AI Summary
This video by Bowser the Healer covers eight key points for new and returning healers in World of Warcraft Mythic Plus dungeons. It focuses on fundamentals like analyzing deaths, understanding lethality, using crowd control as a healing tool, and managing cooldowns. The guide also emphasizes the importance of healer damage and adapting to the chaotic nature of pugging.
Chapters
Use the Details addon to check the death log and see how quickly a player died. If they died instantly (e.g., in 2.1 seconds), it's likely a mechanic failure on their part, not yours.
Lethality refers to how close a player is to dying. A player at 1/3 health with multiple enemy casts is on lethal. Triage involves deciding who to save and who might die.
Crowd control (e.g., Psychic Scream, Leg Sweep) can be used to stop enemy casts, preventing damage entirely. This is often easier than healing through the damage.
A typical pull starts with preparation spells, then damage, then reactive healing, then prepared healing for upcoming mechanics. Between pulls, do damage, restore mana, and reapply essential spells.
Use cooldowns as needed when learning, then start saving them for harder encounters. Work on both high-end (blasting) and low-end (resourceful) healing.
Details and Plater are the two most recommended addons. Plater shows which mob is targeting which player, helping you anticipate damage.
Healer damage contributes 3-7% of a dungeon's total damage, potentially saving 2-4 minutes on the timer. Learn your damage buttons and find free time to use them.
Pugging lacks coordination, making it more chaotic. Healers must be prepared for players not using defensives or failing mechanics. Use tools like Details to analyze your performance and avoid blaming yourself or others.
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90% Legit"The title accurately reflects the content, which covers fundamental healing concepts for Mythic Plus, including add-ons, cooldown management, and the flow of healing."
Mentioned in this Video
Tutorial Checklist
Study Flashcards (10)
How can you determine if a player's death was your fault or theirs?
easy
Click to reveal answer
How can you determine if a player's death was your fault or theirs?
Check the death log in Details to see how quickly they died. If they died in under a second, it's likely a mechanic failure on their part.
1:21
What is 'lethality' in the context of healing?
medium
Click to reveal answer
What is 'lethality' in the context of healing?
Lethality refers to how close a player is to dying from incoming damage. A player at 1/3 health with multiple enemy casts is on lethal.
2:26
Why is crowd control considered a healing cooldown?
medium
Click to reveal answer
Why is crowd control considered a healing cooldown?
Crowd control (CC) can be used to stop enemy casts, preventing damage entirely. This is often easier than healing through the damage.
3:53
What does a successful interrupt (kick) do to a mob?
hard
Click to reveal answer
What does a successful interrupt (kick) do to a mob?
A kick (interrupt) turns off a school of magic, preventing the mob from casting spells from that school for a short time.
4:56
What is the typical flow of a Mythic Plus pull for a healer?
medium
Click to reveal answer
What is the typical flow of a Mythic Plus pull for a healer?
Preparation spells (e.g., Renew, Prayer of Mending, Temporal Anomaly), then damage, then reactive healing, then prepared healing for upcoming mechanics.
6:28
What is the recommended approach to using healing cooldowns for new players?
medium
Click to reveal answer
What is the recommended approach to using healing cooldowns for new players?
Healers should use their cooldowns as needed when learning, then start saving them for harder encounters as they become more comfortable.
10:12
Is healing per second (HPS) a good measure of a healer's performance? Why or why not?
hard
Click to reveal answer
Is healing per second (HPS) a good measure of a healer's performance? Why or why not?
No, HPS is not a good measure of skill because healers don't always have something to heal. High HPS often means more damage was taken, which is not ideal.
11:33
What key information does the Plater addon provide for healers?
medium
Click to reveal answer
What key information does the Plater addon provide for healers?
Plater shows which mob is targeting which player, allowing you to see who is about to take heavy damage from multiple sources.
13:01
How much time can a healer's damage contribution save on a Mythic Plus timer?
hard
Click to reveal answer
How much time can a healer's damage contribution save on a Mythic Plus timer?
Healer damage can contribute 3-7% of a dungeon's total damage, potentially saving 2-4 minutes on the timer.
