The information herein will help any group healer from level 1 to 60. However at 60, the rules change, as there are different challenges during endgame content. For endgame healing strategies, see additional guides on the class menu at the bottom of the site.
For the purposes of this guide, I'm referring to primary healers. Priests make ideal primary healers due to the wide variety of healing spells available to them. Druids are also considered for primary healing, as they offer some of the most powerful heals in the game. And while I'm aware that paladins and shamans can be great healers too, they rarely serve as primary healers from levels 1 through 60. So priests and druids, this guide is for you!
NOTE: I included notes for both classes in this guide so you can get a feel for their respective strengths and weaknesses and see how they compare. Class-specific notes appear throughout. And a special section for each class can be found toward the end of the guide.
I. THE BASICS
. . 1. Monitor player health bars
. . 2. Monitor pet health bars
. . 3. Use appropriate gear
. . 4. Know who's expendable
II. MANAGING MANA & MOBS
. . 5. Use efficient healing spells
. . 6. Cast in waves
. . 7. Control your aggro
. . 8. The smart way to panic
III. TEAMWORK
. . 9. Offer tactful suggestions to others
. . 10. Support your party
. . 11. Revive fallen comrades
IV. BUFFS & DEBUFFS
. . 12. Buff your entire party
. . 13. Request helpful buffs
. . 14. Remove negative buffs
V. FOR THE PRIEST
. . 15. Abstain from using Shadowform
. . 16. Use Psychic Scream sparingly
. . 17. Use PW:Shield correctly
. . 18. Use your wand, not nukes
VI. FOR THE DRUID
. . 19. Limit your shapeshifting
. . 20. Use alternatives to nukes
VII. IN CLOSING
. . 21. Bending the rules
. . 22. Authors note
I. THE BASICS:
1. Monitor player health bars
Seems obvious, doesn't it? If your primary role in the group is to heal, your primary focus should be on the health of your party. Monitor everyone's health bars and heal them accordingly. Later in this guide, you'll learn which heals are most efficient for which classes. But you'll also base your decisions on how quickly a player's health is dropping.
Also note that while you don't want to ignore your own health, try to reserve your heals for other players whenever possible. You have other options to preserve your life beyond healing, as you'll discover throughout this guide.
2. Monitor pet health bars
The pets of hunters and warlocks can be as important to group efforts as their masters. Treat them as such, especially if the pet is tanking or off-tanking for your group. Hunters and warlocks will appreciate not having to spend their time, mana and possibly a soul shard to revive or resummon their pet.
However, pets do tend to come second to players in terms of life-saving priority. So let the warlock or hunter know that their help would be appreciated in healing their pets.
3. Use appropriate gear
Your effectiveness as a healer is highly dependent upon your gear. You want lots of intellect, spirit and possibly some +healing spell gear to maximize your healing potential when grouped. Higher intellect will increase your total mana, while more spirit will improve your mana regeneration.
So if your particular talent build calls for stats other than intellect and spirit, consider carrying additional gear to equip whenever you're asked to be the primary healer. This is especially important for feral-specced druids, who prefer strength and stamina to intellect and spirit.
4. Know who's expendable
All classes bring something unique to a group. And your ultimate goal is to keep everyone alive. But unfortunately, the roles that people play in your group are not all equal when it comes to expendability. Your priorities, listed from most important to least important, include the following roles, generally played by the following classes:
C O N T E N T S :
- Yourself - Remember, the group's survival (and possibly revival) depends on you.
- Main Tank (MT) - Warriors, Feral-specced Druids in bear form (and to lesser extent Paladins, Shamans)
- Off Tank - Secondary Warriors, Druids in bear form, Paladins, Shamans, Hunter Pets, Voidwalker (Warlock pet)
- Melee Dps - Rogues, Shamans, Druids in cat form, Fury-specced Warriors (often wielding 2-handed weapons), Survival-specced Hunters, Hunter Pets (often cats or raptors), Succubus (Warlock pet)
- Range Dps - Hunters, Mages, Warlocks, Priests, Imp (Warlock pet)
Use the above listings as a loose guide. Often you'll discover that a certain class brings something crucial to a specific encounter. That "something crucial" may make them a higher link in the chain. For example, a mage who is superb at crowd-controlling with her 'Polymorph' spell may become more important than a rogue or shaman because the crowd-control is essential for that particular instance.
II. MANAGING MANA & MOBS:
5. Use efficient healing spells
Your mana is your lifeline as a healer (and the lifeline of everyone else). So manage it carefully. Different spells will heal more efficiently when used on different classes and armor-types. This is governed by casting speed, type of heal and potency.
