Category Archives: Healing

Healing Throne of Thunder – Last Stand of the Zandalari

Here are some tips for the first three bosses in Throne of Thunder as a Resto Druid, including the best time to use cooldowns and which talents and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Feline Swiftness is the level 15 talent that I recommend for any fight.
  • Nature’s Swiftness is the level 30 talent I recommend for any fight. Remember the cooldown is only 1 minute. It makes your next heal instant, 50% bigger and mana-free, so use it often.
  • The major glyphs I usually recommend are: Glyph of Wild Growth, Glyph of Lifebloom and Glyph of Regrowth.
  • For the good of the raid, using Symb on a tank is a good bet in most cases (a Paladin or Warrior would be my last choice since, really, who wants Cleanse or Intimidating Roar on a boss fight?) If you use this on a DK or a Monk, be sure to use IBF or Fortifying Brew during the encounter.
  • Carry lots of Tome of the Clear Mind. Which talents are strongest can change from fight to fight. It you want to maximize your healing potential, you will be changing talents often.

Jin’rokh the Breaker

This is a fairly simple and undertuned fight compared to the rest of the raid instance. However the damage can get high, especially if people mess up.

The fight follows a simple pattern. After a brief period at the start of the fight where not much happens, the boss will throw the active tank at one of the 4 pillars around the room. When this happens, a pool of water will spawn and grow until it takes up almost a quarter of the room. This pool increases damage taken and received, and is conductive – so any damage taken by someone in here is shared with everyone else. After 90 seconds, Jin’rokh will electrify the pool so the raid can no longer stand in it. Shortly after, Jin’rokh will hurl the tank at another pillar and the cycle will repeat. Jin’rokh needs to be killed before you run out of room to stand.

There are a few abilities to be aware of:

  • The tanks take moderate damage, but the real dangers are Static Burst and Static Wound. When the active tank has this debuff, any damage done to them will do damage to the raid as well. Make sure you can see this debuff on your frames.
  • Focused Lightning will focus on a random player and do significant damage to them when it hits them. They will need to be topped up before they get hit and will need a heal afterward as well. If someone gets hit by FL while in Conductive Water, everyone in the water will take damage.
  • Lightning Storm deals heavy raid damage over 15 seconds and happens in between every pool.

Keep your HoTs rolling on the current tank. While the raid is in Conductive Waters I try to keep Swiftmend under the melee stack, while healing the ranged with Wild Growth. When someone gets Focused Lightning, get a Rejuv on them before they run out and be ready with a direct heal after they take the hit (or before if they are at low health). Lightning Storm is the most damage intensive part of the fight. Make sure you’re using your AoE and group heals on cooldown while everyone is stacked up, along with Rejuvs and Regrowths on those low on health.

Talents

Level 60 – This is one of the few fights where I think Soul of the Forest might be more worthwhile than Incarnation, but it depends on your raid group. If your raid dps is good, this fight will be short – less than 4 minutes. If that’s the case the extra output from SotF should outperform Incarnation, since you’ll only get to use it once.

Level 90 – Heart of the Wild. The first 30 seconds of the fight is quite uneventful, you should be able to help out a bit by doing some damage.

Symbiosis

I give Symbiosis to a tank to give them an extra cooldown (even if it’s a Paladin), or to a Monk/DK for an extra damage mitigation cooldown for myself.

Cooldowns

Wild Mushroom – I set up Mushrooms in the center of the room, where everyone will be standing for the Lightning Storm. You should be able to Bloom them during each Storm.

Tranquility – Lightning Storm is the best place to use this since you know everyone will need healing. However, it can also be used in an emergency – like if someone gets hit by Focused Lightning in the Conductive Water.

HotW – If you take this, you can spend some time doing DPS at the start of the fight since there’s not much to heal.

Horridon

 Horridon is a 5 phase fight with four different groups of troll adds to kill. Each add phase will have one of the tanks handling Horridon while the rest of the raid deals with the adds. On each add (or gate) phase, the goal is to damage a Dinomancer which will drop an Orb of control which will let one of your raider will be able to use on Horridon to end that add phase. Once all the adds have been cleared, you will fight Warlord Jalak and Horridon himself. A very important part of this fight is to dispel.

Here are the major damaging abilities to be aware of.

  • Triple Puncture stacks on the current tank, increasing their damage taken. They will need more and more healing as their stacks increase.
  • Double Swipe does heavy damage, but is completely avoidable. No one should be taking damage from this.

Farraki Trolls

  • Stone Gaze is the priority dispel target.
  • Blazing Sunlight will go out on many members of the raid. This is a stacking DoT. Don’t try to dispel every single one, you’ll run out of mana. Only dispel when the stacks start getting high (3-4).
  • Sand Traps is a ground effect that does a ton of damage, but are completely avoidable.

Gurubashi Trolls

  • Rending Charge is a bleed effect that can occur on anyone. This person will need some dedicated heals. At least keep a Rejuv on them.
  • Venom Bolt Volley – Hopefully many of these can be interrupted, but your raid is doing to get pelted by this stacking poison DoT. Again, don’t try to dispel every one. If you have a Monk, they can clear everyone’s poison once it reaches 3-4 stacks.
  • Living Poison is another ground effect that does lots of damage but can be avoided.

Drakkari Trolls

Amani Trolls

  • Fireball will do damage to random players.
  • Chain Lightning will damage 3 random players. It will only jump to 3 people so it’s not worth spreading out for.
  • Hex of Confusion – Dispelling this should be your priority as not everyone can get rid of curses.
  • There are also 2 avoidable sources of damage – Swipe (don’t stand in front of bears) and Lightning Nova Totem.

Once all four troll gates have been cleared, the fight becomes a simple burn of Jalak, then Horridon. Jalak will cast Bestial Cry often, since the damage increases every time, he needs to be killed quickly. Once Jalak dies, Horridon will enrage, doing more damage to the tank.

As a healer, how difficult this fight will be for you depends very much on how well your raid avoids all the avoidable mechanics. If no one gets hit by Double Swipe or stands in Sand Traps and such there’s actually very little to heal (but lots to dispel!). I keep Lifebloom rolling on the current Horridon tank, as they are usually taking more damage than the add tank. Keep your AoE and ground healing spells on cooldown and be ready for some quick spot heals on those who stand in bad things. For dispels, prioritize Stone Gaze on the first gate and Hex of Confusion on the fourth.

When you reach the final phase of the fight, do everything you can to keep the raid topped up before each Bestial Cry – this shouldn’t be too hard as everyone can group up. Once Jalak is dead the current tank is the only one who should be taking damage so just pile heals on to them.

Talents

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed.

Level 75 – I like to take Disorienting Roar here so I can help out a bit if adds are getting out of control.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

If you’re short on Paladins and Priests, you can use Symbiosis on a Paladin so you can help cleanse on the third gate.

Cooldowns

Wild Mushroom – Mushrooms are not great for this fight. I try to set them up around the front of each gate (pre-pull for the first, as we’re running over for the next), but with all the ground effects to get out of and varying behviour of the troll adds, it’s hard to predict where people will end up standing. In the last phase you should be able to set up Mushrooms where the raid is grouped up while fighting Jalak and you can Bloom them after one of the later Bestial Crys.

