I’m Not Healing You Machinima

This video reminds me of the dungeons I was doing on my level 88 Resto Druid yesterday, as I kept queuing into groups where the tank couldn’t hold aggro off me, the DPS stood in everything they could find to stand in, and the tanks pulled bosses when I was sub-20% mana.

Luckily, I’ve been playing healers for years, so I expect to deal with those kinds of groups on a regular basis. But I feel sorry for new healers who take the blame for wipes in those groups because they lack the experience needed to compensate for bad players.

Granted, even a good healer can’t save every wipe. In Shado’Pan Monastery, the tank decided to pull two packs of the small sha adds while I was sub-40% mana, the dps didn’t interrupt the heals, and even two breezes later (I died, dk tank rezzed me; he died, I rezzed him) we still wiped. We ended up joking about it a bit, but I ditched that group at the end of the dungeon.

During a Mogu’Shan Palace run, I got a decent warrior tank who asked the rest of the group before the last boss if we wanted to queue with him. I said yes. I asked him not to pull the last boss to the door because I think that strat is one of the most inane things in the game, but he did it anyway. I can’t stand tanks who ignore the requests their healers make, so I ditched that group and took my chances on the next one.

When I first started playing, tanks and healers–even in 5-man dungeons–worked together. Banded together, even, against the dps who messed with either one. Nowadays, tanks in randoms don’t watch healer’s mana, pull everything possible, and bitch at healers when the group wipes–never once considering that hey, that wipe just might be the tank’s fault because of his own failure to be considerate of the healer.

As an experienced healer, I can put up with bad tanks like that all day long and carry them through dungeons and 5-man heroics. But new healers? How many of them have bad tanks turned away from healing because the tanks accuse the healers of being bad, and, without knowing any better, those healers took it to heart and decided they were bad healers and quit even trying?

And that’s what bothers me. Not that I have to put up with shitty tanks, but that people new to healing get turned away from one of the most enjoyable roles in the game because they get blamed for things that are not their fault.

 

Transitioning to Healing 10-Man Raids

The standard composition of a 10-man raid is 2 tanks, 2-3 healers, and 5-6 dps. For healers who have only ever done 5-man dungeons, this composition presents some unique challenges.

hits harder

In a 5-man, you are rarely ever in danger of dying. That changes in a 10-man raid. Trash mobs can hit tanks like trucks. A dps standing in a bad ground AoE might die if he takes two ticks.

To deal with this, you need to know what every spell in your spellbook does. What external cooldowns you can use on a tank or dps that is getting hit way too hard out of nowhere and what cooldowns you have that will reduce the damage that the entire raid is taking or heal the entire raid at once.

On top of that, you need to know what every other healer in your raid is capable of doing. You need to know their spellbook almost as well as you know your own. That doesn’t mean you need to be able to play their classes, but you need to know what tank and raid cooldowns each one offers.

Druid Cooldowns

  • Ironbark: reduces damage taken by target by 20% for 12 seconds. 1 minute cd.
  • Nature’s Swiftness: Next Healing Touch becomes free and instant cast, doing 50% more healing. 1 minute cooldown.
  • Tranquility- Heals 5 ppl within 30 yards with lowest health. 3 minute cooldown.

Paladin Cooldowns

  • Hand of Sacrifice: Reduces target’s damage taken by 30% for 12 seconds. 2 minute cooldown. When talented into Clemency, a Paladin can use two Hand of Sacrifices before activating the cooldown.
  • Hand of Salvation: Removes all threat from target for 12 seconds. 2 minute cooldown. When talented into Clemency, a Paladin can use two Hand of Salvations before activating the cooldown.
  • Hand of Protection: Protects target from all physical attacks for 10 seconds, but prevents them from using physical attacks while it is active. 5 minute cooldown. When talented into Clemency, a Paladin can use two Hand of Protections (BoPs) before activating the cooldown.
  • Hand of Freedom: Grants immunity to movement-impairing effects for 10 seconds. 25 second cooldown. When talented into Clemency, a Paladin can use two Hand of Freedoms before activating the cooldown.
  • Hand of Purity: Reduces damage taken by 10% and damage taken from dots (damage-over-time) by an additional 80% for 6 seconds. 30 second cooldown. This must be talented into.
  • Devotion Aura: Grants immunity to silence/interrupt effects and reduces all magic damage taken by 20% for 6 seconds. 3 minute cooldown.
  • Lay on Hands: Heals a target for an amount equal to the Paladin’s maximum health.

