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Overview of Healing and Healing Specs
来自 JuneMW
[Last Updated]:
2018/08/05
变更日志
补丁:10.2.6
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评分:4.7/5
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指南导航
评分:4.7/5
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This guide provides an overview of the healing classes in Battle for Azeroth — healer vocabulary, general healing tips, stats, and the differences between each healer and their playstyle.
Garg
is the Mistweaver admin of the
PeakOfSerenity
discord and moderator of the
General Hospital
discord server for all healers.
Introduction
Healers are in charge of keeping their group alive and stable through their healing spells, utility, and finesse on the battle zone. Each healer specialization has a different set of skills and abilities that interact with each other in many ways. This healing guide is directed towards more beginner healing and class knowledge. For more advanced information, please consult the class-specific guides.
Healer Vocabulary
Types of Healing Spells
The basics of healers are the same; keep the group alive and help kill the boss. However, there are many different ways to deliver healing.
Standard - As a baseline, standard healing spells are those with a cast time and deliver their healing to the target immediately after the cast is completed. Different Healer specializations may have different instances of this spell, with the main differences between them being in terms of throughput or efficiency (discussed below).
HoTs - Heal over Time effects. These types of spells linger on a target, healing them every so often, dependent on their tick rate. Haste increases this tick rate, adding a partial tick at the end of its duration to ensure that any amount of Haste is valuable to its healing. Generally, these are extremely efficient spells, at the cost of immediately healing a target.
Pandemic - Using a name from an older spell, this mechanic allows you reapply a HoT effect without losing out on the healing of a previous cast of the HoT. A HoT can be extended by up to 30% of its base duration. So, for example, if you have a HoT effect that lasts for 20 seconds, its max duration can be 26 seconds. This means you can reapply this HoT on targets when less than 6 seconds remain on it, and not lose out on any healing from its previous cast.
Absorbs - Absorbs are spells that leave a buff on the target, preventing damage entirely while the absorb holds. They are best used before a target takes damage, in order to ensure they take as little damage as possible.
AoE - Area of Effect spells are those that affect multiple targets at once, usually in a specific area. Most AoE heals are at a singular, immobile location and heal over time. They typically have great throughput, and are used predominantly in Raid content, where you can heal the maximum amount of players reliably with each use of the spell.
PBAoE - Player-Based Area of Effect spells are AoE spells that move with a player, healing those around them.
Healer Spell Metrics
Healers gauge spells by a couple metrics, which they can then apply to different healing scenarios.
Throughput (HPCT) - This metric is defined by how much healing a spell can do after its cast, or its Healing per Cast Time. A healing spell with high throughput can typically save someone from the brink of death, at the cost of more mana than other spells typically available.
Efficiency (HPM) - This metric determines which spells to cast in order to save the most on mana, or a spell's Healing per Mana. For Healers, this usually means low mana costs, but low cast times for about the same amount of healing as faster, less efficient spells available. These types of spells are used when players' lives aren't in immediate threat of dying.
Healing Types
Different healer specializations approach fights differently, depending on their healing kit.
Proactive Healing - Healing that must be used before damage in order to be as effective as possible. This includes placing absorb effects to lower incoming damage, or placing HoT effects so they're able to provide a steady stream of healing after damage.
Reactive Healing - Healing with standard spells to keep up pace with the damage coming into the group.
Triage Healing - Reactive healing is sometimes called this. Triage healing is choosing a specific target to heal before all others; the player most in danger of dying at a given moment.
Miscellaneous Terms
Overhealing - Healing that was wasted because the target was at full health. This is one of the big things to look out for when you're healing, as it could tell you when you're casting spells you otherwise don't need to be casting. It will be unlikely you'll ever be at 0% overheal, but you should aim to be as low as you can be.
Regen - Mana regeneration is an important thing to track as a healer, as it limits your healing the longer you spend in combat. You regain 0.4% mana per second while in combat, but there are potions and trinkets that can replenish mana immediately, or help raise the efficiency of your spells.
Utility Spells - Spells that don't help you in your current role, but are helpful when they can be used. These usually have niche applications, but can typically be a powerful boon when they can be used. This includes crowd-control abilities, external movespeeds, and, as a healer, your damage.
General Healing Tips
Healing Priority
When you're healing, always make sure the tank is healthy. They may be to withstand a lot of damage, but they're not invincible. In dungeons, it's your responsibility that they don't die to basic damage, but in raids this responsibility is spread out to all of the healers. If the tank ever dies, whatever enemy they had threat on will make short work of the rest of your group.
The rest of the group should only be taking damage from unavoidable abilities, and sometimes avoidable abilities. As you become familiar with content, you'll know when to expect these moments of damage and prepare accordingly.
Efficiency versus Throughput
Mana is your most important resource. If you run out of it when the encounter isn't over, then something's gone awry. As a general rule of thumb, you'll want to match your mana bar with the rate of the encounter. This means knowing when to turn up your throughput for dangerous moments, and knowing when to reign back and be more efficient. If someone is missing a small amount of health and the fight is in some downtime, you don't need to heal them immediately with your least efficient spell. You can cast an efficient spell to top them off, or, if you're in a raid, let HoT effects from other healers put in some work.
General Group Play Mechanics
While performing your role, don't forget about the rest of the encounter. Make sure to make the encounter go as easily as possible by positioning correctly, knowing how to react to boss abilities, and making the most out of your utility abilities, as well as anything specific to the encounter will go along ways in ensuring you're in the best position to heal the group.