Tranquility –  I try to get in as many uses of Tranq as I can. The first time I use it is usually on the 2nds gate, when poisons are ticking on everyone. After that, use when it’s up when needed – 2nd use tends to be either at the end of the 3rd gate or start of the 4th and then hopefully it can be used a third time after a Bestial Cry.

Incarnation – Use this early and often. Keep LBs up on both tanks.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Be free with your Ironbark usage during the first 4 phases of the fight. The best place to use it is on the Horridon tank as their Triple Puncture stacks are getting high. In the last phase make sure Ironbark is up and ready to be used when Horridon is enraged.

Council of Elders

Council is a fight against 4 bosses at once who do not share a health pool. Each boss has their own abilities you need to worry about plus one at a time gets empowered, giving them a new ability or modifying an existing one.

Here are the major damaging abilities to be aware of:

Malakk

  • Biting Cold targets one player and does heavy damage to them for 30 seconds. They will need some dedicated heals and to get away from everyone else.
  • While Malakk is empowered he uses Frostbite instead, whose damage is shared among anyone in range of the target.

Kazra’jin

  • Kazra continuously uses Reckless Charge. People should be getting out of the way of this as much as possible.
  • While empowered, Kazra will become Overloaded at the end of each charge. He will be stunned, but will reflect 25% of all damage taken. Since he’s the kill target when he’s empowered, the dps will need extra healing here.

Sul

  • Sand Bolts inflict heavy damage on random players. They can be interrupted, but some are bound to get off.
  • Quicksand is a ground effect that heals very heavy damage. People must get out of this asap. People in this will be slowed, then eventually Entrapped and will need a dispel.
  • While empowered, Sul will cast Sandstorm which deals heavy raidwide damage over 8 seconds. While this is happening, Living Sand adds will spawn from quicksand pools. Be sure you are standing near the add tank and have a mitigation/threat drop ability ready if you’re anything like me and have a tendency to pull threat on adds.

Mar’li

  • Wrath of the Loa inflicts heavy damage on random players. It can be interrupted, but some are bound to get through.
  • Mar’li will also summon Loas spirits. These aren’t something you have to worry about from a healing perspective, but they can be stunned and knocked back, so you should be able to help control them.

 On this fight I keep Lifebloom on whichever tank is currently tanking two bosses. I try to keep Swiftmend down on either the melee pile or under the Frostbite target if Malakk is empowered. Be prepared to Regrowth anyone who takes a hit from Wrath of the Loa or Sand Bolts and watch out for people who get trapped in Quicksand. The most healing intensive parts of the fight are the Sandstorm and Kazra’s Overload.

Talents

Level 45 – Take Typhoon so you can help knockback Loa Spirits before they reach their target.

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed. It will also allow you to keep Lifebloom on both tanks at times.

Level 75 – I like to take Disorienting Roar here so I can give myself a brief reprieve if the Living Sands aggro on to me.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

Either give it to a tank (preferably a Monk or DK so you can get a mitigation cooldown for yourself), or use it on a Shaman. Between the Quicksands and Kazra’s charge you may have to move a lot and you don’t want Tranquility interrupted when you use it.

Cooldowns

Wild Mushroom – Mushrooms are okay for this fight. There are two places I will set them up – either around the melee, or at the Frostbite stack point. The amount of movement on this fight makes Mushroom healing a little hit and miss, but they should be able to help out a bit.

Tranquility –  I generally use Tranquility while Kazra is Overloaded and reflecting damage back at your dps.

Incarnation – I like to have this up during Sandstorms. The extra output is great for all the damage the raid is taking and having LBs on both tanks is also useful since one of the tanks will be dealing with adds.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Use this often to help reduce damage on whichever tank has two of the bosses.

Happy healing!

Evaluating Discipline Priests with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Discipline Priests. Thank you to the awesome Derevka of Tales of a Priest, who reviewed the post and shared some of his Priestly knowledge with me.

(This post may be easier to read, with less squishy pictures, over on the guide page).


 Here are specific things to look for when analyzing discipline priest logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Healing Done

Discipline priests are the masters of mitigation. They are great tank healers but are also capable of putting out a huge amount of absorbs on the raid through Spirit Shell, DA and PW:S. Disc Priests have a wide variety of spells and cooldowns to manage.

Healing by Spell

Disc Priest healing done on World of Logs

Spell selection – Is the priest using the appropriate spells?

Priests have: Heal, Greater Heal, Flash Heal, Binding Heal, Penance, Atonement, Power Word: Shield, Spirit Shell, Prayer of Healing, Prayer of Mending, Renew, Divine Aegis (passive effect), and one of Cascade, Halo or Divine Star (Tier 6 talents).

Top Spells

With few exceptions, Spirit Shell and Divine Aegis should be a Disc Priest’s top heals. Spirit Shell is extremely powerful when used correctly. Atonement and Power Word: Shield should be up there as well. On fights with lots of raid damage, the Tier 6 talent (usually Cascade) should also provide a lot of healing.

Spells that may show not show up in the logs much – or at all – include:

  • Flash Heal: For lesser geared healers, Flash Heal should be used in emergencies only since it is extremely inefficient. For healers who are overgeared and/or have access to a lot of mana cooldowns, it may show up more frequently.

  • Renew: This spell is very weak for Disc Priests. It may be rolled on a tank or cast on the move, but overall it should not make up a significant portion of healing done.

  • Heal: Though Heal is very efficient, it does relatively little healing. Priests may not use it in favour bigger, more expensive heals.

Notes on specific spells:

Power Word: Shield

WoL: Power Word Shield
Power Word: Shield should be kept up on the tank(s), or cast on anyone else taking very heavy raid damage. PW:S should be cast often – at least every 12 seconds for the Rapture proc, but usually more often than that. You want to see fairly low overhealing on this.

Penance
Penance is a fairly cheap heal that hits 3 times in rapid succession. It is an excellent way to get a 3-stack of Grace up on a target, and is also great for Atonement heals. This should be used close to on cooldown (cooldown is 9 seconds). Priests should be using Penance more for Atonement healing than direct healing.

Power Word: Solace

PW-Solace
On most fights, you want to see that Priests have taken (and are using) Power Word: Solace as their Tier 3 talent. It provides a free, instant, smart heal so is great in terms of both HPS and HPM. It has a 10-second cooldown and should be used often.

The only reason for a Disc Priest to not take PW:Solace is if the extra damage from Mindbender is really needed.

Atonement

WoL Atonement

Atonement in the healing by spell tab

 

WoL Disc Priest damage by spell

Atonement healing in the damage by spell tab

There are three spells Priests can cast offensively that cause Atonement healing: Penance, Smite and Holy Fire (or Power Word: Solace, depending on talent choices). To see how these spells are being used, check the damage by spell tab. Penance is the most efficient, powerful heal and should appear at the top of damage done, followed by Smite, then Holy Fire/PW:Solace.

Cascade
Cascade will be a Disc Priests tier 6 talent of choice in most situations. It’s a smart heal that heals 15 people and has only a 25 second cooldown. You should see this used often and providing a fair amount of healing on any fight where the raid is taking significant damage.

