind on high damage encounters. But other times everyone can be doing a ton of HPS getting them sick parses, but people are dying to debuffs left, and right and a tank dies every other pull. Recognizing where to focus your efforts is something you should regularly do so that you can kill the boss as quickly as possible.
Padding
Now, this is a common topic among healers, people love to accuse others of padding, and people have different definitions of "Padding" for those unfamiliar, Padding generally refers to the act of doing a negative thing, in the sake of getting more personal HPS to appear better on the healing meters.
The first thing to remember is that healing is a team sport, and as such, the group needs to work together. There is always only X amount of damage going out, and if one person is taking up a bigger slice of that pie that leaves the rest for everyone else, and that is ok. Not every fight will let every healer use their cooldowns at the perfect time on cooldown for maximum HPS; some sacrifices need to be made. So what you need to do is look at specific instances where "padding" may occur. Every encounter is different, but I will highlight some of the more common things I see regularly.
The first relates to cool down timings which I spoke on in an earlier section. But one of the most common things I will see is someone using their cooldowns on the earliest damage event possible to top people up as fast as they can, even if they are not necessarily in danger. Generally, this is done to get your cooldowns charging as soon as possible, so you get more uses overall on an encounter.
For example, look at a fight like Mythrax, when you fall down the platform everyone takes a relatively large amount of fall damage. However, there is no raid damage going out for a good 20 seconds or so. It is common that you will see someone or several people pop their cooldowns as soon as they land to top people up. However, if they were to save their cooldowns, they could place them at a time where more people are in danger of death, as the fall damage isn't really pressing sure you can use cooldowns and get everyone to full health in 5 or so seconds. But you can instead however possibly save those cooldowns for when an orb break+debuff expire. Nobody would die as there is nothing that can possibly kill them in the first moments of the fight. So taking your time and using mana efficient spells to top everyone up may be more effective overall.
Where this gets tricky, however, is maybe if you don't use a cooldown there you have TOO many cooldowns, and as such you end up wasting "something" by overlapping too many cooldowns. In this case it is OK to use cooldowns to heal that fall damage, as cooldowns are incredibly mana efficient, meaning your raid as a whole has more mana going deeper into the fight, and you don't lose coverage by doing that. But this will depend heavily on your raid group size, composition, and difficulty.
Or on a fight like Fetid Devourer, you may see a Discipline priest use ALL their cooldowns on the very first knockback when there is little danger of someone dying, is this padding? Maybe, maybe not. How does it affect the other healers? Perhaps if you have said a paladin with a 2min cooldown Avenging Crusader they can use theirs on that first damage event, ensuring they get three uses on the fight. But with the disc priest using theirs on the first knockback that paladin can only get two uses as their first one is wasted. However the Discipline priest could wait, maybe they still get three uses as their cooldowns are shorter, so in the disc using theirs first, you lose a cooldown on the fight for no reason. However, maybe you determined that the tanks are in danger of dying while moving, and the paladin needs to save his wings for when the tanks move the boss to one of the adds that spawn. In which case it is only possible for them to get two uses anyways, so the disc priest should use theirs on the first knockback. Every situation and guild is different, and "Padding" is never so cut and dry.
Damage Reduction Talents vs Throughput Talents
Another thing that comes up that some people talk about in relation to padding is Damage Reduction Talents. There are some talents in the game that provide some kind of benefit to your party, but will not appear on the meters. However, they compete with a talent that
DOES
appear on the meters.
Some examples:
仁慈光环
competes with
. In the vast majority of cases, however
will reduce more damage than
仁慈光环
will heal. However, some people will still take
仁慈光环
as it appears better on the meters. In most scenarios particularly on Mythic difficulty this is padding, however in some scenarios such as say a healing absorb, or in very low damage encounters (LFR or normal), the healing may actually be better.
大地之墙图腾
competes with both
先祖护佑图腾
and
先祖活力
. In some scenarios, you may want the health pool increase of
先祖活力
to save individual targets, or maybe you need
先祖护佑图腾
to help smooth out a rough moment of the encounter. But some people may take
大地之墙图腾
, this can be considered padding. However in some scenarios such as a raid rot encounter, where you don't need the extra health, or the extra battle res it is the right choice.
