Introduction to Healing

You could be the absolute best damage build in existence. You could kill thousands of opponents. Your bombs could generate enough ultimate from Combat Frenzy that you could chain them back to back and keep killing forever. The only problem is, you have a finite amount of health, and you won’t be able to do any of this if you’re dead. Too many bombers and damage dealing players seem to think that they are the be-all and end-all of PvP. Many don’t realize that they wouldn’t be able to accomplish very much without the healers and support roles that keep them alive, keep them moving, and keep them buffed with a myriad of benefits.

Healing may seem simple, and I’ve heard many people say things like “just spam Radiating Regen and Echoing Vigor”. In reality, healing (especially in groups) takes more awareness, predictive assessment, reaction times, exceptional positioning, and a higher degree of coordination than most damage roles. A group leader will call for ultimates or some damage skills, but rarely will they make healing related calls other than “big heals” or some variant thereof. Group healers will need to coordinate their gear, positioning, movement, skills, timing, ultimates, and may not be able to take advantage of voice communications to do so (the purview of the group leader making calls).

Healing Build Requirements

  • You must source your own Major Evasion. The Gossamer set may sound nice, but it only applies after missing health has been healed, so it won’t help you when you’re hit for instant damage greater than your health pool. 5 medium armour builds have become the norm so that you may run the Elude skill. If your group or build does not use Snow Treaders (giving you snare immunity), and you’re not using Race Against Time (RAT) for your own speed and snare immunity, then Shuffle may also be an option. If you absolutely must run less than 5 medium, then a back bar Spectre’s Eye set is a viable option. If your build uses dual wield on one bar, then you may use the Quick Cloak skill, and if so, then 4.4 second Immovable poisons are a great combination with it.
  • You must have 35k health. All 64 points of your character attributes should be in Health.
  • You must have at least 15k stamina. You will need to block, roll, and break free a lot in big fights.
  • You should use the Swift trait on all three of your jewelry, as well as having Celerity slotted in your champion points. Movement speed is going to be critical to good positioning.
  • Weapon/Spell Damage is usually the best choice for jewelry enchants. Depending on your group and the rest of your build, you may need magicka regen on one or more.
  • Tri-stat (increase health, magicka, and stamina) is usually the best choice on all of your body pieces. These can be expensive, so if you’re low on gold or farming time, balance out your health to 35k first, then fill the rest with whatever stat you need most.
  • Your weapon trait should be Powered for more healing output. Some builds could use Decisive on their back bar for more ultimate generation.
  • Your Mundus should be Ritual for more healing output.

Healing Build Options

The standard for healing builds is:

  • Front bar Maelstrom resto staff. The value of this staff is your Radiating Regeneration skill can be spammed, giving everyone around you a Heal over Time (HoT) while returning you magicka. The more HoTs that are applied to player around you the better!
  • Back bar Master’s resto staff. The value of this staff if that your Healing Springs skill will return both magicka and stamina to people hit by the first tick. Look at this as a free conversion from magicka (of which you will have higher regen) to stamina for yourself, and help everyone around you maintain higher resources for more damage and healing.
  • A monster set. Each group should have one set each of Ozezan, Symphony, The Blind, and Earthgore. If you have multiple options, bring them all so that you can coordinate with the other healers in group. If you’re solo, then choose which set is best for the people around you that you’re healing. I tend to prefer Earthgore when solo healing and Zerg surfing.
  • A buff set. This set will usually be all three pieces of your jewelry, and two body pieces (to accommodate the need for 5 medium, your buff set pieces should be belt and gloves if light, or chest and pants if heavy to ensure that you maintain the highest armour). See the Builds and Zerg pages for examples. Spell Power Cure, Powerful Assault, Transmutation, Pillager, Lamia, Apocryphal Inspiration, Rallying Cry, Lucent Echoes, and many others are good for groups. If you have multiple options, bring them all so that you can coordinate with the other healers in group. If you’re solo, I tend to prefer Rallying Cry.
  • A mythic, and there are a lot of good options. In groups I prefer Snow Treaders to provide snare immunity and reduce the amount of rolling needed. When solo I prefer Wild Hunt for added speed, as positioning is often the key to bringing the best value to those you’re healing. There are many other good options, so choose whichever you believe will be best for your build.
  • The remaining two (or three if you’re not using a mythic) slots should probably be one (or two) Trainee and one Druid to increase your health and more easily reach 35k.

If you don’t have the arena weapons (maelstrom and master’s) and mythics, then you can run two buff sets and a monster set. You may feel that your magicka sustain is low, so a viable option is Wretched Vitality on your back bar (where you keep your buffs). This would allow you to run a front bar buff set, back bar Wretched Vitality, a monster set, one Trainee and one Druid. The details of this type of build is in the Zerg sheet.