Prayer of Mending
Priests should be casting this on cooldown so it should provide a fair bit of their healing. With the 2T15 bonus, PoM should account for even more.

Void Shift

WoL Void Shift
This is a newer cooldown for Priests that allows them to switch their health with the health of their target. It’s not something that will be used on cooldown or anything, but it you should see it used at least a few times over the course of a raid. Check the amount healed (it should be high per cast) to see if the Priest is faster with VS than your Pallies are with LoH. There is a slight delay in the health exchange after this has been cast.

Buffs Cast

This screen will tell you how often a priest is using their cooldowns, along with the uptime on key abilities.

World of Logs - Disc Priest buffs cast

Prayer of Mending – PoM should be cast on cooldown and be up as much as possible. 80%+ uptime is a good target for most fights. However, if the fight has people constantly taking damage (like Tortos) it will likely run out of charges before the cooldown is up again and the uptime will be lower (probably around 60%.)

Grace – With Disc Priests’ focus on Atonement healing, Grace is a bit of an outdated mechanic. If the Priest is strictly assigned to tank healing, you want to see Grace up on that target all the time. However, since Discs are such powerful raid healers, Grace uptime is likely to be low and not something to worry too much about. Grace should have a higher uptime in 10s than 25s.

Archangel – Archangel consumes stacks of Evangelism, giving 5% increased healing per stack. It has a 30 second cooldown and lasts 18 seconds, so the maximum uptime is 60%, though it won’t be up this often in practice. You want to see the Priest using Archangel often throughout the fight, and only when they are at 5 stacks of Evangelism.

Evangelism

To see how Evangelism and Archangel are being lined up, click the # beside both. Hovering over the Evangelism bars will show how many stacks it was at. You want to see 5 stacks before the Archangel bar lights up.

Inner Focus – Inner Focus makes your next spell cost less mana and a guaranteed crit. It has a 45 second cooldown and should be used often. A good practice is to use Inner Focus before a PoH while Spirit Shell is active.

Inner-Focus

Clicking the # next to Inner Focus and Spirit Shell will show you if these things are being lined up, as they are in the example above.

Inner Sanctum / Inner Will – One of these should be up all the time. However, if the Priest casts one of these before the fight begins and never switches it, it won’t show up here.

Hymn of Hope – Hymn of Hope restores mana to the raid and should be used on every fight. It has an 8 minute cooldown. You should see 12 ticks to indicate that it was channelled for the full duration.

Pain Suppression – Pain Suppression has a three-minute cooldown. Its use will often be prescribed by the raid leader. You should see PS used 1-3 times on most fights, depending on length.

Power Infusion (optional talent) – Power Infusion reduces casting time and the cost of spells. It has a 2 minute cooldown. It should be used often. Pairing it with Spirit Shell can make a very powerful combo.

Trinkets – If the priest has any on-use trinkets, or racials like Arcane Torrent they should be used as much as possible. Compare the cooldown to the amount of times used.

Other things to look for

There are a few important things that won’t show up under Healing Done or Buffs Cast, and you’ll have to look for them using the Expression Editor.

Power Word: Barrier 

WoL Power Word: Barrier

To find out how often PW:B is used, you need to use the Expression Editor. Go to Dashboard > Expression Editor and add in the following (replace the sourceName with the name of the priest):

sourceName = "Priest"
and (Spell = "Power Word: Barrier")

This will show you how many times PW:B was cast. If you want more details, such as how many people were affected by the Barrier, just use (Spell = “Power Word: Barrier”) as the query.

Shadowfiend 
This restores mana to the priest and does some damage too. Shadowfiend has a 3 minute cooldown. Paste in the following query (replace the sourceName with the name of the Priest):

sourceName = "Priest"
and (Spell = "Shadowfiend")

If the Priest has specced into Mindbender, it has only a 1 minute cooldown. Paste in the following query (replace the sourceName with the name of the Priest):

sourceName = "Priest"
and (Spell = "Shadowfiend")

No matter which ability the Priest has, you should see it used first within about a minute of the start of the fight and then again whenever it’s off cooldown.

What Resto Druids Need to Know for 5.2

Unless something unexpected happens, 5.2 is going to drop on March 5th. Just a few days away. There is a fantastic round-up of 5.2-related posts on the official site that you should definitely check out. Here are the changes that resto Druids need to know about.

buffs

A number of Resto Druid abilities have been buffed, or improved in some way.

Naturalist: This new passive learned at level 10 by Restoration Druids increases all healing done by the Druid by 10%.

This is a nice buff to all our healing. Hopefully in 5.2, this chart will look a little different and Druids will be on more even footing with the other healing classes.

Wild Mushrooms will now gain 25% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 33% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area of effect.

Mushrooms definitely needed some love, hopefully this change is enough to make them useful. The 33% bonus healing is applied to each Mushroom, so a 3-stack will now heal for an extra ~450k (or whatever your current health value is), split between all targets. This will make for a potent heal if it hits a single or a limited number of targets, and a reasonable group heal if it hits many targets. However, because the Mushrooms need to charge up, it makes placement of them even more important. We’ll need to learn not to place them where the raid is now, but where the raid will be in the future. Start teaching your raid that hugging Mushrooms is the cool thing to do.

The healing granted by Cenarion Ward when a target takes damage has been increased by 100%.

The current healing of Cenarion Ward is not very good. In my current gear, self-buffed, CW does a total of about 67000 healing. Doubling the amount will make it a very decent sized heal, on a 30-second cooldown. In terms of raw HPS, this puts CW ahead of Nature’s Swiftness. However, the problems with CW remain – it is very susceptible to overheal. In most cases, I still prefer Nature’s Swiftness free, emergency heal over another HoT.

Soul of the Forest: Now grants 75% Haste on the next spell cast after the Druid casts Swiftmend.

Soul of the Forest is a great boost to raid healing, granting 75% haste instead of 50% makes it even better. This means than at ideal haste levels, casting Wild Growth with the SotF buff will give you 14 ticks (up from 12). However, once we drop our 4T14 bonus we’re going to run back into the problem of the cooldowns on Swiftmend and Wild Growth aligning poorly, which means Incarnation will likely be more useful. For more on how the change to SotF will affect your HoTs, go visit Binkenstein.

The Treants summoned by Force of Nature now deal more damage and healing, and the Force of Nature tooltip will report the capabilities of these summoned pets.

I’m not sure exactly how much more healing FoN will do now. I’ve heard that they’re a fair bit better, both in HPS and not being completely stupid. I still don’t see many situations where I’d take this over Incarnation or SotF though.

Rejuvenation now costs approximately 9% less mana.

This is really just a way to let us break our 2T14 set bonuses without it hurting.

My Resto Druid Guide has been updated to reflect these changes.

Other Spell Changes

There are also a few minor spell changes coming. First, one of our talents is changing;

Nature’s Vigil now has a 90-second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%).

Numerically, there’s no change here. NV can just be used twice as often but provides half the bonus. This makes NV as an output cooldown less attractive to me. While I currently switch between NV and HotW on some fights, I foresee sticking with HotW most of the time now.