14:44
How does pugging in Mythic Plus differ from playing in a coordinated group for healers?
medium
Click to reveal answer
How does pugging in Mythic Plus differ from playing in a coordinated group for healers?
Pugging lacks coordination, making it more chaotic. Healers must be prepared for players not using defensives or failing mechanics, requiring more reactive healing.
15:45
💡 Key Takeaways
Using Details Death Log
Teaches healers to analyze deaths objectively, reducing self-blame and improving understanding of mechanics.
1:21Lethality and Triage
Introduces a core triage concept that helps healers prioritize healing and conserve resources.
2:26Crowd Control as a Healing Tool
Highlights a non-obvious but powerful technique: using CC to prevent damage instead of healing it.
3:53Healer Flow in a Pull
Provides a clear, actionable framework for the typical sequence of actions in a Mythic Plus pull.
6:28Impact of Healer Damage
Quantifies the significant time-saving potential of healer damage, motivating healers to contribute offensively.
14:44Full Transcript
[00:00] This video is for the new healers and
[00:02] this video is for the healers that want
[00:04] to refresh themselves on some of their
[00:05] fundamentals. My name is Bowser the
[00:07] healer and I got about eight points here
[00:09] from little things like add-ons to big
[00:12] things like how to manage cooldowns and
[00:14] how the eb and flow of healing works in
[00:16] a typical combat. Now I just want to be
[00:18] clear. I'm mostly talking mythic plus
[00:20] but a lot of this will just
[00:22] automatically apply to raids. So, if you
[00:24] are looking for more raid focused
[00:26] advice, you'll get something out of
[00:27] this, but I come from the perspective of
[00:29] somebody who pugs a lot of mythic plus.
[00:31] So, let's get right into it. The first
[00:33] major point I want to talk about with
[00:35] healing is death, which I know sounds
[00:37] really silly, and as silly as it sounds,
[00:38] I do actually mean this one quite
[00:39] seriously, but watch the clip right now.
[00:42] Could I have saved this warlock? And
[00:44] feel free to watch it again if you'd
[00:46] like, but the answer is no. They died to
[00:49] an avoidable attack, a circle that goes
[00:51] on the ground from Cinder Brew toss.
[00:52] Their objective was to just walk a few
[00:55] feet out of it and they'd be fine. Now
[00:57] look, they died instantly. Yeah, maybe I
[00:59] could have hit Guardian Spirit if I knew
[01:01] they were going to get hit hit, but
[01:02] realistically, this is the player
[01:04] responsibility. I'm not in charge of
[01:06] this person's death. That's sort of in
[01:08] their own hands. But also, it's not too
[01:10] big of a deal, right? It's the start of
[01:11] a dungeon they were clearly blasting.
[01:14] It's not really a problem. But for a new
[01:16] player, it can be really hard to tell if
[01:18] that was a problem. My recommendation is
[01:21] to use the add-on details, which is
[01:22] usually for checking how much damage
[01:24] you're doing. But you can use it to
[01:26] check your healing, damage taken, or my
[01:28] favorite, deaths. Check the death log to
[01:31] see how quickly somebody died. Was it
[01:33] something you could have prevented? Was
[01:34] it something obvious? Or did they die in
[01:36] like 2.1 seconds instantly, right? You
[01:40] can't really save someone from dying
[01:42] instantly. A lot of the times that
[01:43] probably means a mechanic was failed,
[01:45] they stood in something, you name it.
[01:48] You'll know when somebody doesn't use
[01:49] their cooldowns. And as you get really
[01:50] good at using details, you can actually
[01:52] check healing meters and damage meters
[01:54] to look at auras to see how much a tank
[01:57] had on uptime for one of their
[01:58] mitigation tools. That's more advanced
[02:01] down the line, but just learning how to
[02:03] look at the stuff and starting to
[02:04] understand the spells that are hitting
[02:05] people will help demystify some of the
[02:08] damage coming through. When some DPS
[02:09] goes, healer, where were my heals? And
[02:11] you see they took their whole life bar
[02:13] in a third of a second, well then that's
[02:15] that's a skill issue. You don't have to
[02:16] worry about that one. They're just going
[02:18] to be a little mad about it and they'll
[02:20] get over it. But now, let's talk about
[02:22] damage, specifically damage done to
[02:24] players. Let's talk about lethality. I
[02:27] like to look at health bars when they're
[02:29] on lethal. So, let's say there's a spell
[02:32] coming out and it does a third of
[02:33] someone's life bar. Okay, that's cool.