Common Casting Priorities

Healing can be easily categorized into a few simple concepts. While executing on these concepts takes skill, knowledge, and experience, it should be very viable for a healer with a few hours of play time to reach 80% output and up-times compared to one with hundreds of min/max raids in their history.

No matter the situation, keeping your buffs, procs and positive effects active will be consistent among all of them.

  1. Keep your high priority buffs up such as Major Evasion.
  2. Keep your medium priority buffs up such as Major and Minor weapon/spell damage, Power Surge (sorc), Ghost (cro), Living Dark (plar), etc.
  3. Keep your Heal over Time spells (HoTs) up such as Radiating Regen and Echoing Vigor on as many players as possible (minimum three casts of RR per 10 seconds, and 2 casts of Vigor per 16 seconds) especially if you’re running a proc set. If you’re running a Master’s Resto, then Healing Springs should be included (at least every 10 seconds – noting that the Master’s buff is only applied to players who are hit with the first tick of the ground heal).
  4. Keep your low priority effects and buffs up such as Dark Conversion or Channeled Focus.

If you maintain the above with near-perfect uptime, you’re already 60% of the way towards excellence. Reading the flow of damage, positioning, and timing your burst heals will make up most the rest.

Moving and Positioning

While moving towards a fight, getting out of a fight and repositioning for a new push, or any time you’re generally waiting for the next fight, the priorities from commonalities change only to ensure that you’re paying attention to your back line or anyone who gets pulled (chains, leach, teleport circle). In this case, we’re adding burst healing right below keeping your own Major Evasion active. Being as you can easily renew Major Evasion way before it would expire, there shouldn’t be many scenarios where this is an issue.

  1. Keep your high priority buffs up such as Major Evasion.
  2. Burst heal if there’s someone missing a lot of health or about to take big damage. For most classes this will be the resto staff skill Blessing of Restoration. Templars will use Ritual of Rebirth, and Necromancers will use Renewing Undeath. For single target healing, Breath of Life (Templar), Healthy Offering (NB), and Resistant Flesh (Necro) may also be used.
  3. Keep your medium priority buffs up and cast synergies such as Orb as needed.
  4. Keep your Heal over Time spells (HoTs) up.
  5. Keep your low priority effects and buffs up.

Defending

While defending or countering big damage, healing or mitigation ultimates and large area heals have higher priority.

 

  • Keep your high priority buffs up such as Major Evasion.
  • Cast an ultimate when needed (when big damage is incoming). Siphon (NB), Practiced Incantation (Plar), Barrier (most other classes when in group), Negate to prevent opponents from casting or to remove ground effects.
  • Burst heal if there’s someone missing a lot of health or about to take big damage.
  • Keep your medium priority buffs up and cast synergies as needed.
  • Keep your Heal over Time spells (HoTs) up.
  • Keep your low priority effects and buffs up.

Pushing (Offensively)

While pushing towards opponents with the intent to kill, you will likely need to dynamically swap between “Moving” and “Defending” styles with some synergies thrown in at a relatively high priority. If you’re running an offensive proc set (such as SPC or Rallying Cry) then keeping those procs up for the damage dealer’s kill window (3-4 seconds) will be higher priority, as will throwing damage synergies.

  • Keep your high priority buffs up such as Major Evasion.
  • Ensure that HoTs are up to maintain damage-relevant buffs (such as SPC or Rallying Cry).
  • If you are in the Barrier rotation and you’re next, cast your barrier to protect the team as they push.
  • If you have a Negate, use your judgement (or leader’s calls) to cast it on the targets.
  • Burst heal if there’s someone missing a lot of health or about to take big damage.
  • Cast one damage synergy (such as Graveyard, Liquid Lightning, or Orb) at the target damage location.
  • Cast a second damage synergy at the target location (other than Orb which can be hit by many players).
  • Keep your medium priority buffs up and cast synergies as needed.
  • Keep your Heal over Time spells (HoTs) up.
  • Keep your low priority effects and buffs up.

Final Thoughts on Healing

Healing isn’t only the role of healers. Damage dealers should also be maintaining good Echoing Vigor uptimes, and some classes such as wardens should also slot their area heals (on their back bar) to help when big burst is needed.

Healing can be a lot of fun, and can be very stressful at times. If you’re playing solo and zerg surfing, you may want to add a crowd control skill to disrupt opponents and better protect yourself, and some limited damage (or even a damage ultimate) to tag more opposing players and get in on that sweet AP.