Revive and Mark of the Wild now cost 55% less mana.
Faerie Swarm can now snare more than one target at a time.
Mass Entanglement now has a 30-second cooldown (was 2 minutes).
Typhoon now has a 30-second cooldown (was 20 seconds).

These four changes will have minor impact on the average raiding resto Druid. The cost reduction of MotW will be nice for rebuffing those who get battle rezzed. The cooldown reduction on Mass Entanglement will make us better at CC if T15 brings us more fights with lots of adds – I would have loved this while working on Heroic Will.

Gear

I’ve posted the list of new gear available in 5.2. Valor is not being reset, so hopefully you’re sitting on a lot of it as we go into the patch. The new Shadow-Pan Assault rep has a lot of good options for quick upgrades. You’ll be able to purchase a new neck immediately for 1250 VP. If you’re anything like me, bracers tend to be the bane of the gearing process (still wearing 489s from normal Spirit Kings). SPA offers some nice bracers at Friendly for 1250 VP which you should be able to obtain quickly as well. There is also a trinket available at Friendly for 1750 VP.

None of the changes have caused our stat priority to change. You’ll still be looking to maintain your 3043 Haste level, then focusing on other secondary stats.

Throne of Thunder

If you want to get a head start on learning how to heal encounters in Throne of Thunder, go check out Dayani’s awesome, comprehensive preview of the new raid bosses.
Part 1
Part 2

Evaluating Holy Paladins with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Holy Paladins. Thank you to Jacii, one of Apotheosis’s amazing Pally healers for reviewing and contributing to the post.

(This post may be easier to read, with less squishy pictures, over on the guide page).


Here are specific things to look for when analyzing holy paladin logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Healing Done

Paladins are great tank healers and are also very strong at healing the raid when they are grouped close together. They have a number of utility spells and cooldowns to juggle. Holy Paladins should be evaluating not just on their output but also how well they make use of their abilities.

Healing by Spell

World of Logs Paladin healing done

There are a number of things to look for on this screen, including:

Spell selection – Is the paladin using all their available spells?

Paladins have: Divine Light, Holy Light, Beacon of Light, Holy Shock, Holy Radiance, Word of Glory, Light of Dawn, Lay on Hands, and passive healing from their Mastery – Illuminated Healing. They also have either Eternal Flame or Sacred Shield (level 45 talents) and one of Holy Prism, Light’s Hammer or Execution Sentence (level 90 talents). Healing from all of these spells should be seen on most fights. The only spell that is not typically used much is Flash of Light due to it’s poor mana efficiency (though it can be excellent on fights where mana doesn’t matter so much).

Top spells – A paladin’s top spells will vary based on the fight and their assignment, though Illuminated Healing will generally be at or near the top on any fight, along with Eternal Flame if the Pally has taken it.  For fights that are heaviest on tank damage Beacon should be doing a lot of the healing. When the raid is grouped up, Holy Radiance will often be one of the top heals even if the paladin is assigned to tank heal.

Overhealing – Overhealing is dependent on spell. Spells like Beacon of Light and Holy Radiance will generally have high overheal, which cannot be avoided so it is not a useful metric to look at. However targeted, single target spells such as Divine Light and Holy Shock should be low on overheal.

Notes on specific spells:

Divine Light vs. Holy Light
Two slow, direct healing spells. Divine Light costs 3x the mana and heals for 3x as much and gives Holy Power if cast on the Beacon target. The amount these spells are used will depend on the fight and damage taken. Check the amount of overheal on these two spells. If the overhealing on Divine Light is too high (nearing or over 40%), the paladin may be wasting mana and should be relying more on Holy Light. Paladin have so many other spells to use, and group heals that transfer through Beacon that you may not see a lot of use of either of these spells.

Holy Shock

World of Logs Paladin-Holy-Shock
Holy Shock should be used on cooldown to maximize Holy Power gains. Though it won’t be on top in terms of healing done, it should be near the top in terms of number of times it is cast. It has a 6 second cooldown, or 4 seconds with 4T14. Compare the number of direct heals to the maximum number of times it can be cast.

Holy Radiance and Daybreak
Daybreak is a buff that you get every time you cast Holy Radiance.  The buff will make your next Holy Shock cast within 6 seconds duplicate into a second heal that will heal all targets within 10 yards of the initial Holy Shock target. If Holy Radiance healing is high, but Daybreak doesn’t make up at least a few % of total healing, the Paladin is likely not using Holy shock appropriately.

Word of Glory (or Eternal Flame) and Light of Dawn

Paladin-Eternal-Flame,-Light-of-Dawn
These are the spells that use up Holy Power. Word of Glory/Eternal Flame should be used more often when tank healing or people are spread out, while Light of Dawn becomes more useful as people are grouped up, or damage is more bursty. One of these spells (or a combination of them) should make up a significant portion (20%+) of total healing. If they don’t, the Paladin may not be using their Holy Power optimally.

Lay on Hands
The first thing to look for is whether Lay on Hands was used at all. In addition to providing a huge amount of healing, with Glyph of Divinity LoH also returns mana. Though it may not get used on every fight, it should be used on most fights. A lack of LoH over a raid night should set off warning bells.

Tier 3 Talents
Tier 3 gives Paladins a choice of 2 new healing spells (yes there are 3 options, but Selfless Healer is the wrong one).
Eternal Flame – This spell replaces Word of Glory, turning it into a 30 second heal over time. If the Pally has this talent, it should account for a lot of their healing, especially if they apply the HoT to as many raiders as possible.  The HoTportion of Eternal Flame transfers to the Beacon at 50%.
Sacred Shield – This provides a shield (can only be on one person at a time) which absorbs damage every 6 seconds. If the Pally takes this talent, SS should be up on their primary target all the time.
You’ll also want to check the uptimes on these spells. (See next section)

Tier 6 Talents
Paladins get a choice of 3 new heals for their Tier 6 talent. These talents have very short cooldowns, and should be used often. Use can be delayed for predictable damage, or in combination with an output cooldown.

You should see healing from one of the following:
Stay of Execution (from the talent Execution Sentence) – Single target heal over time. 1 minute cooldown. This is a good choice on fights with very heavy tank damage. You can see the number of times this was cast on the Buffs Cast screen.
Holy Prism – Can be used as a single-target heal or a small area of effect heal. 20 second cooldown. This is the only option with a mana cost.
Arcing Light (from the talent Light’s Hammer) – An AoE ground heal that lasts 17.5 seconds. 1 minute cooldown. Light’s Hammer is a good choice on fights where the raid is grouped up and more AoE healing is needed. Light’s Hammer’s heals transfer to the Beacon target at a rate of 15%.

Buffs Cast

This screen will tell you how often a paladin is using their cooldowns, along with the uptime on key abilities.

Paladin-buffs-castBeacon of Light – Paladins’ signature ability. Should be up all the time. If it’s cast pre-pull and never put on a new target, Beacon will not show up here. Make sure Beacon healing is present in the Healing by Spell tab.

Eternal Flame – If specced into this, it should always be up. Look for 95%+ uptime.

