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Wow Healing Tips Pt.2
If the DPS dies, it's their damned fault. DPS are just as important to the overall success of the party as the tank and hear. If there no DPS, dungeon runs would be slow and painful, and some boss fights would be impossible because the boss would hit an enrage timer and squish the tank and healer no matter how well-geared they were.
DPS are important but the definition of a good damage dealer is something like this:
Quality DPS players can generate maximum damage without pulling aggro from the tank. That is to say, we all know that very few dungeons runs or raids are perfectly coordinated in a way that doesn't result in DPS pulling aggro or getting aggro in some way, and that DPS are an important member of the overall team and cannot therefore be ignored completely.
So how does a healer go about deciding when to let a DPS die? In a lot of ways, it's up to the individual healer to decide their tolerance for other people's playing styles.
Some people enjoy the challenge of a chaotic group because it challenges their own healing and healer self-defense skills. But for the average healer, the problem boils down to this:
The more you heal, the more threat you generate with mobs in battle and the higher your chance is of pulling aggro and being killed yourself.
Battle is started, and DPS pulls aggro early in. The heavier the heals the squishy DPS needs to be kept alive, the more healer threat generated on every mob in the battle, and the harder the tank has to work to keep the mobs from making a bee-line to the healer. Chaos ensues, death usually results somewhere.
If you're tired of dying because the tank couldn't keep the mobs off of you, see the following advices for you.
You can give the tank a few seconds to get aggro on all the mobs in a pull before casting your first heal.
The tank should be the first one to get a heal in a fight, and DPS should only need occasional heals. Healing DPS too early in a fight is a recipe for pulling Healing aggro which regularly results in Healer death.
If a DPS pulls multiple mobs by accident, let the tank get into the battle before casting any heals, even if it means that DPS dies in the mean time.
It's unlikely the DPS has enough control of all the mobs to protect you, the healer, from being mass-attacked after your first heal lands and so wait until your tank buddy gets in there and gets control, or you'll end up dead.
If you ever have to decide between giving the tank a heal and giving anyone else a heal, decide on the tank unless it's you who is just about to die.
Dead Healers do crappy Heals. Stay alive as a priority.
If you're low on mana and the fight isn't just about over, save your mana for the Tank.
Saying "low on mana, DPS watch yourselves" in the party line is adequate warning to the team.
If you've got a DPS who seems to be obsessed with doing a lot of damage but is constantly pulling aggro, one or two deaths usually slows them down a bit.
If you feel this DPS is carrying the entire group, you may wish to pretend they're actually the tank, but if you know your tank is a good one, support your tank and their role as group leader as a priority.
If you've got a DPS attacking the wrong targets or standing in the wrong place and pulling extra aggro, they probably spend more time running around screaming than they do DPSing so it's okey if you let them die.