Shaman Cooldowns

  • Ascendance: All healing done is duplicated and distributed to nearby allies. 3 minute cooldown.
  • Spirit Link Totem: Reduces damage taken by everyone within 10 yards by 10%. 3 minute cooldown.
  • Healing Tide Totem:Heals 5 ppl within 40 yards with lowest healt. 3 minute cooldown.
  • Mana Tide Totem: Restores 200% of caster’s spirit to raid members within 40 yards of the totem. 2 minute cooldown.
  • Bloodlust/Heroism: Increases melee, ranged and spell haste by 30% for 40 seconds. 5 minute cooldown. 10 minute Exhaustion debuff applied to raid when used, which prevents anyone with the debuff from receiving the benefit of Bloodlust/Heroism.

Monk Cooldowns

  • Life Cocoon: Increases periodic healing taken by 50% for 12 seconds. 2 minute cooldown.
  • Revival:Instantly heals all raid members within 100 yards and clears them of any harmful Magic, Disease, and Poison effects. 3 minute cooldown.

Discipline Priest Cooldowns

  • Spirit Shell: Causes Heal, Flash of Heal, Greater Heal, and Prayer of Healing to become 15 second absorb shields. Ability lasts 10 seconds. 1 minute cooldown.
  • Pain Suppression: Reduces target’s threat by 5% and damage taken by 40% for 8 seconds. 3 minute cooldown.
  • Power Word: Barrier: Reduces all damage taken by 25% to those standing within the barrier. Lasts 10 seconds. 3 minute cooldown.
  • Hymn of Hope: Restores 2% mana to 3 nearby people with low mana every 2 seconds for 8 seconds, increasing their total maximum mana by 15% for 8 seconds. Maxes out at 12 mana restorations. 6 minute cooldown. Channeled Spell.

Holy Priest Cooldowns

  • Divine Hymn: Heals 5 ppl within 40 yards, increasing healing done to them by 10% per second. 3 minute cooldown; channeled spell.
  • Hymn of Hope: Restores 2% mana to 3 nearby people with low mana every 2 seconds for 8 seconds, increasing their total maximum mana by 15% for 8 seconds. Maxes out at 12 mana restorations. 6 minute cooldown. Channeled Spell.

second tank

When you start healing 10-mans, the first thing you become aware of is that there are now two tanks to keep alive. That’s twice as stressful!

But it is actually the easiest transition to deal with. All that happens is your priority list of tank > you > dps becomes tank > tank > you > dps.

The hardest part about dealing with a second tank is answering the question which tank should I focus?

Druids have Lifebloom. Paladins have Beacon of Light. Shamans have Earth Shield. Monks have Enveloping Mist. Priests have Power Word: Shield.

At a beginner level, Druids, Paladins, Shamans, and Monks should focus those abilities on the tank who is taking the most damage at any given time. Priests — both Holy and Disc– should be able to keep Power Word: Shield up on both tanks without any problem.

When you hit the intermediate stage, you are able to switch the tank you focus more easily. Druids will flip Lifebloom to whatever tank is getting hit hardest and then back to the other tank when that damage period is over.

The same concept applies for Paladins, Shamans, and Monks. Priests get better at timing their Power Word: Shield. For Disc, they develop a better understanding of where Prayer of Mending is best utilized. And Holy Priests learn how to flip between Chakra: Serenity and Chakra: Sanctuary more efficiently.

