Forum Settings
       
Reply To Thread

ToL healing - the first 7.5 secondsFollow

#1 Apr 24 2008 at 8:01 AM Rating: Decent
**
307 posts
I'm wondering what different strategies folks use to get their BL's and rejuv up and running at the beginning of a fight. Once I'm up and rolling all is fine, but the first few moments (7.5 seconds actually - 3LBs, 1 Rejuv, and one SM) that causes me some concern.

If the boss hits particularly hard, or we're handling 4-6 mobs, the tank can dip disconcertinly low.

I think the key is when to get the first rejuv and then SM in since that gives some me breathing room. So right now, the rotation I'm experimenting with is LB, Rej, LB, SM, LB. I'm also finding myself using NS/Reg early on.

On bosses I can stack the LBs as the tank is going in and that helps as well, but that obviously doesn't work against multiple pulls.

So I guess I'm looking for any other advice on how to get through those first few seconds before we're fully up and running without blowing CDs.
#2 Apr 24 2008 at 8:22 AM Rating: Decent
26 posts
It depends I guess. I try to play with people I know so they don't panic when they watch their lifebar.

In the case of bosses I let the tank run in and take the aggro. Once they're about 80% life the first Regrowth hits them. Then it's Rejuv (plus swiftment and recast rejuv if they're really getting pummeled) before activating trinkets and getting the legendary lifebloom rolling. Quite often their HP will drop a bit low but then they become practically immortal as any damage they take is just soaked up by the constant heals. 5-10 seconds later they're at full health and it's just aa case of keeping the HoTs up.

As for group pulls, I never heal till the aggro sinks in. Either that or stand by the mage/hunter to CC any errant mobs. Again their HP may dip but as the HoTs kick in and outweigh the damage, they return to full health. It's usually 5 seconds before I the first heal hits (start casting Regrowth on 3).

One last method that I use in those messy instances is have an aggro dump trinket. I use the one from Shadow Labs but there are better. As soon as you see the mobs heading your way from that first heal, 'click', and they run back to the tank.

Edited, Apr 24th 2008 5:12pm by oredsell
#3 Apr 24 2008 at 10:41 AM Rating: Good
***
1,764 posts
Depends on just how much damage the tank is taking, but a good generic cast order would be:

LB
Rejuv
LB
Regrowth
LB

I try to save SM for when I need instant healing, so I sometimes cast Regrowth before the HoT expires. This hurts HPM a little, but after 2.4 when the mana cost of Regrowth went down and Resto druid mana regen went up, I'd rather save my CD for an emergency.
#4 Apr 24 2008 at 3:39 PM Rating: Good
**
988 posts
Lb, Rj, Lb, Lb... That's my standard rotation. When I know the tank will get hit harder, I usually just replace the Rejuvenation with a Regrowth, then get back to stacking blooms and add the Rejuv somewhere in between.

Guess it's just a matter of having some confidence in your own heals. They will catch up eventually.

#5 Apr 25 2008 at 9:26 AM Rating: Good
***
1,260 posts
As a tank, I would say your usually in the clear to lay down a regrowth early against a boss. Any good tank will front load alot of threat right away so the healer can put down as much healing is needed without pulling threat. Against multiple mobs it would probably be better to be a little cautious initially since warrior and druid tanks cannot frontload alot of threat on all targets right away. How careful you need to be depends on the gear and skill of the tank.

I don't know enough about multi mob tanking with warriors to give a good evaluation of their threat levels on multiple mobs at the beginning of a pull, but as a druid if I'm only tanking 3 mobs, the healer is usually in the clear 2 seconds from contact (when the first mob is within melee range of me). Every mob above 3 you should add 1.5 seconds in my experience. It can vary of course depending on the type of mobs being tanked (melee/ranged) but it's a good rule of thumb to start with since it will give the druid time to land a mangle on the primary target, a swipe on 3 targets and a global dooldown to switch targets and swipe again if more then 3 mobs to build some initial threat on all mobs being tanked.

Given that every point of healing is the same as 0.5 points of damage in terms of threat, and tanks/healers usually have threat modifiers on top of that, front loaded threat on a boss gives more then enough room for the healer to do what is required. For example, if my first mangle crits the healer is clear to do over 8000 healing in the first global cooldown before being at risk of pulling threat. Against 3 mobs, swipe spam alone will usually sustain 400-500 tps on all mobs, clearing the healer to sustain 1300 hps from 2 seconds after contact. More mobs means threat needs to be more spread out, so both more cooldowns are required to get inital threat on all targets, but also the tps on the primary target is reduced, since the tank is spending more time to boost threat on the other mobs, so the dps needs to be careful.

Remember that my numbers are from me personally though and not all tanks will be able to sustain or frontload the same amount of threat. Make a habit of inspecting the tank before each group and try to evaluate what they are capable of given their gear compared to previous tanks you have healed. Generally though, you shouldn't worry about threat on bosses since tanks can usually front load enough threat to give you alot of room to work with.

If your tank isn't skilled enough to know how to maximise threat genereation though, then you'll have issues regardless. A tank needs to be able to maximise the window the healer has from when they can start healing to when the tank dies from not being healed. If your tank is making that a very small window, then the group is probably doomed.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 120 All times are in CST
Anonymous Guests (120)