Priest Healing Spells:
- Renew - instant heal over time (HoT), less potent
- Flash Heal - fast heal, less potent
- Lesser Heal - regular heal, less potent at lower levels, obsolete at upper levels
- Heal - slow heal, moderately potent at lower levels, less potent at upper levels
- Greater Heal - slow heal, very potent
- Prayer of Healing - slow group heal, less potent
Note that other healing spells are available with certain races and talents, but for the purpose of this guide, we'll focus on the spells available to all priests, regardless of build.
Druid Healing Spells:
- Rejuvenation - instant heal over time (HoT), less potent
- Regrowth - regular heal/HoT combo, moderately potent
- Healing Touch - slow heal, very potent
- Tranquility - channeled group heal, less potent to very potent (depending on amount of time channeled; maximum of 10 seconds)
Due to a reduced variety of healing spells, some druids will hotbar an additional lower rank of either 'Healing Touch' or 'Regrowth' to improve their healing options. During the mid levels, Healing Touch ranks 3 and 4 are a particularly good choice, since these have lower casting times than higher ranks.
If you want to get the most bang for your buck, consider using the following spells on the following armor-types:
- Cloth-wearers -
Mage, Warlock, Priest (note that some Druids and Shamans may wear cloth depending on their build)
Because cloth-wearers are so fragile, it's beneficial to use faster heals like 'Flash Heal' (priest). And because they generally have less hit-points, HoT spells work wonders when cast as soon as the player begins taking damage. 'Regrowth' (druid) works well on both counts, since it's quick and an HoT spell.
- Leather-wearers -
Druid, Rogue, Hunter (pre-40), Shaman (pre-40)
Leather-wearers can take a bit more of a beating, but also tend to be fragile. Use a combination of quick heals, HoTs and regular heals with an occasional slow heal when the situation warrants it.
Note that Druids in Cat form also follow this model.
- Mail-wearers -
Warrior (pre-40), Paladin (pre-40), Hunter (40+), Shaman (40+)
Players in mail can take a fair beating. Regular heals such as 'Heal' (priest) and lower ranks of 'Healing Touch' (druid) mixed with slower heals like 'Greater Heal' (priest) and higher ranks of 'Healing Touch' (druid) do wonders for them when they begin to fall below half of their total health. HoTs may also be useful shortly after they begin to begin to take damage.
Note that Druids in Bear form (pre-40) and Moonkin form also follow this model.
14. Remove negative buffs
Negative buffs (also called debuffs) such as diseases, poisons, curses and magical effects (like polymorph and some DoT spells) can be removed by primary healers.
Priests can use the spells 'Cure Disease' (and later 'Abolish Disease') to remove diseases from players. They can also use 'Dispel Magic' to remove magical debuffs, which is a great asset when you hit your 40s and 50s.
Druids can remove curses with the aptly named 'Remove Curse' spell, and poison effects can be eliminated with 'Cure Poison' (and later 'Abolish Poison').
It is also worth noting that paladins and shamans (and to a lesser extent, mages with 'Remove Lesser Curse') can also remove certain debuffs. These classes will often help to remove debuffs in an effort to preserve your mana for healing. And if they don't seem to be helping, it doesn't hurt to ask. Most players will not mind lending a hand.
V. FOR THE PRIEST:
15. Abstain from using Shadowform
If you're a shadow priest, limit your 'Shadowform' ability to groups where you aren't the primary healer. Shadowform is geared toward damage dealing, not healing. Some players will even leave the party if you shift in and out of Shadowform while grouped. While limited forms of healing (with 'Vampiric Embrace') are possible in Shadowform, your primary heals cannot be cast at all. So rather than juggling between your dual strengths of healing and damage-dealing, focus solely on healing and let the rogues and mages dish out the damage.
16. Use Psychic Scream sparingly
'Psychic Scream' (PS) is wonderful for soloing and pvp combat. However, it should be used sparingly when grouped, whether you're the primary healer or not. Because PS targets more than one mob and does not allow the caster to control which mobs it targets, it can severely disrupt the melee combat of other group members. Or worse, the fleeing mobs can pull additional mobs and create a nightmare of adds that your group can't possibly handle. So use PS with extreme caution.
17. Use PW:Shield correctly
'Power Word: Shield' (PW:S) is one of the most powerful spells in the priest's arsenal. However, quite a few priests use this spell incorrectly without even realizing their mistake. Let's take a look at the right times to use this spell versus the wrong time.
Good use: PW:S is best used to save your target when you may not have enough time to administer a heal. The shield will usually buy you a few seconds to cast a potent healing spell, thus saving your target.
PW:S is also useful to apply to cloth-wearers due to their fragility. Many priests will PW:S a caster before she begins pre-planned use of area-of-effect (AOE) spells, such as a mage's 'Blizzard' or 'Arcane Explosion'. AOE spells cause a good deal of aggro and within moments, several mobs will be on the caster. So PW:S makes an excellent preventative spell for high-damage, low-survivabilty classes.