[02:35] What if there's three enemies targeting
[02:37] one player? Okay, that's a little
[02:40] dangerous. If all three of those spells
[02:41] hit, they're probably going to die. Even
[02:43] if they don't die, the next thing that
[02:45] hits them probably will. That's called
[02:47] lethal or they are on lethal. When
[02:49] they're sitting at 1/3 health and two of
[02:51] those spells are being cast on them,
[02:53] right? That is a lethal situation. I
[02:56] like to think about triage, the act of
[02:58] figuring out who you can save and who's
[03:00] got to die. I like to think about
[03:01] lethality and how close someone is to
[03:03] lethality for figuring out who needs to
[03:05] be healed or how much healing I actually
[03:07] need to use. You might have some
[03:09] coolowns you can use to save someone's
[03:10] life. But if they took 80% of their
[03:12] health bar, but they're fine and there's
[03:14] no other damage coming in, you don't got
[03:16] to panic heal them. You can just heal
[03:18] them with your more efficient spells and
[03:20] get the job done. When you get better at
[03:22] healing, and we're about to talk about
[03:23] cooldowns, but when you get better at
[03:25] this, knowing where your cooldowns go
[03:27] typically goes handinhand with
[03:29] lethality. Where are there bad lethality
[03:31] lineups where there's unavoidable damage
[03:33] or hard to stop damage while players are
[03:35] taking like consistent damage from other
[03:38] sources, right? Maybe a boss fight, like
[03:40] a major mechanic or something like that.
[03:42] That's where you're going to start
[03:43] going, "Oh, this will put players on
[03:44] lethal. Oh, maybe I should commit a cool
[03:46] down or a setup or ramp or whatever it
[03:49] is that they need to
[03:50] do." The next one is fairly simple, but
[03:53] it's crowd control is healing. So, I
[03:55] want you to think about this. Those
[03:56] three enemies are targeting one of your
[03:59] allies and you know it's going to kill
[04:00] them. Okay, you could try to save their
[04:03] life with an external defensive. You
[04:04] could use a cheat death or something
[04:06] else that your kit has to save their
[04:08] life. Or you could stop them from going
[04:11] off, hitting something like your psychic
[04:13] scream, your leg sweep, your tail swipe,
[04:15] whatever it is that you need to use to
[04:17] stop cast from going off. A lot of the
[04:19] times this will reset the cast, allowing
[04:21] those mobs to pick new targets. It's
[04:23] much easier to heal three people taking
[04:25] stagger damage than it is to heal one
[04:27] person who's about to die
[04:29] instantaneously. Which is why I want you
[04:30] to use your crowd control and your
[04:32] interrupts as a healing cooldown. Use it
[04:34] to save people's lives. Sure, you might
[04:37] have multiple tools and you can afford
[04:39] to expend one to make the DPS life a
[04:41] little bit easier. Yeah, absolutely. But
[04:44] when the going gets rough, don't ever
[04:45] forget that you have these crowd control
[04:47] moves that can stop problems. Also, for
[04:50] those of you blessed with a kick,
[04:51] there's going to be a lot of priest
[04:52] footage here. Priest doesn't have a kick
[04:54] unless you're shadow. Here's the thing.
[04:56] A kick or also known as an interrupt
[04:58] skill specifically turn off a school of
[05:00] magic when they successfully connect.
[05:02] So, when you see those colorful cast
[05:04] bars that you can actually kick, when
[05:06] you hit that, it turns off the school of
[05:08] magic. So, they can't cast for a little
[05:10] bit from that school of magic. This
[05:12] typically means that the mob will walk
[05:13] in. Using your interrupts to help
[05:15] organize mobs is, I think, a really good
[05:17] thing to do at the start of a pull, but
[05:19] then the next time your kick is up, you
[05:21] might want to consider using it just to
[05:22] save lives. Hold it to literally just
[05:25] prevent more problems from happening.
