Vova is the best healer. The most versatile healer in WoW. Knowledge of combat mechanics

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In this guide we will describe all the important aspects of playing as a healer. This information will be useful for both experienced and novice players. The guide lacks subtleties related to the different classes. We do not consider talents, stones and enchantments for specific healers. If you require this information, please refer to the class guides. The tips below apply primarily to raids, but they can also be followed in dungeons.

1. Introduction

In our opinion, the healer is the most difficult and intense role in the game. There are many factors that determine the quality of healing. The most important of them is ability to react quickly And knowledge of your class and combat characteristics.

A good healer must have good gaming skills (see below for a definition and discussion of this aspect) and also be aware of some gaming concepts that are largely counterintuitive.

1.1. What is healing?

Without a doubt, this section contains obvious postulates that may seem unnecessary, but for the sake of completeness of the discussion we decided that they should be included in the guide.

Healing is the process of casting spells that restore health to allies (i.e. party or raid members). These spells help players survive the damage that is inevitably present in all PvE battles.

Of course, this is a basic definition. Currently, in a raid environment, healers also have to dispel various harmful effects (magic, curses, poisons and diseases).

Additionally, in coordinated groups, healers can perform different tasks - for example, healing only certain players.

In World of Warcraft, healing specializations are available to representatives of five classes:

  • Druids (Healing)
  • Monks ("Mistweaver")
  • Paladins ("Light")
  • Priests ("Light" and "Obedience")
  • Shamans ("Healing")

Simply put, healers target damaged allies and cast beneficial healing spells on them.

2. Qualities of a good doctor

To immediately outline the structure of the guide, first we will list all the qualities characteristic of a good healer. After that, we will describe each quality separately so that players can use this information to improve their gaming experience.

  1. The ability to control your character at any time with ease and confidence. This quality implies the presence of a user-friendly interface and key assignments.
  2. The ability to predict events that will happen in the next moment (i.e., knowledge of the peculiarities of combat) and react to them correctly (i.e., knowledge of the characteristics of one’s class).
  3. Understanding your role in the team and the tasks set by the team leader.

Obviously, the first point is common to all players, regardless of their role (tanks, healers and fighters). Carefully study the game interface and actively use hotkeys.

The second point requires knowledge of the combat and the class you are playing. Study the mechanics of bosses so you know what to expect from them, as well as the mechanics of your class so you know what spells can be used to neutralize which types of damage.

The third and final point is related to understanding your role in the team and the ability to follow centralized instructions.

In addition to the three main points, there are others (for example, the ability to control excess healing and manage mana).

3. General provisions

Doctors, like no one else, need accurate and quick reactions. The ability to give clear commands to a character affects the performance of the game literally at every turn.

In some cases, tanks and soldiers also have to make split-second decisions, and these decisions determine the course of the battle. Healers make similar decisions every time they use a particular spell.

This section contains the information you need to control your character as effectively as possible.

Over the years of the game's existence, the standard interface from Blizzard has improved significantly. It introduced features that were previously supported through user modifications. Of course, you can play the role of a healer without addons, but we consider this approach to be suboptimal.

Below we list interface elements that, in our opinion, need modification. Additionally, you will likely need to remove some elements to ensure that the boss and raid member indicators are clearly visible.

When making changes, you need to remember that the interface should help you complete your tasks, not complicate them. Remember that the time spent setting up the interface will save you a lot of effort and nerves in the future.

3.1.1. Raid indicators

Raid indicators are the most important part of the game interface. You'll be looking at it for most of the fight, so it should be simple and easy to use.

There are several addons that allow the player to change the standard Blizzard panels to their liking. Before we list the names, we'll tell you what to keep in mind when changing the interface.

  • Raid indicators should be large enough to avoid strain on your eyes.
  • The indicators should be located closer to the center of the screen (under the character or to the side of him).
  • Indicators should display all significant positive and negative effects present on players.
  • Don't forget about the pet indicators (this feature is usually turned off by default).