Sacred Shield – If specced into this, it should always be up. There are two buffs that will show up for Sacred Shield. You want to look for spell ID 20925. Uptime should be 90%+.

Guardian of Ancient Kings – When activated, it will heal the target of your next 5 heals and everyone within 10 yards of them. 5 minute cooldown. Will generally only be used once per fight, but can be used more on long fights. This should be present on every boss fight. GoaK will show up as a pet on the Healing Done screen.

Avenging Wrath – Increases healing and damage by 20% for 20 seconds, 3 minute cooldown. This should be used often, generally 2-3 times per boss depending on the length of the fight.

Divine Favor – Increases haste and crit chance by 20% for 20 seconds, 3 minute cooldown. This should be used often, generally 2-3 times per boss depending on the length of the fight. Can be paired with AW for a super cooldown. Click the # next to each of these spells to see if they’re being used together or separately.

Holy Avenger (optional talent) – Makes Holy Power abilities do 30% more healing and generate more Holy Power for 18 seconds. 2 minute cooldown.

Devotion Aura – Reduces magic damage by 20% and prevents silences and interrupts for 6 seconds. 3 minute cooldown. This should be seen on any fight with raid-wide magic damage. The chart will tell how many people were affected by it (which will include pets and things). Click the # next to the spell to see a when and how many times it was used.

Divine Protection – Reduces magic damage taken by 40%, 40 second cooldown. With the Glyph of Divine Protection, it will also reduce physical damage taken by 20%, and will reduce the magic reduction to 20% as well. This should be used often, whenever the Paladin is taking significant damage.

Divine Shield – Used in emergencies, it makes the Paladin invulnerable to damage. It won’t be used often, but if you find the paladin is often dying without ever using it, there is a problem. DS can be used with Hand of Sacrifice to prevent unfortunate deaths..

Hand of Sacrifice – This is great for times of heavy tank damage. Paladins should be making regular use of this. It has a 2-minute cooldown, but if specced into Clemency, the spell can be cast twice before incurring a cooldown.

Hand of Salvation/Protection/Freedom – These are situational spells. They probably won’t be used too often, but I see their proactive use as a sign of excellent raid awareness.

Hand of Purity (optional talent) -  If the Pally is specced into it, you should see it used on fights with hard hitting DoTs (like bleeds or magic effects). It has a 30 second cooldown.

Trinkets – If the paladin has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

Paladin-Power-gainsSeal of Insight – Has a chance to give mana back on melee swings. Should have 100% uptime. This does not always show up under buffs. If it doesn’t, check the Power Gains table on the Buffs Cast screen. Since the paladin will not always have the opportunity to melee the boss, this may not be a big source of mana.

Divine Plea – Restores mana over 9 seconds at the cost of reduced healing, 2 minute cooldown. If glyphed, the spell has no healing penalty, but a 5 second cast time. This should be used often. If a paladin complains about running oom, but doesn’t use this close to on cooldown, there is a problem.

Evaluating Resto Shaman with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Resto Shaman. Thank you to the amazing Vixsin of Life in Group 5, who reviewed the post and shared her wealth of Shaman knowledge with me.

(This post may be easier to read, with less squishy pictures, over on the guide page).


Here are specific things to look for when analyzing resto shaman logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Shaman are versatile healers who can do well at either tank or raid healing. They really excel on fights where people are grouped up and they can make the most of spells like Healing Rain and Chain Heal. Though Shaman do not have a huge assortment of healing spells to choose from, they a lot of buffs and cooldowns they need to manage throughout fights.

Healing by Spell

World of Logs - Shaman healing doneSpell selection – Is the shaman using the appropriate spells?

Resto shaman heals include: Healing Rain, Chain Heal, Greater Healing Wave, Healing Wave, Healing Surge, Riptide, Unleash Life, Earth Shield, Healing Stream Totem, Healing Tide Totem, Restorative Mists (from the cooldown Ascendance) and passive healing from Earthliving and Ancestral Awakening.

Top Spells

A shaman’s top spells will vary by fight, assignment and raid size.

In a 25-man raid, a Shaman’s top heals will generally be Healing Rain, Healing Stream Totem and Healing Tide Totem. On fights where the raid is tightly grouped Chain Heal will be up there, while Riptide will be higher on fights where people are more spread out. Earthliving and Restorative Mists can also provide a sizable amount of healing.

If the Shaman is assigned to tank heal, you should see more direct heals, like Greater Healing Wave, used.

In 10s, where tank vs. raid healing assignments are less stringent, Shaman will likely cast a variety of both single-target and group healing spells. Because there are fewer people to stack up in 10s, Healing Rain and Chain Heal will not account for as much healing as they do on 25, and you will likely see Riptide and Greater Healing Wave accounting for a lot of healing.

For any assignment you should also see healing from Earth Shield and Unleash Life, though they are unlikely to provide more than a few percent of overall healing.

Overhealing

Spells like Healing Rain and Earthliving will cause Shaman to be fairly high on overhealing, this isn’t something to be concerned about.

Notes on specific spells:

Unfortunately, the Healing Done and Buffs Cast tabs don’t give much useful information on many important Shaman spells and cooldowns, so use of the Log Browser is often needed. I’ve provided query strings that you can paste into the Log Browser to find the spells you’re looking for. Just remember in each one you need to replace the name “ShamanX” with the name of the Shaman you’re evaluating.

Earth Shield
Earth Shield should be up on a target all the time (more information in Buffs Cast section). The shaman’s direct heals are more effective on their Earth Shield target.

Healing Surge
Due to the high mana cost, Healing Surge should not be used as a staple heal. When it is used, it should have low overhealing compared to HW or GHW, otherwise the Shaman is wasting mana.

Unleash Life

WoL - Shaman-Unleash-Life
Unleash Life provides a small, mana-free heal and buffs the Shaman’s next direct heal by 30%. Healing Rain is included in this, so you should see Shaman casting Unleash Life before each Healing Rain. If Unleash Life use is low (or absent) there is a problem. Check the number of direct heals for Unleash Life – though use will vary per fight, you should be seeing at least 2 direct heals per minute of fight.

If you want to dive a little deeper, you can also check to see if the shaman is casting Unleash Life before Healing Rain in the Log Browser. Paste the following query (be sure to replace the Shaman’s name):

[{"spellNames": ["Healing Rain"], "eventTypes": [6], "sourceNames": ["ShamanX"]}, {"spellNames": ["Unleash Elements"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Then you can check the timestamps to see if Healing Rains immediately follow Unleash Elements casts.

Healing Tide Totem

WoL - Shaman Healing Tide Totem
Healing Tide Totem is an optional talent but because it is a very powerful cooldown, it’s what most Shaman will use on most fights. You should see a significant amount of healing from it on each fight. The number of heals the totem will do is dependant on haste levels when it is dropped (and is a little buggy, I believe), so there’s not an exact number of ticks you can look for. It will generally heal between 25-35 times per use.

HTT has a 3-minute cooldown and Shaman should be trying to get maximum use out of it.