At the advanced level, you are able to switch your tank-focusing spells to dps who need the healing more. Druids, Paladins, Shamans, and Monks can flip Lifebloom, Beacon of Light, Earth Shield, and Enveloping Mist to a dps that is getting rocked and then flip those abilities back to the tanks when the danger has passed. A Disc Priest is able to balance their Power Word: Shields with their Atonement healing and Holy Priests dance between chakras with ease.

more dps

As far as problems go, this is a moderate one. More people to keep alive is challenging on its own, but adding dps into the mix has a way of mucking things up.

By now, you’re used to it- the dps who stand in poison and don’t move out of charges or bladestorms. And then they yell at you, because you didn’t heal them.

When you are in a raid setting, the phrase “I don’t heal stupid,” is the last thing you want to be saying. It’s okay to indulge in that kind of behavior in a 5-man, but never in a raid.

That being said, dps get their own priority list. This differs between healers, of course, because one healer might prioritize numbers and the other might prioritize raid awareness. Another might prioritize both.

As a healer new to 10-man raiding, you need to figure out which two dps are the most vital to the raid and prioritize them. This is the beginner level.

When you get to the intermediate level, your priority list becomes more flexible. You may prioritize two dps on one fight that you don’t on another. Or even change your priority list during different phases of a single fight. And you might extend your priority list to three dps instead of two.

At the advanced level, your priority list includes everyone in the raid and you adjust your healing automatically. You notice a dps taking damage and immediately switch to healing them, but never lose your awareness of the tanks’ health pools or who else needs spot-healing. At this level, healing becomes fluid.

another healer

Or two, if you are three-healing. This is probably the most difficult change to adjust to, because you are no longer solely responsible for a group’s failure.

A lot of healers mistakenly assume that the addition of another healer (or two) gives them a reason to relax or slack off.

But 10-man groups have at least two healers because two healers are needed to deal with the damage.

That means you can’t slack off. You have to do your job and do it well– you are still responsible for keeping the raid alive. The only thing that’s changed is that now you share that responsibility with another healer or two.

Some healers take it too far in the other direction and assume that they are solely responsible for the raid’s health.

When that happens, they try to heal too much and end up running themselves OoM (out-of-mana) before a fight is halfway over.

In a 10-man, you have to strike a balance with your other healers. Some guilds use healing assignments to make this easier, so that one healer is responsible only for the tanks and the other healers are responsible for specific parties.

Using healing assignments is great whenever you are first making the transition to 10-man healing. Doing so allows you to get a feel for what your co-healers are capable of and adjust your own healing accordingly.

In a 10-man environment, healing assignments are best used at the beginner level. If you never get out of the habit of only healing who you are assigned to heal, you will stagnate as a healer and you will not get better.

The reason for this is that healing is a dynamic role that requires flexibility and adaptability. The more serious you get as you raid, the more you need to have the skills to step into any role that is needed.

At the intermediate level, some raid leaders will still assign healing priorities to each healer. But they trust those healers enough to know that the healers will step outside of those priorities if a bad situation arises that needs to be dealt with.

At the advanced level, healing assignments aren’t used. Healers communicate with one another, calling cooldowns and range issues. At this level, each healer is aware that they share the responsibility for keeping the raid alive.

conclusionHealing a 10-man raid is vastly different than healing a 5-man dungeon. Getting used to the differences takes time and your skill-set as a healer grows with experience.

As you gain more experience, you become more flexible and more willing to step outside the healing role when it is necessary to do so. You gain confidence and lose panic reactions, learn how to heal without tunneling, and gain the trust of your raid team.

Dealing with 5-mans as a Healer.

Dealing with 5-mans as a Healer.

The standard composition of a 5-man group is 1 tank, 1 healer, and 3 dps. Most 5-man groups are found through the Looking for Group (LFG) system. The random people you’re matched with in a 5-man through the LFG system can challenge you in a few different ways.

tanking difficulties

The tank is in a DPS spec and insists it is his tanking spec.

You are better served by taking the dungeon deserter debuff and waiting 30 minutes to queue again.

The tank doesn’t use his mitigation cooldowns and takes an excessive amount of damage.

