And if one thinks m+ healing is rough then theres still arenas to explore as healer when everything mentioned above from setuping addons and auras to be able read partys cds but also needing to read enemy teams cds and doing this all while being thrown with gazillion cc and kicks through the game attempting to disrupt you and then we factor in that they designed shuffles the new flag ship for pvp which everyone plays as such that it is severely faster and more benefical to progress as a dps simply cause of the gamemodes design and the matter that they separated heal / dps mmr which is not the case in arenas. Sounds tempting to play heal for pvp already?
A 10 now is the equivalent of a 20 last season is the point that they are making and that you are missing.
Cheers for the advice. Was thinking about resto sham before I got bogged down in the oh my god moment. Why do healers put themselves through this lol. As the totem sham looks really fun in some of the class previews people have done. Though I think in pre patch I will level a priest as well. This expansion will be alt friendly.
I also have a guardian druid knocking about with some pretty sad gear hahah. Haven’t played the last patch, as half the guild went off and joined a mythic prog guild and the rest kinda thought meh. I was like, I could raid mythic, but I like having a job and saving for a mortgage lol. Couldn’t commit to the required attendance for mythic raiding.
So could lvl that and see what resto druid is like. Ty for the advice. Will give it a go in M+.
Dragonflight Season 4 Mythic+ Guide - New Progression System - Wowhead
Complete new system came in at start of season 4.
The old 1-10 is now M0
so for example a +10 now is an old +20 season 3
" With the introduction of the Dungeon level squish, Mythic+ keystone levels will behave differently than players have seen in previous seasons. Here’s a short summary:
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The Mythic+ system will now have rewards up to level 10.
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A +2 in the new system will have a level of difficulty similar to that of a +11 in the current Mythic+ system. Following this pattern, a +5 should be as difficult as a +15, and a +10 should be as difficult as a +20, and so on.
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Affixes will slot in at a +2, +5, and +10.
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Dungeon ratings will be equivalent to the current system.
Overall, the new system is designed to keep dungeon-queueing efforts more accessible and give more meaningful progression to keystone levels."
All the change’s here for you to read up on
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Season 4 brings back all eight Dragonflight dungeons to the Mythic+ rotation: Ruby Life Pools, Brackenhide Hollow, The Nokhud Offensive, Uldaman: Legacy of Tyr, Neltharus, The Azure Vault, Halls of Infusion, and Algeth’ar Academy.
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DIFFICULTY CHANGES
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One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills.
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Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly.
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Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit).
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The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today.
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Normal
- This difficulty is unchanged.
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Heroic
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The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system.
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Mythic difficulty changes and mechanics will not be present in this difficulty.
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This remains a queueable experience.
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Mythic
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The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system.
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There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon.
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The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system.
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Mythic 0 is still on a weekly lockout under this model.
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Mythic+
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The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system.
- A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc.
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Affixes would slot in at +2, +5, and +10
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+2 - Fortified/Tyrannical
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+5 - Entangling / Incorporeal etc.
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+10 - Bursting / Bolstering etc.
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Dungeon ratings should be equivalent to what they represent in the current system.
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There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level.
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No harm saying you made a boo boo it happens to us all
You might want to look at the hunters rio score then look at dungeons done for a good example of how the dungeons have changed they are nearly 3k score see what i mean
Aaaayep. I think it’s a bit much when you need to worry about all the healing stuff and then simultaneously somehow need to play a melee DPS as well, including dodging the mechanics and participating in the interrupt rotation.
When this game came out only 2 of 4 healers had an interrupt, and Druids needed to go bear form and build rage and spend like 1/6th of their mana to do it, so nobody ever did.
So it was just Shamans. And they were only on the Horde - on Alliance you never really saw interrupts from healers. Their job was to keep the tank alive first and foremost. Sounds a lot more manageable.
And then there’s the frustration with always having to time CD’s to boss mechanics but hen also having to get people out of self-inflicted trouble, and all the while all the other players are just going by whatever floats their boat that particular second because there was no pre-planning.
Honestly, I think outgoing damage from mobs is way too high and tanks are not reliant enough on their healers, and the game generally has too many CD’s across the board, and the way that problem manifests for healers is a lot of fiddling in high pressure situations.
This is not something healers exclusively do. DPS and Tanks do it as well. It’s useful to track other peoples CDs, interrupts most importantly. As for UI, idk how the healing one should be, but as DPS you generally want less clutter on the screen.
Yes. —>
If you want to learn to heal maybe don’t start in high lvl M+.
Also
Generally healers don’t really need to heal tanks in DF, heal your DPS and do DMG yourself.
Do you use the “click on party frames” keybinds?
Resto shaman are easier for m+
I mean, mouseover macros do work just fine. Imagine how many debuffs they have healed through that they couldve simply dispelled though, because the base ui is terrible at displaying those
The basic wow UI key-binding does not work just “fine”. If you keybind a “mouseover” keybind for a heal, it does not exclude ALL mouseovers except when your mouse is over the party frames.
Say you want to select a mob (hostile) to interrupt him. WoW default keybinds wont let you, because you just keybinded right-click to a mouse-over heal.
Hence why Clicke and VuhDo are so popular. They execute the mouse-over macros ONLY on party frames.
And mouse-over macros improve performance by orders of magnitude when it comes to healing. Its literally 1/2 of the APM for the same result.
I just can’t express how much going to use Clique was a life changer for me.
And when it is about a starter class, i would suggest Resto shaman. Holy priest i have been trying this season but i struggle very hard on it since it is missing an AOE heal (and an interrupt).
I agree on this. RShaman has a talent build that while not the most optimal, it allows for easy healing.
And this talent build will still exist in WW.
I like healing and have done it for decades.
The one design tendency that’s been annoying over the years is the tanks ability to heal themselves.