Of course, the interface must be customized to suit personal preferences. Remember that it should simplify, not complicate the game process.

Raid indicators should reflect all significant positive and especially negative effects that affect players. Healers often have to dispel magic, poisons, curses and diseases. Hotkeys are usually used for these purposes (see below).

The most common (and reliable) addons for changing the raid interface are:

  • Grid: is very popular among players. There are many plugins for it with additional functions.
  • HealBot: Another popular option.
  • VuhDo: a worthy alternative with more settings.

3.1.2. Raid Alerts

Every healer should be able to communicate with his allies. They have quite a few spells that affect other players (damage reduction, mana replenishment, etc.) Healers need to report the use of these spells without clogging the voice channel.

Therefore, we recommend using Raeli's Spell Announcer addon and notifying the raid about all effects that reduce damage taken and restore mana to all players.

For other effects designed for a single target (for example, Pain Suppression), you can write macros with a whisper to a specific player.

3.1.3. Cooldowns and buffs

Most specializations have different cooldowns and effects that trigger randomly. Try to use them as efficiently as possible to bring as much benefit to the raid as possible.

Despite all the improvements to the standard interface (especially in the Cataclysm expansion), we believe that it is still not enough in terms of functionality.

  • #showtooltip healing
  • /cast [@mouseover,exists,nodead,help,][@player] Heal

At first glance, the macro seems complicated, but its mechanics are quite simple:

  • If you hover (@mouseover) over a target that exists (exists), is alive (nodead), and is friendly (help), then you cast Heal on it.
  • If the above conditions are not met, you apply Heal to the current target if it exists, is alive, and is friendly.
  • In all other cases, Healing is applied to the caster himself.

If desired, the macro can be simplified:

  • #showtooltip healing
  • /cast [@mouseover] Heal

However, it will have less functionality.

Using mouseover macros and hotkeys, you can heal allies without losing sight of the current target (for example, the boss or the monster summoned by him).

It should be noted that addons like VuhDo allow you to heal allies on mouse hover and without macros. In some cases (for example, if you need to actively heal on the go), such addons simplify the process a little, but its essence does not change.

In any case, try not to resort to a suboptimal healing method (click on the target indicator + click on the spell icon). Any improvement (hotkeys, macros, addons, or all three) will allow you to take a step in the right direction.

3.3. Equipment optimization

We won't discuss specific stat priorities in this guide because there are no guidelines that apply to all classes. However, it is worth noting that equipment plays an important role in effective healing.

For more information, we encourage all interested readers to consult the class guides.

3.4. Knowledge of combat mechanics

Every healer must be well aware of the mechanics of the battle in which he will participate. He must be prepared for any ability that a boss or other monster might use that could harm allies (regardless of whether they have a chance to avoid the damage).

A good healer must be prepared for anything that might happen. Most bosses' abilities have fixed cooldowns, so the process of using them is quite predictable. This way, the healer has the opportunity to prepare for the moment of receiving damage and decide in advance what spells he will use.

When studying mechanics, pay attention to the amount of damage coming from a particular ability, as well as its frequency. This will give you an idea of ​​the abilities that would be better suited to neutralize this damage than others.

Example: you know that the boss has an ability that at some point in time deals heavy damage to the entire raid (let's say about 80% of most players' max health). After this ability, the boss attacks the tank in melee for 30 seconds. Therefore, before using the ability, you must ensure that all raid members are healthy enough to survive it. After using the ability, you will have enough time to heal your allies with effective spells without spending too much mana. If you weren't aware of this combat feature, someone could die because they didn't have enough health when you cast the ability, and then you could panic and use up all your mana to quickly heal the wounded.

4. Features of the healing process

If you followed all the recommendations above, you should now have a well-configured interface with addons, macros, and hotkeys. Surely you have already learned how to timely click on allies’ indicators, track available cooldowns and effects affecting you, etc.