You can suggest the use of specific cooldowns on certain pulls or bosses to the tank, if you understand his tanking class enough to give those suggestions.

Or you can choose a talent to help you help him with his mitigation. On a Paladin, for example, you can take the Clemency talent and use Hand of Sacrifice when he is taking a lot of damage. You can also use Lay on Hands if he drops too low.

If he refuses to take suggestions and your mitigation spells aren’t enough to keep him alive, then you should drop the group and requeue.

The tank pulls entire rooms regardless of repeated suggestions to slow down.

Most tanks who pull aggressively are insanely geared and only doing Heroic 5-mans to Valor Cap. Your skills as a healer are unnecessary and you should enjoy the carry. They don’t happen often, so take advantage of them when you can.

The other tanks who pull aggressively are incompetent. They are the ones who yell at healers for letting them die. Leave the group. You are not obligated to suffer through harassment and doing so will only damage your confidence, which is a healer’s most valuable asset.

The tank doesn’t pay any attention to the amount of mana you have.

A tank’s failure to pay attention to your mana may be a sign of a new player. One of the things new tanks struggle with is the idea their pulling pace is dependent on the amount of mana their healer has available. Always tell your party when you need to drink.

If a tank continues to pull despite your “Oom” messages in party chat, try whispering him and asking him to pay more attention. Chances are, he hasn’t been reading the chat — a lot of people don’t — and a whisper may work wonders.

But if the tank continually ignores your request to get mana before he pulls, leave the group and requeue. Tanks and healers need to work in harmony and when a tank refuses to communicate with you– his healer– he has failed. You are not obligated to try and make a one-sided tank-healer relationship work. Go find a better friend!

DPS difficulties

The DPS are pulling for the tank.

While it’s bad form for DPS to pull instead of a tank, in a 5-man, you can generally overlook the rudeness. If a tank pulls too slowly, a DPS (especially a ranged) might pull more mobs to the group to make the run go faster. Ignore and keep healing..

If a DPS takes off in a different direction and starts pulling things himself, ignore the renegade DPS and stay with the tank. Your #1 priority is keeping the tank alive, so if a DPS wants to wander off and get himself killed, let him.

When he complains about not getting heals, tell him you’ll heal him if he stays with the group. The problem is solved 90% of the time. The other 10%? The DPS will continue pulling random mobs. Just let him die. Eventually he’ll get the hint or leave the group, solving the problem for you.

The DPS are standing in AoE ground effects.

“I don’t heal stupid,” has come to be a pretty standard healer response to DPS who think poison circles and other nasty ground effects are okay to stand in. As a healer, you should never refrain from healing someone just because they are standing in poison– with a couple exceptions.

The first exception is the tank. If he is taking a lot of damage and a DPS chooses to stand in a ground effect, prioritize the tank. The second exception is your mana. If healing the derpy DPS will oom you, ignore him and focus on the rest of the group.

When DPS complain about lacking heals after standing in ground AoE effects, you should calmly explain to them the ground AoE effects killed them and how they can avoid those effects. Some DPS don’t understand reducing the damage they take is their responsibility. Explain they help you out when they do so, but be nice about! (Also, don’t yell at a DPS for healing themselves).

healing difficulties

Bad healing causes more wipes than anything else. The first thing you should do is ask yourself: “Did I cause the wipe? If yes, what can I do fix my mistake? If not, how can I help the group avoid the same mistake?”

tools for healers

Working Knowledge of Your Class Mechanics

If you don’t know how every spell in your spellbook works, then you are lacking knowledge of your class mechanics. And when I say every spell, I mean every spell–including the ones you consider useless. There may come a time when one of those useless spells isn’t quite so useless after all.

(For a Paladin Specific Guide, see Lifespark’s 5.4 Holy Paladin Guide.)

Mouseover Clicks and/or Keybinding for All Spells.

Mouseover clicks and/or keybindings are vital.They increase your reaction time by a significant margin and can mean the difference between a wipe and a kill. Yes, adjusting takes time and using them may be awkward. But once you get used to mouseover clicks and/or keybindings, you’ll wonder how the hell you ever healed without them. If you’re a person resisting this change– honestly? Get over it.