仁慈
is another talent that reduces the damage people take by a significant amount, this can add up to a ton of extra healing of an encounter. However, it competes with
福音
generally. But on some encounters
福音
is better as it will allow you to extend your atonements into a second burst of damage which can be extraordinarily valuable. Or some people may take
微光屏障
which will appear very high on the meters again, but if you can stack
真言术:障
may reduce more damage overall than
微光屏障
absorbed. However, maybe you can't stack, and you really need all the healing you can get for one damage event so
微光屏障
could be better!
Ultimately, padding is a somewhat complicated thing. It certainly exists, however very rarely is it so cut and dry. Often there is merit to things that "appear" as padding, and other times it can be outright hurting the effectiveness of your raid overall. Try to think about how your actions as a player affect the rest of the raid because as I have said before healing is a team sport. Sometimes it is necessary to take a personal HPS hit, for the success of the raid as a whole.
Mana and Mana Management
Mana Management is a vital part of being a healer, ensuring that you have enough mana when you need it can be tricky. Most healers can be thought of as having two "States" the first being a high throughput high mana cost state, the other an efficient state, where you use your core rotational abilities, and less mana intensive abilities, for lower damage moments. It can take some practice when progressing to nail down exactly when to spend mana and when not to. Each class specific guide should have some suggestions on how to balance your mana, so check them out for more information relating to your particular class!
A couple of things to remember if you finish a fight with mana left you have effectively "wasted" some of that mana, and as such should have played more aggressively, the goal should be to run oom right as the boss is dying. Additionally, when progressing, often you can have very short pulls. Progression generally happens naturally and, as such on those attempts, where the fight may only last 3 minutes long, try to use as much mana as possible to get as much throughput out there so that you can cover as many mistakes letting your raid see as much of the fight as you can. After you find yourself running out of mana, way too early you can adjust your play style accordingly. Eventually, your raid will already be more proficient at dealing with the earlier moments of the fight allowing you to be more efficient early on.
External Mana
Another thing to be mindful of when healing is External Mana, some classes have abilities that refund mana to one or more healers, and it can often be tricky to decide who gets the benefit of these as they usually are extremely powerful.
Sources of External Mana:
Balance Druids have
激活
which they can cast giving you a short period of time where none of your spells cost mana, try to line this up with a cooldown of yours for maximum effectiveness.
Retribution Paladins can give you
this is just a passive increase in your mana regeneration giving you a significant amount of mana for a time.
Holy Priests have
希望象征
which makes them channel a spell for a short period of time giving all other healers in your group a percentage of your missing mana meaning the lower your mana is when this is cast, the more you get back.
The topic of debate usually comes from who gets
and
激活
. This can be tricky to nail down who it is most effective for (almost everyone will say it is best for them). But make sure you use these cooldowns regularly can be incredibly valuable, and ultimately so long as any of the healing classes is using the buff, the difference between this class, or that class is negligible. Just be wary of giving too much external mana to one healer, as there is such a thing as too much mana. You reach a point where you have to do things that are less efficient simply because you can. Whereas another healer may be making sacrifices, they don't have to make because they don't have enough mana. As such it is generally advisable to spread out the external mana as best you can.
Looking for more in-depth information? Check out our Healing Class Guides!
Restoration Druid
Mistweaver Monk
Holy Paladin
Discipline Priest
Holy Priest
Restoration Shaman
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评论
评论来自
ticks187
Great article! I remember padding my holy paladin healing meters back in WoD by pre-building mastery shields on both tanks before the pull :-) it wasn’t much but it helped.
评论来自
Lethalize88
Thank you so much for taking the time to make this easy to reference, neat and concise place to come to refresh or learn the pros of cons of different specs not just for healers but all specs. Amazingly well done It is obvious you put a lot of effort and time into this and even if it only helps me it was worth it because its allowed me to easily see which healer class would be best in which situations, which will allow me to feel more confident when discuss our raid groups strategies.
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