Having information about the mechanics of the class, you will be able to control your character even more effectively. The subtleties of such mechanics are outlined in class guides. However, there are general features of playing a healer that do not depend on class and specialization, but apply to the role as a whole.

For the most part, they are outlined in the previous sections. Below we will tell you exactly how to treat, who to treat and who not to treat, and also describe the most common mistakes.

4.1. How to treat?

The healer's job in any battle is to support allies until all opponents die.

Essentially, you need to wait for one or more raid members to take damage and then cast your spells to restore their health.

At first glance, everything looks quite simple, but you should consider that:

  • Different healing spells are designed for different situations (for example, some are cast very quickly but require a lot of mana, while others do the opposite).
  • The damage a raid takes is not always predictable. In addition, players sometimes make mistakes, and the healer has to correct their mistakes.
  • Some bosses have abilities that affect healers and change their functions. Improvise and don't forget to communicate with your allies.
  • Some spells (especially Druid heal over time effects) must be cast before the target takes damage.

To achieve your goals, you must carefully plan your actions, manage your mana, and use the right spells at the right time. Let's look at these questions in more detail.

4.1.1. Mana management

All healers use mana as their main resource. Without mana, they cannot cast healing spells.

The speed of mana replenishment depends on the spirit indicator and is increased by various talents and abilities. Healers need to monitor their mana levels throughout the battle, as their mistakes can lead to the death of the entire group.

The art of effective healing largely comes down to the ability to use the right spells at the right time. So, if the target's health has dropped to a critical level, you must cast an expensive and quick spell, because... in a different scenario, you simply won’t have time to help your ally. If the target's life is not in danger, you can turn to a cheap but slow spell.

Throughout the fight, you must maintain a perfect balance, fulfilling your duties while trying not to waste too much mana. To do this, you need to make the right decisions about choosing spells based on an understanding of class and combat mechanics.

Effective mana management involves minimizing excess healing. This concept will be discussed later. In short, you shouldn't waste mana on healing characters at full health.

4.1.2. Prioritization

As a healer, you must not only keep all allies alive from the beginning to the end of the battle. In some cases, you may want to let someone die to save mana and heal other, more important party members more effectively. Before we expand on this topic, we would like to remind you not to forget to treat yourself. Many novice healers are so eager to help their group that they forget about their own health.

Unfortunately, in some situations the healer cannot save everyone. Players receive extra damage for various reasons - for example, because the battle lasted too long, or because one of the allies made an irreparable mistake.

If this happens, don't try to quickly heal everyone who was seriously injured. Otherwise, you will quickly run out of mana. You have to let someone die.

No matter how paradoxical it may sound, this is the only way to survive and finish the battle. In general, it is difficult to describe exactly who needs to be sacrificed, since this choice highly depends on the characteristics of the battle.

As a rule, it is not worth sacrificing tanks, because... Without them, you are unlikely to be able to kill the boss. When choosing fighters to keep alive, give preference to those who deal more damage, but do not forget that addons do not always show reliable data.

And finally, many healers try to save the lives of other healers, while losing fighters, which often does not lead to anything good. If the situation gets out of control, the only thing that can help you is a quick death of the boss, so a few living fighters sometimes save the day.

4.2. Tasks

Regardless of the content you're mastering, your group or raid leader is sure to give you a challenge.

In other words, he will tell you who and when to treat. As a rule, these instructions sound very simple, for example: “A heals the tank, B and C heal the raid.” However, there are exceptions.

Currently, all 6 types of healers are approximately equal. In the past, it was believed that certain specs were better at certain tasks (for example, in WotLK, paladins only healed tanks, while other specs only healed raids).

Despite the balance, each specialization has its own characteristics. A good leader takes into account the strengths and weaknesses of healers and assigns them the work that they do best. If you feel that the task is not suitable for you or does not generally correspond to the situation (for example, there are too few healers for the raid), be sure to talk about your concerns.