In-depth Understanding of Boss Fight mechanics

The knowledge of boss fight mechanics is invaluable. Get into the habit of reading the dungeon journal and watching videos for every 5-man Heroic you haven’t done. Preparing allows you to plan out healing cooldowns accordingly.

Exceptional Raid Awareness

Raid awareness — or environmental awareness — is vital.. As a healer, your eyes are primarily focused on your raid/party frames, which makes it incredibly easy to forget about mechanics you should avoid, such as poison puddles on the ground or stunning charges from certain ads.

As a healer, your raid awareness has to be better than a DPS’s raid awareness. Healers have to focus on their raid/party frames and avoid mechanics simultaneously, while DPS have to focus only on their own feet and the boss/ad they are attacking.

A Good User Interface (UI)

A good UI is a healer’s most valuable tool. A standard UI package is Elvui and it comes with nearly everything a healer needs. The only things you’d need to add to Elvui as a healer is a Boss Mod add-on like Deadly Boss Mods (DBM) or BigWigs and a spell tracker like WeakAuras (or NeedtoKnow or TellMeWhen).

For more information on building a healer-friendly UI, see Lucydin’s posts on Vuhdo and Weakauras.

Level 100 Talents: Saved by the Light

***Disclaimer: This post is speculative in nature***

The Level 100 Talents are centered around Beacon of Light, the most iconic spell in the Holy Paladin toolkit.

Tower of Radiance is a passive ability that grants 1 Holy Power when using Flash of Light or Divine Light on the Beaconed target. Assuming the ability stays the same, Divine Lightwill be replaced by Holy Light and both Holy Light and Flash of Light will grant 1 Holy Power when cast on the Beaconed target.

saved

Saved by the Lightis a passive that automatically grants a 30% absorb shield (based on the max hp of the person it triggers on) to either you or your Beacon of Light target when either of you drop below 30% health. It cannot be triggered on the same person twice within 1 minute.

This is definitely a tank-healing ability, considering the higher health pools tanks have and the larger absorb shields those said health pools would create when Saved by the Light procs.

In the current MoP healing model, Saved by the Light looks situational.

The best example I can think of is Heroic Dark Shamans, because of the Iron Prison debuff. Since the Iron Prison debuff lasts exactly a minute, Saved by the Light becomes easy to examine.

If I used Clemency, Eternal Flame, and Saved by the Light, healing the bottom would be effortless. Normally, I Beacon the tank, but Saved by the Light would make me swap Beacon more often.

When the Iron Prison debuff comes out, I’d place Beacon of Light on one of the two affected. For example, a mage and shaman gets the debuff. Well, a mage can ice-block, so the shaman gets Beacon of Light and the absorb shield from Saved by the Light when his cooldown keeps him from negating less than 20% of the damage from Iron Prison.

Or say the mage and I get the Iron Prison debuff. I know the mage can ice-block, so I’m not going to waste my time swapping my Beacon off the tank. I’d still have to glyph Divine Protection to deal with the physical damage from the debuff, but Saved by the Light would create a 30% shield to the 20% life I’ll have left after I use Divine Protection to deal with the removal of the Iron Prison debuff.

A situation might arise where the tank drops below 30% when Iron Prison is on me and Saved by the Light will buy me a little extra time to get him healed up–and as soon as he is over 30%, Saved by the Light will activate again, but on me.

All I would have to do to maximize Saved by the Light uptime on a fight like Heroic Shamans would be to throw Beacon of Light on those people with the Iron Prison debuff who won’t be able to use a cooldown to reduce more than 20% of the damage. And then switch Beacon of Light back to the tank immediately afterward.

con5

In Warlords, the healing model will be different, with less spike/burst damage going out. Saved by the Light is a talent that may work well with the new model, because it is almost useless for the current one.