[05:27] Thank me later. For the newer player
[05:29] watching this video, before I talk about
[05:31] the flow of a healer, kind of what a
[05:33] typical pull is going to look like, I do
[05:36] want to note something. If you want to
[05:37] practice any of this, go into a delve.
[05:40] tank brand plus you is enough damage and
[05:42] healing to make it through any delve in
[05:44] not a long amount of time. I mean it
[05:46] like it won't be too incredibly long and
[05:49] if you're contributing damage you will
[05:50] also notice that the delve kind of falls
[05:52] over. You do need to do damage as a
[05:54] healer. So this is a great place to
[05:55] practice both the healing and damage
[05:57] aspects. Bran, however, doesn't heal
[05:59] very much. This means you're going to
[06:00] really feel the impact of your heal on a
[06:03] tank and your heals on yourself. It's
[06:05] going to give you an idea of like how
[06:06] much they actually do and what they feel
[06:08] like to use. If you have a combo or an
[06:11] interaction you get to use, you're going
[06:13] to see the fruits of your labor in front
[06:14] of you. Sometimes it can be a little
[06:16] hard with people having self-healing and
[06:18] automatic defensive talents. You might
[06:20] not necessarily know what you're doing
[06:22] in a dungeon at first, so I think it's
[06:24] good to get your feet wet in a delve
[06:25] just to truly feel it. But let's talk
[06:28] about that healer flow. How does a
[06:30] typical poll go? Well, the start of a
[06:33] poll is always going to be preparation
[06:34] spells. Anything you got to do. I know
[06:36] as a preservation evoker, I hit hover. I
[06:38] throw temporal anomaly. Holy priest is
[06:40] going to maybe renew some people for the
[06:42] healing boost and put their prayer of
[06:43] mending on cooldown. Maybe a discipline
[06:45] priest wants to get atonements out. You
[06:47] know the vibes. Everyone does something
[06:49] different here. Then it's time to do
[06:51] damage. Healer damage isn't crazy, but
[06:53] it's also usually typically front-loaded
[06:55] and not too hard to do. The best time to
[06:57] do it is when the tank has gathered mobs
[06:59] and everyone gets to just blast all the
[07:01] cylinders for a moment. Get whatever
[07:03] your damage is out and then it's time to
[07:05] heal when things happen. Reacting to
[07:07] healing is the first thing I want to
[07:08] talk about. As long as there's no other
[07:10] planned instance of healing coming up,
[07:13] just react. When someone gets chunked,
[07:15] go heal them. If you're expect
[07:16] anticipating people to take damage, you
[07:18] can quickly prep before they get hit and
[07:20] then you can go and heal them. But let's
[07:22] say there's a mechanic coming up or
[07:24] there's, you know, a boss fight and it's
[07:25] about to hit really hard and you got to
[07:27] get ready. That's prepared healing. This
[07:30] sort of overwrites any triage you have
[07:32] to do and that yeah, you might need to
[07:34] save someone's life, but if everyone's
[07:36] going to die, you kind of need to focus
[07:38] on everyone and not the one person,
[07:40] unless that one person's the tank, but
[07:42] then you might all still die in that
[07:43] scenario. Preparation is so important
[07:47] when the polls get harder. They're not
[07:48] going to necessarily be hard at first.
[07:50] So, when you're first going through the
[07:51] dungeons, you might need to go like,
[07:52] "Ooh, we all took a lot of damage there.
[07:54] I bet in a higher key that would hurt
[07:56] really, really bad." Cuz it probably
[07:57] does. Then afterwards, when the going
[08:00] gets kind of quiet and you're back to
[08:02] doing damage, yeah, do damage yourself,
[08:04] right? Patch anyone up you need to and
[08:06] hit any of your important spells. Some
[08:08] of your important on cooldown spells,
[08:11] you're not actually pressing when you
[08:12] need to do serious amounts of healing.