4.2.1. Tank treatment

Tanks take damage throughout the boss fight. The amount of damage and its frequency may vary from battle to battle, but in any case, tanks require at least one healer.

Most battles involve two tanks taking damage alternately rather than simultaneously. The amount of healing required by each tank depends on the level of its equipment, combat mechanics and other factors that are determined solely by experience.

Try to find out in advance the details about the mechanics of the class to which your tank belongs (for example, paladins and warriors know how to block blows and thereby “smooth out” the damage received, death knights rely on self-healing, etc.)

Lastly, don't forget to communicate with the tank so you can both use your cooldowns in a timely manner.

4.2.2. For raid

Raid healing methods vary from battle to battle. In some cases, raids take very little damage, and in others, the damage is huge and inevitable.

Depending on the type of damage the raid receives, you can change the healing principles (as well as talents and equipment items). With rare exceptions, a raid requires multiple healers.

This way, you can communicate with your partners and distribute responsibilities among everyone. Examples:

  • A heals raid members (not tanks) from group 1, and B heals from group 2.
  • A heals the wounded from left to right (check that you have the same addons), and B heals from right to left, so there is enough healing for everyone, and excess healing is minimal.
  • A heals the raid after the boss uses ability X for the first time, and B heals the raid after the second time.

4.2.3. Cooldown rotation

In most fights, healers are also tasked with using raid cooldowns at specific times.

The reason is simple - many bosses use abilities that simply cannot be survived without cooldowns. Moreover, these abilities are often used interchangeably, and cooldowns from one healer may not be enough.

In order for each dangerous ability to be neutralized, healers must use cooldowns alternately, organizing an effective rotation.

If you are tasked with using your cooldown at a certain point in the fight, make sure that:

  • you correctly understand what should be used and when, because... a delay of a few seconds can cost the life of the entire raid);
  • you planned your actions so that at the right time your cooldown will be available;
  • your cooldown is appropriate for the game situation (leaders sometimes get it wrong about some spells).

If you feel that you will not be able to use your cooldown at the right time (for example, it does not have time to cool down), communicate this in advance so that your allies have time to find a solution.

4.2.4. Focus on tasks

Each healer must pay special attention to the task given to him. Without this, coordinated team work is impossible.

When distributing tasks, the leader assumes that each healer will be able to cope with his work without the help of his partners. In practice, things often happen differently. There are many reasons why a healer may not be able to cope with his task (for example, a long delay in the game, problems with the interface, peculiarities of combat mechanics, mistakes by the healer himself and the players he is assigned to heal). If this occurs, other healers may:

  • Ignore the situation and continue going about your business (in this case, the goals of the first healer will die).
  • Help him by leaving your goals unattended for a while.

At first glance, it seems that the second option is preferable and can save the situation, but this is not entirely true. As a rule, a doctor who is distracted from performing his direct duties finds himself among the laggards. After this, other healers have to help him, and this creates confusion. As a result, towards the end of the battle, the healers unexpectedly run out of mana, and the raid dies.

We recommend that you stick to the tactics you chose at the beginning of the battle. However, this does not mean that you should not help your teammates in emergencies. Remember that the best healers are able to respond to unexpected turns of events and come out of any problematic situation with honor.

We advise you to avoid trying to constantly compensate for someone else's shortcomings or incorrect distribution of tasks. In the long run, this tactic will not benefit the raid. Instead, you should discuss the problem that is causing you to do someone else's work. For example, you can give advice to a lagging healer (or offer to replace him), suggest reconsidering tasks, etc.

Paying attention to your responsibilities is also important because it (in theory) ensures that healing is evenly distributed. As a rule, several healers look after each raider. In this case, the entire raid receives full healing. If one of the healers chooses targets randomly, some of them will be left without support, while others will receive excess healing.