Healing Stream Totem

WoL - Shaman Healing Stream Totem
WoL displays the healing from this very strangely. The Crits and Direct Heals columns are showing the same heals. The Ticks column is showing the number of non-crit heals. To get the total number of ticks from this, you need to add the numbers from the Ticks and Direct Heals columns. Like Healing Tide Totem, the number of times Healing Stream ticks is dependant on haste. You should generally see about 9 ticks per cast.

This is a powerful smart heal with only a 30 second cooldown, so you should see it cast often. If a Shaman’s healing is low, not using this spell enough is often the problem.

To see how many times the spell was cast, use the Log Browser, paste the following query:

[{"spellNames": ["Healing Stream Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Spirit Link Totem

World of Logs - Shaman Spirit Link and Steon Bulwark

This is another powerful cooldown that should be used on any fight. It has a 3-minute cooldown. To tell at a glance if it was used, check the general Healing Done tab. It will appear as a pet under the Shaman’s name. To see how many times it was used, you’re going to have to use the log browser:

[{"spellNames": ["Spirit Link Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Stone Bulwark Totem
Stone Bulwark is an optional talent. It has a 1-minute cooldown and should be used often if the Shaman is taking damage. To tell at a glance if it was used, check the general Healing Done tab. It will appear as a pet under the Shaman’s name. To see how many times it was used, you’re going to have to use the log browser:

[{"spellNames": ["Stone Bulwark Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Mana Tide Totem
Mana Tide is another important cooldown, not just for the Shaman, but for the rest of the healers in the raid. The only way to see how many times it was dropped is with the Log Browser. Mana Tide has a 3 minute cooldown and should be used as much as possible.

[{"spellNames": ["Mana Tide Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Call of the Elements
Call of the Elements is a talented 3-minute cooldown that resets the cooldowns on all totems will a cooldown of 3-minutes or less. It should be used as much as possible so the Shaman can get in extra uses of Healing Stream and Stone Bulwark, as well as utility totems like Grounding or Tremor on certain fights.

The only way to see how many times it was used is with the Log Browser:

[{"spellNames": ["Call of the Elements"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Buffs Cast

This screen will tell you how often a shaman is using their cooldowns, along with the uptime on key abilities.

World of Logs - Shaman Buffs Cast

Earth Shield – Earth Shield should be re-cast whenever it runs out. However, on fights with heavier raid damage, the Shaman may prioritize other spells over refreshing this. Look for uptime of around 80% or higher for raid healers. For tank healers, uptime should be close to 100%.

Ancestral Vigor – Whenever a Shaman heals a target, the target’s maximum health is increased. Since the Shaman should always be healing, uptime should be close to 100%.

Riptide – If the shaman is tank healing, Riptide should have an uptime close to 100% overall. You can look at the tank’s Buffs Gained screen to see the uptime of Riptide on them specifically. When raid healing, uptime will be lower but should still be around 70% or higher.

Tidal Waves – Tidal Waves triggers when Riptide or Chain Heal is cast. Since Riptide and Chain Heal are two of a Shaman’s main spells, you want to see high Tidal Waves uptime. If focused on the tank, uptime should be over 90%. If focused on the raid it will be a bit lower, but should still be over 70-80%.

Earthliving – Every heal has a chance to trigger Earthliving. The only thing to look out for is that there is healing from Earthliving present. If it is absent, or extremely low, the shaman has likely forgotten their weapon enchant or it has run out in the middle of the fight.

Ascendance – This is a major cooldown that copies and distributes all healing done by the Shaman for 15 seconds. It has a 3 minute cooldown, and should be used often.

Spiritwalker’s Grace – This spell allows the shaman to cast while moving for 15 seconds. It has a 2 minute cooldown, it should be used on movement-heavy fights.

Astral Shift – If the Shaman didn’t spec into Stone Bulwark Totem, they will probably have this. It has a 2-minute cooldown and reduces damage taken by 40% for 6 seconds. It should be used when they’re taking a lot of damage.

Ancestral Swiftness – This spell makes your next healing spell an instant cast and has a 1-minute cooldown. If the shaman has this in their spec it should be used frequently.

Elemental Mastery – Another talent on the same tier as Ancestral Swiftness, this increases haste by 30% for 20 seconds and has a 2 minute cooldown. It should be used often.

Ghostwolf – This allows Shaman to move faster and how often/if it’s used will depend on the fight. You should see it used on a fight like Blade Lord, but not so much on more stationary fights like Wind Lord. If a Shaman is not using this, they are missing some opportunities to get around/out of bad faster. However, they also shouldn’t be using it too often as you can’t heal while in Ghostwolf.
Fire/Earth Elemental – If the Shaman is using the talent Prime Elementalist, an Elemental should be dropped once per 5 minutes of fighting (Fire Elemental can be dropped once every 3 minutes if glyphed). *See end of section for for more on this*

WoL - Water ShieldWater Shield – Water Shield provides passive mana regen along with mana return when the shaman is hit by an attack or critically hits with a healing spell. If it’s up all fight, you won’t see it in the Buffs Cast table, but the active mana returns will show up under Power Gains.

Telluric Currents – This is an optional glyph which causes Lightning Bolt casts to restore mana. If the shaman has this glyph you should see mana gained from Telluric Currents under power gains.

Other things to look for:

World of Logs - ReinforceWorld of Logs - Reinforce
If the Shaman has specced into Primal Elementalist their Elemental can channel a healing buff onto them. If you check the Buffs Gained tab, you should see the buff Reinforce (if an Earth Elemental is dropped) or Empower (if a Fire Elemental is dropped). This has a maximum uptime of 60 seconds per Elemental cast, the aim is to have it up as long as possible.

Evaluating Resto Druids with World of Logs

Last year I wrote a series of posts on how to evaluate raiders, specifically healers, using World of Logs. I’ve finally started updating the guide for Mists of Pandaria, starting with – what else? – resto druids!


Here are specific things to look for when analyzing resto druid logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Druids are primarily Heal Over Time (HoT) healers with great mobility and a decent amount of utility. Though Druids have generally been considered raid healers, they can also be strong tank healers.

Healing by Spell

World of Logs - Druid healing by spell
There are a number of things to look for on this screen, including:

Spell selection – Is the druid using all their available spells?

Druids have: Lifebloom, Rejuvenation, Wild Growth, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility, Wild Mushrooms and passive healing from Living Seed. Depending on spec they may also have: Cenarion Ward and/or Force of Nature, though these are weaker than the other available choices in most cases.

Healing from Lifebloom, Rejuv, Wild Growth, Regrowth, Swiftmend and Tranquility should be seen on every fight.

Healing Touch, Nourish and Wild Mushroom: Bloom may not appear, or appear only sparingly. Whether Nourish is used a matter of personal choice, though it will not provide much healing. Healing Touch should only be used in combination with Nature’s Swiftness. Wild Mushrooms may provide some healing on fights where mana is tight or the raid is stacked up.

You should not see healing from Renewal; this is a poor talent choice for a healer.

Top Spells

A druid’s top spells will vary depending on the nature of a fight and how spread out the raid is. Wild Growth and Rejuv will generally be at or near the top. When the raid is tightly grouped up Swiftmend will provide a lot of healing on fights where the raid is grouped up, but less when spread out. Tranquility can also be one of the top spells for healing done when it is timed well and can be used multiple times throughout a fight. If the Druid is tank healing, expect to see Lifebloom and Regrowth higher on the list.