A Blood Deathknight is the worst.
You have no idea if they are in fine shape, about to heal themselves, or of its red alert and you need all hands on deck.
Unless you use addons.
But I don’t. I use the default UI.
So there are too many of those situations where you panic because the tank is low on health, but you can’t see that the tank is fine and chilling because he just popped 7 cool downs and is about to be self-healed to full in 0.1 sec.
Another thing I often notice is that in the super casual content I do, that I’m exceptionally good on meters and get lots of praise when a Dungeon goes smoothly.
And that’s not because I’m a good healer. I’m the average healbot I think. But my feeling is that at the game’s lower difficultly end, there are a lot of healers who struggle with the task because it’s too hectic and overwhelming and people die and groups disband as a consequence.
So the delta in healer performance seems huge, and the average performance that’s needed to be successful is a struggle for many players at the lower end of the totem pole.
Its a self imposed problem. Use Addons to see a DKs resources and you stop being annoyed by this.
And DKs are not the only ones with this problem. ALL tanks, especially on pulls have this problem.
Keys are a team effort. Even in lower keys.
And by the way, an “exceptionally good healer” shows the opposite : very low healing on meters…
Its not that huge.
Low end healers simply dont customize their UI. Even the default wow UI.
So it becomes exceptionally hard to heal if you are presented with information as if you were a DPS…
Yeah Clique made everything so much better, i still use it, allthough ive heard Cell is very good as well
A vid popped up in my feed: How to keep your tank alive - https://www.youtube.com/watch?v=8eBeBuFeIkw
If you watched something like this, I can see why you would give up. It is important to note that this is a Masterclass video and you will not need 95% of the information ever.
- You are not in charge of your tank’s basic rotation, no need to track it. If they don’t do it right, they will be extremely squishy, which is very visible.
- Tanks decide pull sizes so it’s on them to pull according to their big CDs. No harm in tracking it but generally, I haven’t found it very useful.
Things I’d take from the video:
- Blood DKs - If you see low runic power, they need help. If you see Purgatory, they need your everything.
- Brewmasters - If you see heavy Stagger, they need a bit more of your attention than usual.
That’s it really.
I mean, one just has to enable Raid Frames and that’s it
This is part of the default UI with Dragonflight. Only debuffs that your specialization can dispels appear on the lower left corner of the party member frame, along with their duration. As Resto Shaman, however, it doesn’t show Poison-type debuffs when Poison Cleansing totem is picked.
Counter-argument: Resto Shaman relies on good totem and Healing Rain placement for AoE healing which is a massive hurdle if the group doesn’t stay stationary a lot, which is massively the case in lower-level keys where people would learn the specialization, and has very few ways to prevent damage in order to give themselves more time to heal teammates up.
And it’s worse if players copy the recommended builds from WoWhead or Icyveins, because neither have Stoneskin totem (reduces damage by 10% for 5 closest members) or Earthen Wall / Ancestral Protection.
I don’t want to use addons. And it’s a failure of design if the game can only successfully convey its information through third-party addons.
Yes, I know. I used Blood Deathknight as the worst offender.
What’s your point? What I’m trying to say is that at the lower-end difficulty content that a lot of newbie healers and people playing healer as an offspec or trying it out for the first time, are struggling to perform adequately. That’s apparent because if you are just semi-decent, then your performance is way above the average at that level of play. And that does indicate that healing is too difficult for many players.
Like I said, then this is a failure of design on Blizzard’s part. It’s for them to fix their own shortcomings, not pass the burden onto their players, whom you cannot expect to deal with the problem adequately. And as can be seen - they aren’t.
Resto shaman is only pressing riptide, healing surge and chainheal. You can forget about healing rain for M+ for a long time. We talk about getting into healing. Not about min maxing a spec.
Yes. Anable that option. Move it to a convenient spot. Configure mouse-over keybinds… anable the debuff/buff configuration… and a couple of other things I might have forgoten.
OR…
Download this 1 addon and go play !
A tiny little box that is barely visible. Its so much less intuitive to simply color the whole box red or something.
And dispelable buffs are not the only thing VuhDoo puts by default. It also puts your hots on the frames, AND, it shows important (and only important) undispelable debuffs you should know about. Like the dot from snake boss in Uldaman.
The bad thing about the icy veins talent builds is that they rely on Primordial Wave and waste 2 talents in DPS.
(A) DPS is totally unnecessary for lower keys. Its important only when the player has mastered the HPS throughput. Then he can start casting stormkeepers and lava bursts.
(B) Primordial wave is not a reactive heal. It requires set-up to cleave and CB totem to maximize throughput. It requires knowledge of the encounters. Beginners dont tend to have this knowledge. Its better to simply remove it from the bar and heal with Chain Heal. Which is one of the only spammable AoE heals in the game.
And for your info : Stoneskin reduces 10% if PHYSICAL damage taken. If anything, its only marginally useful for the tank. And in the current dungeon pool, its useless in every case.
Erthen Wall totem remove 7000k from each hit players take. In M+ people are getting hit by 200k, 300k a pop its nothing at all. Also, the totem has 11 yard range… super tiny, even for M+ standards.
And Ancestral Protection is a 5 minute CD. Its ridiculous… Why would anyone even consider this?
IF and only IF you want to take RShaman to the limits.
For reactive healing, spreading riptides achieves the same result as Healing Rain. And the extra 20% healing from Deluge is not required in lower keys. So you tend to use Riptide as an instant cast heal, which heals for quite a punch ! Only HPala with Holy Shocks has a shorter CD instant cast heal like Shaman Does.
And you also forgot Cloudburst totem. The key element for AoE healing in high keys. But in lower keys, Healing Stream Totem is more than enough. And its “fire and forget”…
Not an issue in lower keys. In higher keys yes.