4.3. Overhealing

The last mechanic we'll look at is overhealing. Overhealing occurs when a healer attempts to cast healing spells on a target at full health. As a result, it wastes mana but does not provide any benefit.

Above we touched on a variety of aspects of playing as a healer. All of them are, of course, important, but when following these rules, you should not forget about excess healing.

To avoid it, you need to know exactly how much health a particular spell restores. Moreover, you will need information about the specifics of the battle (in particular, the amount of damage caused by a particular ability).

The general rule is that you should not heal a character with full health, and if he is injured, you should use spells on him that will not restore his excess health.

In some cases, overhealing is unavoidable, especially if you are trying to prepare the raid for a dangerous boss ability or have a critical healing mechanic triggered. Don't worry if your overhealing rate is between 10-30%. However, it's worth remembering that overhealing reduces your mana efficiency, so if you're constantly running low on mana, reconsider your playstyle.

Finally, there is another, lesser known way to reduce the amount of excess healing. You need to configure your interface so that it displays all incoming healing (including periodic effects) on indicators. This way you won't be healing allies who are already being targeted by other healers, thereby minimizing over-healing (both your own and others').

5. Conclusion

It is impossible to overestimate the ability of a healer to predict incoming damage and cast spells that are best suited to neutralize it.

After reading this guide, try to apply the acquired knowledge in practice. Explore and customize the interface, review your spells to understand how they work. Once you gain experience, you will definitely become an unrivaled healer!

Remember that the game is not limited to one role. First of all, it is teamwork. Be sure to look for new ways to interact!

We hope you found a lot of useful information for yourself. Good luck!


Good healers are not born, but made! How you begin your slippery slope may affect your future in the game. It all depends on the beginning, because the initial experience and impression will greatly influence your game in the future. How you start playing as a healer will reflect on you. To thoroughly study your class, you need to start playing from scratch to study the work of all the spells, sort them out and understand whether you are ready to be a healer or not.
If possible, visit more easy 5-player dungeons with guildmates or friends to use them as test subjects for your healer. Try to look for more people of your class and type in order to gain as much experience as possible from them, as well as get as much practical advice as possible on how best to act in certain situations.

No need to remember the sequence of button presses.

Remember that there is no rotation of actions here. If you previously liked to play as a damage dealer, then you should know approximately after what magic you need to buff the next one, and so on. Playing as a healer you will not have any rotation of actions, because here you are free and let your imagination fly, but don’t get carried away too much. To get the maximum benefit from your class, you need to thoroughly study all the spells that can always be used. Of course some elements are not predictable, but you should know the full list of your AOE healing spells (massive and expensive spells), for example.
An obvious one, but it will vary between different classes of healers. There will be times when it is necessary to use only targeted healing, and other times when only AOE heals will help you. Situations are best described in specific guides for each heal class. Unlike the damage dealer and the tank, the healer does not have specific sequences of spells, so assess the situation soberly and decide what and how best to use. Just remember that you are an incredibly strong type of class for dungeons and do not forget about rotation, because you are not a paladin with his mega-tactics for each class:

Statistics are not the main thing.

Many people think that if they quickly reach a good level in terms of healing indicators, then they are considered the best. In reality, everything is not like that. Never look at the metrics of Recount or a similar addon, because you should work primarily for the team, not the numbers. I saw a couple of these healers who, at the beginning of the battle, burned through all the mana and immediately sent the addon’s readings into the general chat. This is complete nonsense. It is better to heal slowly, but for the benefit of the raid or group. If there are several healers, then try to work together, and not heal “I managed to heal him first.” Assign a role to everyone and then you can handle everything!
It is also worth remembering about mana, which needs to be protected. If your target has less than 50% of his life left, then use stronger heals, and if he has 70%, then calmly heal him with flash heals. Never heal more than necessary, because this will not bring anything other than a simple loss of mana. Overhealing data will always be available in any good add-on and you will be immediately identified.

Keep track of your group.