I say it may work well with the WoD model because Saved by the Light makes you think about the placement of Beacon if you don’t want to waste the talent. Saved by the Light feels like a situational talent, where certain mechanics may force us to use it over Beacon of Faith.

Level 100 Talents: Beacon of Insight

***Disclaimer: This post is speculative in nature***

The Level 100 Talents are centered around Beacon of Light, the most iconic spell in the Holy Paladin toolkit.

Tower of Radiance is a passive ability that grants 1 Holy Power when using Flash of Light or Divine Light on the Beaconed target. Assuming the ability stays the same, Divine Light will be replaced by Holy Light and both Holy Light and Flash of Light will grant 1 Holy Power when cast on the Beaconed target.

insight beacon

Beacon of Insight is an ability placed on an ally that increases the healing they receive from your next direct single-target heal within 1 minute by 50%. When it is used or the person who has Beacon of Insight reaches full health, it will jump to the most injured ally within 40 yards. Only one can be up at a time, it has a 40 yard range, and there is a 15 second cooldown.

In the current healing model, this talent is useless for Holy Paladins because their single-target healing spells heal for far too little. In both the Eternal Flame and Selfless Healer builds, Beacon of Insight  would prove itself unviable.

After looking at all the single-target spells Holy Paladins have available, it’s easy to see that Beacon of Insight would provide, at most, the same amount of healing done by 2 Holy Lights (current Divine Light) on every jump.

Theoretically, on a stacked fight where the entire raid is taking moderate damage, Beacon of Insight could provide a cushion for extra Holy Radiance casts. But the cushion wouldn’t be a strong enough one to make the talent worth taking.

An exception to that might be found in a Selfless Healer build, as the cast times are much quicker and the up-time on Beacon of Insight would be potentially higher.

con4

While Beacon of Insight may be useful in some situations, the talent’s not strong enough for baseline usage. (At least not in its current state, which may change by WoD’s release, of course). 

 

Level 100 Talents: Beacon of Faith

***Disclaimer: This post is speculative in nature***

The Level 100 Talents are centered around Beacon of Light, the most iconic spell in the Holy Paladin toolkit.

Tower of Radiance is a passive ability that grants 1 Holy Power when using Flash of Light or Divine Light on the Beaconed target. Assuming the ability stays the same, Divine Light will be replaced by Holy Light and both Holy Light and Flash of Light will grant 1 Holy Power when cast on the Beaconed target.

beaconfaith

Beacon of Faith: Mark a second target as a Beacon, mimicking the effects of Beacon of Light. 60 yd range, Instant, 3 sec cooldown

A 2nd Beacon is a nice throughput increase. The standard would be to place both Beacons on tanks, but there are other options.

One example that comes to mind is Heroic Immerseus. Being able to throw two Beacons on the little adds during the Split phases would make it possible to heal more than 2 or 3. Paladins currently suffer on this fight, because their mobility is extremely limited and their single-target heals lack strength.

Another fight where this talent would be useful is Heroic Shamans. While healing the top, a Paladin could throw two Beacons on the tanks. But a Paladin could also choose to Beacon one tank and the person with the Toxic Mist debuff.

Heroic Nazgrim allows for the possibility of Beaconing both tanks or Beaconing one tank and the person who gets targeted by the sniper. And on Heroic Spoils, a double Beacon would allow a Paladin to keep their tank Beaconed as well as the person who gets Set to Blow.

con3

A 2nd Beacon reduces the headache of a Beacon-Swap play-style. There would be no need to worry about whether switching Beacon off the tank is the right move to make. Because as soon as Beacon gets moved to a non-tank player—well, that tends to happen right at the moment the tank makes a mistake or gets hit by a weird ability.

So a 2nd Beacon seems like a good talent choice. Especially since it will be on a separate button and can be moved around at will. This talent will make the Beacon of Light glyph baseline, assuming that it will affect both Beacon of Light and Beacon of Faith.

~*~*~*~*~*~*~*~

In my next post, I will examine the middle tier of the Level 100 Talents, Beacon of Insight.