PW:S buys time and adds a little survivability. Those are its strengths. But learn to recognize its key weaknesses...
Poor use: Casting the shield on a tank at the start of a battle might seem like a good idea. But this is usually one of the worst things you can do. In end-game encounters, it can be helpful. But pre-60, it often hurts far more than it helps.
PW:S on a tank actually prevents the tank from generating aggro. This happens because he cannot gain rage if he is not taking damage. This more or less cripples the tank's ability to hold mobs. So while it may be easier for you to keep the tank alive in the beginning, you've just made his job that much harder. Fast-forward the battle: The tank can't hold aggro; now the mage, hunter and rogue are fighting off mobs and you're in a frenzy to heal all three. After your group barely survives, everyone blames the tank for not holding aggro when it was really your shield that caused the problem.
Another poor use of PW:S is using it liberally. It's a mana-intensive spell. Its sole purpose is to prevent damage. It does nothing to progress your group's efforts. Every time you cast PW:S, you use precious mana that could have been better spent healing the player (as opposed to simply preventing X damage).
Bottom line: PW:S should be used to prevent death, not damage. It's an expensive spell that does nothing to further your efforts. Its use is powerful, but very limited. While it has its purposes, it is not a spell that should be cast liberally.
18. Use your wand, not nukes
Using nukes (high-damage spells) to deal supplemental damage is bad for two reasons:
1) Your spells will generate too much aggro.
2) Your spells use up precious mana and you'll want all the mana you can muster for healing.
So consider using your wand to supplement the damage of your group. If you're facing manageable mobs, you can even use a few spells to expedite the battle. But stick to low-costing DoT spells when possible, and reserve your nukes for "the final blow" if you feel compelled to use them at all.
IMPORTANT: Wands generate a global cooldown for all of your spells. If you're in the middle of a wand cycle, you may lose up to 1.5 seconds of time before you can cast a much needed heal. With that in mind, when things get real dicey, REFRAIN from using your wand or dealing any supplemental damage. At that point, focus solely on keeping your party alive.
VI. FOR THE DRUID:
19. Limit your shapeshifting
If you join a group as the primary healer, stick to your caster form. After all, you can't heal when you're fighting as a bear or a cat. Your group members may get nervous if you start shifting back and forth to your animal forms during every fight. So limit your shapeshifting to that which compliments your role as primary healer, as described in previous sections.
Similarly, if you're a balance druid, reserve your Moonkin form for solo work or groups where your role is not the main healer. Moonkin is unable to cast any healing spells.
20. Use alternatives to nukes
Using nukes (high-damage spells) to deal supplemental damage as a healer is both risky and a mana drain. But unlike priests, druids aren't able to wield a wand (or any ranged weapon for that matter). This makes it harder for druids to do supplemental damage within their group while preserving their mana pool. Fortunately, there are options.
Experiment with using your hand-held weapon. The major disadvantage to this approach is that you're right in the thick of battle. When you aggro something, it's on you right away, giving you less time to react. Plus, your weapon may generate more aggro than you can afford. If you discover that you're generating too much aggro (which can sometimes happen with a 2-handed weapon), consider using a lower level weapon or 1-handed alternative.
Another way to deal supplemental damage is to use lower ranked spells. While this method allows you to maintain your range, it can eat up more mana than youd like. So experiment with different ranks of mana efficient spells like 'Starfire' and DoT spells like 'Moonfire' and 'Insect Swarm' (available with talents). Start with ranks that are at least three ranks lower than your current rank and then decide if you need to go even lower or if you can afford to go higher. Remember, lower ranks mean lower casting costs and lower damage, both of which help you as a healer.
VII. IN CLOSING:
21. Bending the rules
Like all rules, many of these can be bent or broken when circumstances warrant a little extra creativity. But on the whole, if you want to be the kind of healer that others will love to group with on your journey to level 60, follow these guidelines. I promise that your efforts will not be in vain.
22. Authors note
I love variety. Consequently, I am one of the few players to actively play all nine classes. This guide was inspired by my own work as the MT or main dps with less experienced healers, as well as my own experiences as the primary healer. As of my last update to the guide (Aug-06), all of my characters are 48+; most are 50+. Two of my characters are priests: one shadow, the other holy. My holy priest is currently my highest level character at 56.
Playing with all nine classes and grouping often has given me some unique insight into class dynamics and synergy. It's good to know your own strengths and weaknesses. But knowing how your strengths and weaknesses work in tandem with the abilities of the other eight classes is a godsend, especially for healers.
I hope that my words inspire you to be a better pre-60 healer. And I encourage anyone to add to this guide with additional suggestions for content that I may have missed, or corrections where my facts are inaccurate.
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