Overhealing

Druids will generally have fairly high overheal because of the nature of their HoTs. This isn’t something to worry about. Lifebloom and Rejuv tend to have quite high overheal while you should see lower overheal on smart heals like Wild Growth or direct heals like Regrowth.

Notes on specific spells:

Lifebloom

WoL - Lifebloom

Uptime is the key metric here. Lifebloom is our source of Omen of Clarity procs and provides a steady stream of heals to whoever it’s placed on (usually a tank). Allowing a 3-stack to fall off, unless it’s timed perfectly to provide an emergency heal from the bloom, means you have to waste time and mana building the stack back up. Lifebloom uptime should be in the 90-100% range on most fights.

Tranquility

WoL-Tranquility

The first thing to look for is whether Tranquility was used at all. It is our best spell in terms of HPS and HPM and should be used on every fight. With a 3 minute cooldown it can be used 2-3 times on most fights.

Next look at the number of direct heals – Each Tranquility should tick 20 times. If this number is not a multiple of 20 it means Tranquility is being interrupted. This is most likely due to casting it at the wrong time and needing to move mid-cast, or interrupting it before it finishes.

Overheal should be fairly low, but the HoT portion of the spell can increase this number.

Swiftmend

WoL-Swiftmend

Check how many times Swiftmend was used by looking at the number of direct heals. Swiftmend has a 15 second cooldown (12 with the T14 4-piece bonus), so it can be used 4 or 5 times per minute. It’s unrealistic to use SM every time it’s available but it should be used often (especially if the Druid is specced into Soul of the Forest).

Note: Swiftmend has two different spell IDs. 18562 is the direct heal, while 81269 is the ground healing portion (previously known as Efflorescence).

Cenarion Ward

If the Druid has this in their spec, the most important thing to look for is overheal. If the overhealing on the spell is very high, the Druid is not using it optimally.

Direct Heals
Direct heals should not make up the bulk of a druid’s healing, but Regrowth should be used fairly often. Low use of direct heals will likely mean that Clearcasting procs are being wasted.

Buffs Cast

This screen will tell you how often a druid is using their cooldowns, along with the uptime on key abilities.

World of Logs Druid buffs cast

Lifebloom – As noted above, uptime should be as close to 100% as possible.

Harmony – This is Druids’ mastery which increases the effect of all HoTs while it’s active. Harmony should be up as much as possible, look for 95%+ uptime. If uptime is much lower, the druid needs to cast more direct heals to keep it active.

Barkskin – Barkskin can be used once every 45 seconds. It should be used often to mitigate damage taken (though not necessarily on cooldown).

Tranquility – As noted above, Tranquility should be used on every fight. The amount should be a multiple of 20, indicating the druid channeled the spell for the full duration (Note: There are 2 Tranquility effects listed, the one to look at is spell ID 44203).

Innervate – Innervate has a 3-minute cooldown. It should be used at 70-80% mana the first time, then whenever it’s off cooldown to get as much mana as possible.

Ironbark –  This is a damage reduction spell Druids can cast on someone else, it has a 2 minute cooldown. It should be used on every fight.

Clearcasting – Compare the amount of Clearcasting procs to the number of Regrowths cast (this is found in the Healing by Spell tab). The Druid should have at least as many Regrowth casts as CC procs.

Trinkets – If the druid has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

The following are talents, so whether they appear in a Druid’s logs is spec-dependent:

Nature’s Swiftness – This spell makes your next spell with a cast time instant, larger and mana free. It has a 1 minute cooldown. This spell is often used for emergency heals, though if the Druid has it in their spec, you should see it used at least a few times on every fight.

Incarnation – Incarnation has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Nature’s Vigil – Nature’s Vigil also has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Heart of the Wild – If the Druid has this in their spec, you may not see it used. It’s generally only used on fights where the Druid has the room to stop healing and do some damage. Otherwise, it’s just taken for the intellect buff.

You should also check to see if the Druid is using abilities given to them by Symbiosis. For the list of those, check here.

Healing Tips for Terrace of Endless Spring

Here some tips on how to heal the four encounters in Terrace of Endless Spring, including the best time to use cooldowns and which talents and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Feline Swiftness is the level 15 talent that I recommend for any fight.
  • Nature’s Swiftness is the level 30 talent I recommend for any fight. Remember the cooldown is only 1 minute. It makes your next heal instant, 50% bigger and mana-free, so use it often.
  • The major glyphs I recommend are: Glyph of Wild Growth, Glyph of Lifebloom and Glyph of Regrowth.
  • For the good of the raid, using Symb on a tank is probably the best choice in most cases (a Paladin or Warrior would be my last choice since, really, who wants Cleanse or Intimidating Roar on a boss fight?) If you use this on a DK or a Monk, be sure to use IBF or Fortifying Brew during the encounter.
  • Carry lots of Tome of the Clear Mind. Which talents are strongest can change from fight to fight. It you want to maximize your healing potential, you will be changing talents often.

Protectors of the Endless

This fight isn’t too exciting to heal. I’m going to go over the healing for Elite mode (Kaolan last), since it’s really no more difficult than normal.

While all three Protectors are up, most of the damage will be focused on the tanks. Keep Lifeblooms on one, keep Rejuv on both. There’s not a whole lot of raid damage, just some Water Bolts which people should be loosely spread out for. There’s also a Lightning Prison which stuns some random raid members and causes them to do damage to players near them. This should be dispelled asap.

Once Regail has been killed, Protector Kaolan will start dropping void zones on the ground, forcing the tank to slowly kite him around the room. Assuming no one likes to stand in void zones, this shouldn’t impact healing much. Asani will start casting Corrupted Waters. Be sure to get near the orb as it’s about to die so you get the Purified buff (increases haste for 20 seconds).

When Asani dies, Kaolan will gain Expel Corruption. Every 30 seconds or so he will drop a 30-yard wide whirlwind-looking thing that damages anyone standing in it – the closer to the center, the more damage you take. The melee may take a bit of damage from this, but it is completely avoidable. The Expel Corruptions will stay on the ground for the duration of the fight, so the raid needs to keep moving to find a clear spot to stand.

One thing to note is that as Protectors are killed, the remaining ones gain a damage buff, so tank damage will be increasing throughout the fight.

Talents

Level 60 – I’d take Incarnation for this so you can have LB stacks on both tanks for a time. There’s not a whole lot of group healing to do in this fight.

Level 90 – Either

Symbiosis

I give Symbiosis to a tank to give them an extra cooldown (even if it’s a Paladin).

Cooldowns

Tranquility – There’s no real amazing time to use healer cooldowns on this fight. While you’re learning it, it might be good to have it up for the first Expel Corruption you encounter in case people get caught in it. Other than that, I just use it whenever.

Tree of Life – Use this at the beginning of the fight for the multi-LB stacks then again whenever it’s available.

HotW – If you take this, you can probably afford to use it and spend some time doing DPS at the start of the fight since there’s not much to heal.