If there are no more healers in your group, then first of all they will blame the death of your colleagues on you, and not on the raid healers. Try to heal the group at least a little. Of course, it is not possible to heal players who are outside the range of your spells. Of course, this is elementary, but still players very often forget about this and then are surprised: “Heel! Where are you looking? Why didn’t you heal?” Another thing that gets in the way is doors and barriers. It may also be that the tank was in a hurry and aggroed the boss, and you were left behind the door, which immediately closed. What to do in this case? You can just stand and wait for the end of the battle, but if you are the main healer, then ask everyone to get as close to the door as possible. Some healers have abilities that apply to everyone around them, for example: healing totems for a shaman, a ring of light for priests, etc. Of course, I’m not sure that everything will work out so well, but it’s worth a try in such a situation.
Try to make the most of the raid! Feel free to ask the magician to make you some water or give you a couple of bottles for intelligence or MP. Don’t forget about your abilities for mana regeneration, but try to use them during the fight, and not for simple mana regeneration in front of the boss. Warn the group if you sit down to drink mana, because there are people who don’t look at others at all and can easily start hitting the boss when your mana is at 2%.

Be aware of your abilities.

Don't forget about your special abilities. If you are a PvP healer, then this is much more serious than PvE. Here you need to bring much more benefit to the team than just healing your allies. You will need to slow down, stun, knock down, dispel and many, many other things that will greatly help your team win the battle. The same can apply to PvE heals. In some situations you will have to pick and stun mobs if there are large groups of them, but this will be less common than in PvP. And yet you must help your own to stay alive as much as possible.

Explore addons for hills.

You may have seen what they write about addons. Some consider this complete nonsense, while others simply cannot live without them. In fact, addons are a very useful thing, especially for a raid healer. In particular, you can use macros that replace addons, but this is for more experienced players. Addons will also interfere in situations that require quick action.

→ The most versatile healer in WoW

In the early days of Warcraft, the Arena was the domain of two very different categories of gamers. Casual players went there for fun, and the pros hung out there, whiling away the hours playing matches that were rare at that time. Gradually, with the development of warcraft, this Arena acquired its own “favorite classes”, standard team compositions and a large number of wow guides.

In addition to teams aimed at a quick rush, all other competent parties have a healer in the WoW Arena. This function, as is known, can be performed by druids, shamans, paladins and priests. Depending on the circumstances, wow healing is assigned to different classes. In this article I will try to explain why the Priest is ideal for any such group.

Priest and miles

For melee zone fighters, they most often choose a light “heal”, turning them into tanks. For example, a group of shaman plus warrior is a harsh option for a slow and leisurely scenario. Let's see what happens if you take a healer for such a group in wow with a priest.

A mili-dd (warrior, rogue, death knight) can constantly pursue the enemy without being distracted by extraneous stimuli. As a rule, the enemy group attacks the priest, so its tactics become more than obvious. The DD, based on the enemy’s behavior, quickly takes out the range (healer or damage dealer), and then switches to melee if the enemy has them. At the same time, the priest can withstand the attack of magicians and damage dealers due to constant shields and healing for a very long time.

Priest and Range

A fast running tactic that renders the enemy's melee classes virtually useless as both players move quickly across the field. If you select a heal shaman in the arena in WoW, he will be tied to totems. Good healing castes take him a lot of time. The paladin is also static during healing. A Druid in the Arena requires extremely straight hands, otherwise his HoTs will not save range (rag armor).

The best heal for range remains the priest, and although in this group of warcraft the Arena is used to the maximum, and players must constantly move, the priest is able to withstand any burst on the rag, although other classes may simply not be able to keep up in terms of HP.

Priest as a class

By the way, because of the Darkness branch, the Priest swings easily. And you can always exchange it or buy high level right away. For example, you can buy a dressed wow priest in a store. The developers do not forget about the priests and consistently provide fixes and monitor the balance. Unlike the same druids, who often go last in line due to the number of changes required.