Tier 45 Talents, Warlords Speculation

***Disclaimer: This post is speculative in nature.***

The recent release of the 6.0 Alpha Notes has the healer community in an uproar. Losing instant-cast spells and smart heals are significant changes. And the changes aren’t all good.

Holy Paladins are the hardest hit by the loss of instant-cast heals, because their mobility is already one of the weakest in the game. The 3 Holy Power finishers they have–Word of Glory, Light of Dawn, and Eternal Flame—are all being redesigned. Instead of being instant-cast, the spells will have a 1.5 second cast time.

Eternal Flame’s HoT portion is being reduced by 50%. The HoT portion will no longer be affected by Bastion of Glory, which is a change that affects Protection Paladins more than Holy (Prot will most likely favor Sacred Shield in WoD because of this change).

The 50% reduction to the HoT portion of Eternal Flame, in combination with the new 1.5 cast time, may push Paladins away from using the Eternal Flame talent. They will have to choose between Sacred Shield and Selfless Healer.

sacred shield

Sacred Shield, as it stands, has 3 charges before a 10 second cooldown is incurred. That means a Holy Paladin can use it on 3 people instantly and then they have to wait 10 seconds before they can cast it again. It’s a bulky talent, difficult to manage, and it doesn’t scale with Mastery.

In Warlords, the lack of Mastery scaling makes it appealing. Blizzard has said they are decreasing healing done by absorbs and that might cause Holy Paladins to disregard their secondary stat.

But for Sacred Shield to be viable in Warlords, it needs to be redesigned. Blizzard could remove the cooldown between charges or they could make it similar to the Wrath version of Sacred Shield. Doing so would give Sacred Shield 1 charge and increase the amount of damage it absorbs.

Even if they change it, Sacred Shield will be awkward. It’s hard to figure out whether to use WoG or LoD with Sacred Shield, as the Holy Power finishers don’t really mesh with the talent. WoG and LoD, instead of being finishers, turn into spells used to dump Holy Power.

The lack of interaction between Holy Power finishers and Sacred Shield bring the inherent weakness of the Holy Power system to light.

Shealer

Selfless Healer works through judgment to decrease the cast time and mana cost of specific spells while boosting their effectiveness for each stack of the buff (stacks up to 3). The spells currently affected by Selfless Healer are Holy Radiance, Divine Light, and Flash of Light.

Assuming the model carries over to Warlords, Holy Light, Flash of Light, and Holy Radiance should all be affected by Selfless Healer. The reduction in cast time and mana cost is 35% per stack while the increase in effectiveness is 20% per stack.

While mana might matter less in Warlords than it ever has before, the reduction in cast time and the increase in effective healing makes Selfless Healer an intriguing talent. One that may very well become the new standard.

Enhanced Holy Shock is a new Draenor Perk that grants Holy Light and Flash of Light a 10% chance to cause the next Holy Shock used not to trigger a cooldown. This is really the return of the old Daybreak talent, sub 10%.

A 10% chance to trigger a back-to-back Holy Shock is another reason Selfless Healer may become the go-to talent in Warlords.

With the assumption that Selfless Healer will reduce the cast time of both Holy Light and Flash of Light, the Enhanced Holy Shock perk favors Selfless Healer over Sacred Shield or Eternal Flame.

The reason is simple. The fast casts of Holy Light and Flash of Light with Selfless Healer will cause the Enhanced Holy Shock perk to proc more often. And the more Holy Shocks being cast, the better. Especially in Warlords, where Holy Paladin mobility will be severely limited.

conclusion2

Selfless Healer may be the only talent able to soften the impact of Holy Power finishers incurring a 1.5 second cast time, as it is the only talent that will allow certain spells to be cast under the 1 second global.

In addition to that, it decreases mana cost and increases the effective healing of single-target spells. All the changes point to Holy Paladins reclaiming their niche as the strongest single-target healers in the game (aka, tank healers).

Selfless Healer will increase the amount of single-target heals Holy Paladins can do. That brings up the question about how they will be able to raid heal effectively, but that’s a topic for another day.