Tsulong

After Protectors, this is much more exciting to heal. This is a 2 phase fight where you alternate between killing Tsulong and healing him.

During night phase, the tanks take moderate damage and the raid takes constant, low-level damage. There is a constantly stacking debuff, which causes people to take more damage. The only way to clear the debuff if to stand in the Sunbeam which spawns throughout the phase for a couple of seconds. People should be aiming to clear their stacks when they get to around 8-10. There is also an ability called Nightmare on this fight, which makes it a good idea to have the ranged spread out a little bit. Nightmare creates a circle on the ground which you can run out of and Tsulong’s Breath should be pointed away from the raid. Don’t go in the Sunbeam to clear your stacks when Nightmare is about to happen or you risk having it spawn in the Sunbeam. Besides the constantly ticking damage, most damage is avoidable. A couple of tricks I use for this phase are to target WG on Tsulong so it can reach anyone, and to use Swiftmend on someone who is standing in the Sunbeam, so anyone who runs in there will get some heals.

During day phase, Tsulong becomes friendly and he becomes the primary healing target. If you are healing Tsulong, keep LB and Rejuv rolling on him along with a steady stream of Regrowths. Cast WG on him when people in the raid are also taking damage. One of the most important things during this phase is to dispel Tsulong ASAP. When an Embodied Terror spawns he will cast a debuff (Terrorize) on both Tsulong and random raiders which will damage them for 10% of their health every second. Make sure you have at least 1 person, and a backup, assigned to dispel Tsulong. The other healers should be dispelling the raiders who get debuffed. Every 30 seconds Tsulong will do a Sun Breath that will buff anyone standing in it. The buff returns 20% of your mana pool and increases your healing done by 200% for 6 seconds. Make sure you are prepped to do the most healing when you get this buff. Spells to use: NS + HT, apply a fresh RJ, Swiftmend, Wild Growth. You should also be using Tranquility for one of the 4 Breaths. Also assign heal increasing cooldowns like Guardian Spirit and Life Cocoon to happen immediately after a Breath. Of course, since the raid is dealing with adds, someone needs to do the much less glamorous job of keeping them alive – it’s usually me :(  When healing the raid I still keep LB on Tsulong and use him as my WG target, but the tanks and other raiders need to be spot-healed throughout the phase. Even if you’re on the raid, make sure you’re in front of Tsulong before he Breathes.

When Tsulong transitions between phases, have people Purge/Dispel him so buffs/debuffs don’t linger.

Talents

Level 60 – I’d take Incarnation so you can more easily heal both Tsulong and an add tank at once during day phase.

Level 90 – Nature’s Vigil so you can use it during the day phases.

Symbiosis

I’ll generally use it on a tank or a Monk.

Cooldowns

Tranquility – I like to use this early on during first night phase, then again on one of the later Breaths in day phase.

Ironbark – I find that sometimes the tanks don’t get to clear their debuffs before they swap. I use Ironbark when I notice a tank has 15+ stacks while tanking the dragon.

Incarnation / Nature’s Vigil – If you have these, make sure they’re up for day phase while you will be affected by breath.

Lei Shi

This fight is mostly about healing the tanks. They will take significant damage from Lei Shi, and the damage gets heavier as the fight goes on. There is really only one ability that does significant damage to the raid, which is Get Away! In addition to damage, this ability pushes everyone towards the edge of the platform. I assign at least 1 healer cooldown for each one of these.

Heal the active tank. A lot. Especially at the end. When Lei Shi casts Get Away, use your cooldowns and put out as much raid healing as you possibly can (the tanks won’t be taking extra damage here).

Talents

Level 60 – Incarnation for the extra healing and ability keep LB on both tanks when adds are up.

Level 75 – Disorienting Roar
The adds that spawn can easily one-shot people if not picked up by the tank immediately. I like to use this on any adds that spawn near me to buy an extra second.

Level 90 – Either talent is good here, though I generally stick with HotW.

Symbiosis

I use Symbiosis on a Shaman so that I can run and Tranq during Get Away. If you don’t have a Shaman, using it on a tank to give them an extra cooldown is a good idea.

Cooldowns

Tranquility – Use during Get Away. You can use this even without Spiritwalker’s Grace, you’ll just be pushed towards the edge, so make sure you’re as close to the center as possible before channelling.

Ironbark – I find the best time for this is when adds are up. Also use it when the boss is under 20% as the tank damage gets crazy.

Incarnation – This is good for a number of abilities during this fight. You can use it during Get Away for the extra healing and ability to cast while moving. You can also use it during the add phases so you can keep LB on both tanks.

Sha of Fear

This fight is… zzz… Oh! I’m sorry, I fell asleep for a minute there. This fight is 10-15 minutes of the same thing and is about as exciting as watching paint dry.

For the majority of the fight you’ll be on the main platform, standing in a light cone, focusing on keeping the active tank alive and occasionally spot healing the raid. The damage on the tanks can be fairly heavy, especially when Thrash happens. For the first 8-10 minutes or so, the damage on the raid is fairly negligible. Once there are a number of adds up, people will be taking (mostly avoidable) damage from Penetrating Bolt, but that doesn’t get significant until the fight is almost over. The boss will also cast Breath of Terror which does massive damage and fears people. However, as long as people are in the Cone of Light, you will avoid it completely.

The one bit of excitement in this fight is that every minute, 5 people (1 tank, 1 healer, 3 dps) will be ported over to a shrine where they need to kill an add. The add will do moderate damage to the people on the platform. As the add takes damage, orbs will spawn around the shrine. These must be picked up (just run over them) or they will heal the add. These do a little bit of damage to the people who hit them, but they also restore mana, so try to hit them all! Try to keep everyone topped up as much as possible. I don’t find the damage overwhelming, but if you get shot by the boss twice you get feared for a couple of seconds which can set you behind on healing. I try to keep a Swiftmend down in the middle of the platform, WG on cooldown and keep a RJ rolling on everyone. There is one big damage ability called Death Blossom which can kill people quickly, but all your group needs to do is hide behind a pillar to completely avoid it. Once the add dies, you can port back to the main platform.

Talents

Level 60 - Either is fine.

Level 90 – Heart of the Wild
This fight has given me the opportunity to use HotW to tank the boss briefly. If a tank goes to the Shrine and does not come back before the current tank gets ported, someone will have to stand in the light circle to activate the light cone. If a Breath happens and there is no light cone, it’s a wipe. HotW can be a raid saver if there are no tanks on the main platform for a time.

Symbiosis

I use Symbiosis on Monk or DK to get an extra damage mitigation cooldown.

Cooldowns

Tranquility – I tend to use Tranquility when I get ported to a Shrine. Of course, you don’t know when that’s going to happen. I generally just use Tranq early and often, you can get 4-5 uses out of it since it’s such a long fight.

Ironbark – Tanks should have their own CDs available for each Thrash, but hit them with IB if they don’t.

Heart of the Wild – Use this if there are no tanks on the main platform and a Breath is coming soon. Use HotW, pop bear form and stand in the light circle. Make sure to use Barkskin, along with any CD you have from Symbiosis. Also be sure to heal yourself as much as possible with Frenzied Regeneration.

Happy healing!