[08:14] So, you might find that your prayer of
[08:16] mending has been ready to be pressed for
[08:18] a few moments, but you were in the
[08:20] middle of saving lives. Now, it's time
[08:22] it's calm. Hit your essential spells
[08:24] again, and then get back to doing
[08:25] damage, restoring your mana, or whatever
[08:27] it is you absolutely need to do until
[08:29] there's something to react to. Every
[08:31] single poll works like this. Some are
[08:32] going to start maybe a little heavy at
[08:34] first, so maybe you don't got a lot of
[08:35] time to do damage. And then,
[08:36] furthermore, there are some polls where
[08:38] you have these extreme downtimes where
[08:40] there is nothing to do and you are just
[08:42] blasting damage. And that happens every
[08:44] once in a while. It's not a big deal,
[08:45] but you're going to see this flow happen
[08:47] all the time. So, be prepared to react.
[08:49] Figure out where you'd want to plan in a
[08:51] more difficult, more challenging
[08:52] environment, and you're good to go.
[08:54] Beginners, I mean it. This does come
[08:56] very naturally. So, just start noticing
[08:58] as you go through boss fights, where are
[09:00] those problematic points you're like,
[09:01] "Ooh, how do I deal with that later?"
[09:03] Yeah, write that stuff down, mark that
[09:05] stuff, remember it. It'll come back.
[09:06] It'll be very useful the next time you
[09:08] approach it. Now, let's talk about
[09:10] cooldowns. This is a really interesting
[09:12] section because if you've ever seen a
[09:14] damage dealer, they have cooldowns, too.
[09:16] And how they typically work is they send
[09:18] their cooldowns as often as possible.
[09:20] You see, DPS basically always have a
[09:22] target to hit. So, if they're going to
[09:24] get 80 to 90% uptime on most of their
[09:27] cooldowns, they'll just send it. They'll
[09:28] only save it for special occasions.
[09:30] Healers, on the other hand, play a very
[09:32] different video game. You don't always
[09:34] have something to heal. And if you did,
[09:36] this game would be painfully, painfully
[09:38] difficult for healers. So, it's
[09:41] important to know how much healing you
[09:42] have and how much you actually need to
[09:44] use. The problem with telling you about
[09:46] your cooldowns is that they're useful.
[09:48] They work differently for every healer,
[09:50] but where you use them is also very
[09:52] different. I'm going to talk about this
[09:53] more in one of the later segments, but
[09:55] realistically, when you pug, you use
[09:57] your cooldowns very differently than you
[09:58] do in a good coordinated group. When
[10:01] you're playing in a good group, they're
[10:02] kicking things, they're crowdontrolling
[10:04] things while they're using defensives.
[10:05] You might not have to do as much
[10:07] healing. When you're in a pug and it's a
[10:09] little more chaotic, you might have to
[10:10] do a lot more healing. So, my
[10:12] recommendation is use the cooldowns as
[10:14] you feel like they're needed until you
[10:17] find a spot where you should probably
[10:18] save it for a harder, more difficult
[10:20] encounter, like a higher level dungeon.
[10:23] Use them to know how they work and then
[10:25] start saving them as you don't need
[10:26] them. The bigger suggestion really is to
[10:28] work on your low end and high-end
[10:30] healing. Learn how to work with your
[10:32] cooldowns when you're blasting and
[10:33] getting as much healing as possible. And
[10:35] then work on your low end when you don't
[10:37] have as many tools. What can you do and
[10:39] how can you play efficiently when you're
[10:40] lacking cooldowns? And as a quick aside,
[10:43] if you have like a 30-second cooldown or
[10:45] less, there's a chance that you can send
[10:47] it off rip most of the time. When I talk
[10:50] cool downs, I'm really talking about the
[10:51] 1, 1 and 1/2, 2, and even 3 and 4 minute
[10:54] cool downs. The big ones, the smaller
[10:57] ones might be a part of your typical
[10:58] general rotation. So don't be worried
[11:00] about using those. It'll probably be a
[11:02] part of your kit and how your class
[11:04] operates. For instance, for preservation
[11:06] evoker, you have some 30 and 20 second
[11:08] cool downs that are part of your natural
[11:11] rotation. You're going to use them
[11:12] pretty often and you're going to be
[11:14] like, "Wo, that's a 30-second move. Do I
[11:16] need it?" And yeah, sometimes you do
[11:17] wonder if you need it, but you're going
[11:19] to be using it a lot. So don't like
[11:20] don't fear those lower cooldowns.