As a reminder, you can't heal through stupidity. If someone doesn't know the encounter and dies to standing in fire, that's not on you. Take the time to look over logs or meters to look at their deaths and see if you could have done anything to help before jumping to conclusions.
User Interface
Raid Frames
Raid Frames are extremely important as a healer. The biggest issue with the default blizzard frames is the limited amount of information that can be displayed on them. This is especially important if you're playing a healer that requires knowing what effects you have on allies.
Healers spend a lot of time looking at raid frames in order to cast spells quickly on targets, but you shouldn't sacrifice your overall visibility for this sake. Your frames should be close to your character, but not obstructing anything important.
If you're a healer that needs to track specific buffs, make sure they're visible and easily distinguishable on your raid frames. You should be able to tell, at a glance, which targets has these effects, and their duration, whether in general, or when they're just in the pandemic range. If you're left guessing the duration of important abilities, you can easily fall behind in healing when they fall off unexpectedly.
You should also be tracking other important information, such as debuffs, player defensives, out of range indicators, raid markers, dispellable debuffs, are some examples. When tracking debuffs, you should be able to see timers as well.
I recommend setting up raid frames in such a way that you can easily distinguish one player from another. This includes setting it up to see their name (or even a part of it), as well as class colors.
Weak Auras and Boss Timers
There's always something important to track with healers. From spells with short cooldowns, to tracking specific buffs, WeakAuras offer an option of moving your eyes closer to your raid frames and character to improve your visibility of the fight instead of getting lost tunneling at one specific part of your UI.
Boss timers are also incredibly important as they can be used to prepare for incoming damage, whether to use a defensive to lessen the healing need on yourself, or use a personal throughput cooldown during an especially painful ability. Knowing the frequency of damage is key to playing a healer effectively.
Healing Classes and Playstyle
This is an incredibly basic breakdown of each healer specialization available in
Battle for Azeroth
. Please refer to each specialization's guide for more in-depth information and how talents affect they're playstyles.
Restoration Druid
General Playstyle: Proactive Healing.
Iconic Abilities:
回春术
,
愈合
,
迅捷治愈
,
伊瑟拉之赐
,
野性成长
,
宁静
精通:相生
- Your healing is increased on the target for each of your Restoration HoT effects on the target.
Restoration Druid Guide
Mistweaver Monk
General Playstyle: Reactive Healing.
Iconic Abilities:
抚慰之雾
,
氤氲之雾
,
复苏之雾
,
作茧缚命
,
精华之泉
,
雷光聚神茶
精通:迷雾之风
-
复苏之雾
,
氤氲之雾
,
活血术
, and occasionally
抚慰之雾
cause the target to also be instantly healed for an additional amount.
Mistweaver Monk Guide
Holy Paladin
General Playstyle: Reactive Healing.
Iconic Abilities:
圣光闪现
,
神圣震击
,
圣光道标
,
圣光灌注
,
黎明之光
,
殉道者之光
精通:光明使者
- Increases healing done to the target, based on the distance between you and them. The closer you are to the target, the more healing is done.
Holy Paladin Guide
Discipline Priest
General Playstyle: Proactive Healing.
Iconic Abilities:
苦修
,
真言术:盾
,
救赎
,
,
痛苦压制
,
真言术:障
精通:优雅
- Your healing and absorption is increased on targets with
救赎
.
Discipline Priest Guide
Holy Priest
General Playstyle: Reactive Healing.
Iconic Abilities:
惩击
,
圣言术:静
,
圣言术:罚
,
圣言术
,
救赎之魂
,
愈合祷言
精通:圣光回响
- Your direct healing spells heal for more over time.
Holy Priest Guide
Restoration Shaman
General Playstyle: Reactive Healing.
Iconic Abilities:
治疗之涌
,
激流
,
治疗之泉图腾
,
治疗链
,
潮汐奔涌
,
灵魂链接图腾
精通:深度治疗
- Your spells heal for more based on the target's current health. The lower their health, the more healing you do.
Restoration Shaman Guide
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评论
评论来自
Effectrix
Found something extremely misleading in your disc bit: You've listed spells that aren't Power Word: Shield.
评论来自
lolplix
You forgot Lay on Hands for pallys
评论来自
Evelya
Paladin is the only class with 'low mobility'
*sad face*
评论来自
Maximumride
I really wish they didn't change paladin mastery healing, they only way I can see proximity healing beneficial is if beaconed targets receive the mastery such as tanks sitting next to each other on the boss increases heals. If tanks have to off tank a boss in the corner then i suppose we opt for a different lvl 100 talent.
评论来自
floofwolfe
Is there some reason resto shaman's spells cost 15-25% MORE base mana than comparable holy priest spells? For example, Healing Surge costs 20% base mana, and Flash Heal costs 2.8% - both being 1.5sec casts that heal for 475% of spell power. Is there some special shaman mana regen mechanic that's not listed?
评论来自
caslynn2
This is the absolute best article on what healing is about. Almost everything else I read before seemed like a doctorate in greek. The vocabulary list is AWESOME. Then I clicked a link and there is MORE to help. I even found a way to use my angelic feather which had been a waste of space before. THANK YOU, THANK YOU.
评论来自
Mendokusai
Really great guide even for non returning players like ones not playing healers who wants to know a little more about healing. Maybe add a liitle section about defensive dispells, external Defensive CD and add damage reduction to the absorb section as proactive spells. Ty for the guide :)
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