[11:23] Now, I want to talk about things like
[11:25] plater in details, but I want to talk
[11:27] details for a moment because this is one
[11:28] that's going to save your buns whenever
[11:30] you get to raiding, and it's just as
[11:31] important in dungeons. Healing per
[11:33] second isn't a very important stat. So,
[11:36] healing per second tells us a few
[11:38] things. It tells us how much healing we
[11:40] can pump out when we're blasting in all
[11:42] cylinders, and it tells us relatively
[11:44] how much healing we had to do in a
[11:45] fight. Remember, damage dealers always
[11:48] have something to hit. Healers, no, not
[11:51] really. They don't always have to heal.
[11:53] This means that HPS doesn't tell you how
[11:55] good or bad you were doing. If somebody
[11:57] came up to me and was like, "Oh my god,
[11:58] Bowser, look at my healing parse in a
[12:00] Cinder Brew metery." I would ask them if
[12:03] they need help. I'd ask them if they're
[12:04] hurt. Like, are they okay? Do they need
[12:06] like a hug? Because that means that
[12:08] there was more damage going on, more
[12:10] people taking damage, more people
[12:12] getting hurt. The healer has to work
[12:14] harder. And that's not necessarily a
[12:15] good thing because in a good world you
[12:18] only have to do essential healing and
[12:19] then you can just go and do damage.
[12:21] That's never how this goes. But I think
[12:23] it's important to remember that.
[12:24] Especially in raid. Sometimes people
[12:26] will be like, "Wow, this healer really
[12:28] isn't performing very well." But the
[12:30] answer is you're comparing them to a a
[12:32] parser, somebody who's trying to get
[12:34] good raid healing parses, which means
[12:37] sometimes it's only one or two people
[12:38] actually trying to heal in a raid, both
[12:41] trying to parse to the best of their
[12:43] abilities. And while that is fun, it's
[12:45] like high score chasing. It is cool.
[12:48] It's not necessarily saying that you're
[12:50] a bad player cuz you didn't hit those
[12:51] numbers. They hit those numbers playing
[12:53] a very dangerous game. So, just keep
[12:56] that in mind whenever you're thinking
[12:57] about it. Now, onto the other kind of
[12:59] bars, Plater. I mentioned Plater. I
[13:02] don't like talking about add-ons too
[13:03] much for healers, but details and Plater
[13:05] are the two I really recommend. And the
[13:07] reason is Blizzard still hasn't
[13:09] implemented a feature to the default
[13:11] name plates. They really want default
[13:13] name plates to tell you who is being
[13:15] cast on. With Plater, a lot of profiles
[13:18] you can import will tell you who is
[13:20] attacking who. This is how you know that
[13:22] that one person in your party is getting
[13:24] attacked by three different mobs, and
[13:27] they'll instantly explode if those casts
[13:29] get off. This information might be hard
[13:32] to parse when you're new, but as a
[13:34] veteran of the game, you're going to
[13:35] need to see that information. It will
[13:37] help you save lives. Now, technically,
[13:40] the mobs do literally look at the target
[13:42] that they're casting on, but you know
[13:44] how this game goes. Sometimes you're all
[13:46] in a nice little bubble, a sphere of
[13:48] players, and you're not going to know
[13:50] who the hell someone's targeting. So,
[13:52] it's very important to have something
[13:53] like Plater. But, I really do hope that
[13:55] Blizzard adds this feature into the
[13:56] game, as a lot of people like the base
[13:58] Blizzard name plates aesthetic, and I
[14:00] don't blame them. It'd be nice if this
[14:02] feature could be a part of the default
[14:04] UI, but that's important. If you do want
[14:06] any of my interface stuff, by the way, I
[14:08] have an interface video that I release
[14:10] like every season or two. I'm probably
[14:11] due for updating it, but all my info is
[14:13] in there if you'd like it. I always have
[14:16] to make a section about healer damage,
[14:17] and people always get frustrated with
[14:19] me. But too bad. I'm I can't be too nice
[14:22] about this one. As you get better at the
[14:24] game, you're going to need to do damage.
[14:25] Now, for a new player, don't be too
[14:27] worried about it. Learn what your damage
[14:29] buttons are. Learn how to do your
[14:30] damage, and it'll just come naturally
[14:32] over time. I mean it. Healer damage is
[14:34] very front-loaded and easy to do. You
[14:36] can just kind of press all your buttons,
[14:38] get it all out there, and then get back
[14:39] to healing pretty quickly and pretty
[14:42] often, actually. If a healer is doing 5
[14:44] to 7% of a dungeon's damage, or heck,
[14:46] even 3% of the dungeon's damage, if you
[14:49] asked any DPS player, "Hey, would you
[14:51] bring an extra 3 to 7% damage every
[14:54] single time you ran a key?" They'd tell
[14:56] you, "Yeah, every single time." You
[14:58] really do affect things. And more
[15:00] importantly, there can be calculated for
[15:02] how much time save you do. Now, this is
[15:04] a little complicated, so I might make a
[15:06] whole video on this. It might just be a
[15:07] fun little side video, but you really do
[15:10] take multiple minutes off a timer,
[15:12] somewhere in the range of two, three,
[15:14] and even four minutes sometimes just
[15:16] because you contributed damage. If you
[15:18] ask yourself or ask any like top player
[15:20] how many runs have come down to the last
[15:22] couple of seconds, right? All of those
[15:24] runs could have been in the wheelhouse
[15:26] of how much damage the healer was able
[15:28] to do. So, always keep that in mind.
[15:30] Your damage is important, but if you're
[15:32] learning, again, learn how your damage
[15:34] works. Don't overthink it. You will find
[15:36] the free time to do some damage and get
[15:38] some kind of contribution in. Anything
[15:40] helps. Anything always
[15:43] helps. And for my final point of the
[15:45] video, and arguably maybe one of the
[15:47] most important, pugging in World of
[15:49] Warcraft is an entirely different game
[15:52] than playing coordinated. In a
[15:54] coordinated group, especially in Mythic
[15:55] Plus, you're going to be able to, you
[15:57] know, get your crowd controls off in
[15:59] exactly the order you want. You can all
[16:01] interrupt things and call what you're
[16:03] going to interrupt. You can use your
[16:04] cooldowns. Well, a good coordinated
[16:06] group makes a really hard key look
[16:09] trivial to the spectator. It's an
[16:11] awesome sight to see. And if you've
[16:12] watched any top players, you've probably
[16:14] seen the kind of stuff that they can do.
[16:16] When you're pugging, you lose all of
[16:18] that. There's no coordination. There's
[16:20] minimal coordination. If anything,
[16:22] people might not use their defensive
[16:24] smart. They might not know the dungeon
[16:25] as well as you. There's so many missing
[16:27] gaps of information. I still recommend
[16:30] pugging. I do it all the time. I think
[16:32] it makes you a really, really sharp
[16:34] healer. And I think that's pretty
[16:35] important. But on the contrary, when
[16:38] you're pugging, just remember that
[16:40] players can be mean. Players can be
[16:42] exceedingly nice. You might get a really
[16:44] good group and then followed by a really
[16:46] bad group. I don't want you to just
[16:48] immediately blame yourself or
[16:49] immediately blame others. Use the tools
[16:51] we talked about today, like checking
[16:52] details and looking through your logs
[16:55] and understanding what you could have
[16:56] done better. Even when you're new, you
[16:58] might not understand everything, but if
[17:00] you notice there was a button you never
[17:01] pressed the entire dungeon or you didn't
[17:04] get any value out of something, figure
[17:06] out where it might go and re-evaluate. I
[17:08] think I can make a whole video though
[17:10] talking about just how different this
[17:11] game is pugging than playing with like
[17:14] other people and kind of what that
[17:15] experience is like. But let me know in
[17:17] the comments if you want to see that.
[17:19] That's going to do it for this one,
[17:20] though. I hope the healing video helped.
[17:22] Sorry for the slow content. I've been
[17:24] just a bit busy, but with any luck, I
[17:26] should be getting more videos out. I'm
[17:27] going to try to make a few more
[17:28] beginners guides on other healers that
[17:30] I've been really enjoying. And uh I have
[17:32] this whole tank arc that you're all
[17:34] going to have to experience. So, I hope
[17:35] you're excited about that one. Take
[17:36] care, everyone. I'll see you soon.