In PvE, as a priest, you may not be able to do solo quests, but, to be honest, running around in the wow world in search of kodo or killing monsters is still a pleasure.

Legendary weapons were added for the priest in the WotLK expansion; he is always in demand in raids and battlegrounds. And even if the Arena is of little interest to you in Warcraft, there will be a place in the group in any case.

Some players begin their journey through Azeroth for the sake of mounts - someone liked the wow kodo, and he became a tauren. If you think this is stupid, think further. You choose a class based on its versatility (druid, paladin), citing the fact that you can always change the role. This is self-deception - it is impossible to be a good healer, damage dealer and tank at the same time in the top WoW content. Of course, if you come to farm kodo and penguins in wow, the paladin is your choice. But classes win not due to versatility, but, on the contrary, due to specialization.

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You may not believe it, but when I started playing, I tried for a long time to understand the meaning of two letters that are now so dear to me – ‘DD’. And to ask someone... not that I was being modest, but the desire to figure it out on my own was much stronger.

Who a tank and a healer are is generally clear from their simple names. A tank is armor, a healer (from the English Hill - to heal) and, accordingly, a healer. DD is more difficult to decipher; a beginner will usually not understand what’s what without a hint.

So. Tanks, Hills, DD in a little more detail..

Firstly. Tanks, heals and damage dealers(damage, damage (from the English. Damage explanations below) these are not classes, not races, not any types, but the ROLE most suitable for a character in the group, taking into account all his characteristics, talents, class, armor, skills used, etc. etc. etc.

Secondly. When you play solo (alone), you can be anyone, or rather, you even have to be both, and especially the third, so for a solo game these terms are generally not acceptable, unless it concerns certain talent trees, in which you invest the corresponding points when increasing the level of your character. Those. There are usually three branches and for some classes they differ in exactly what role you will have to play next.

Third. In principle, there are no and cannot be pure roles, since in different situations, in different groups, raids, instances, on different mobs, bosses, etc. Many unexpected moments can happen for all players, when the tank temporarily ceases to be a tank, the healer, for reasons unknown to anyone, suddenly stops healing, and the DD quickly runs away in order to live a little longer in the current situation.

And even if everyone knows their role and plays it 100%, there are enough accidents in the game for everyone to show a different side of themselves. Otherwise... without such tricky (albeit not always pleasant moments) the game would not be so interesting and varied.

Or are you still so naively hoping to be the best always and everywhere in the world of World of WarCraft???))) They say that hope, if not immortal, is the last to die. I ask realists to delve further into the theory with me and correct me in the comments if my theories somewhere do not coincide with your realities.

Tank– a character with powerful armor, a large amount of health and other protective functions (evasion, stability, parry, block). A tank simply must be able to take on the aggression of mobs and withstand heavy damage. The tank is not obliged to kill everyone around and give out high DPS, that is not the purpose of the tank. The target cannot be killed; others will do it for him. The goal is to keep the mobs on you to prevent them from killing other players. Therefore, if you decide to become a tank, collect things that will increase your defensive characteristics, upgrade the corresponding talents and learn to aggro everything you can. The last one is most important. You need to thoroughly understand what you will use to cause aggression from mobs in order to know what to use in difficult situations, when some of the mobs or the boss suddenly run to kill your healer.

The best classes for tanks (by general consensus, in this order) are Warrior, Bear Druid, Paladin, Death Knight. There are many different subtleties that I haven’t really understood yet, so I can only give advice after I’ve tried all these classes as a tank.

Hillers(clerics) – healers. Those who will heal the tank (or tanks, in large parties, both tanks and healers will be not one, but several, besides the main ones there will also be additional ones) as the main target, and heal the rest depending on the situation. A healer is not required to deal damage at all, but must be able to heal effectively, taking into account the speed of mana replenishment (all healing classes have mana), have good reserves of it (for difficult moments and flasks with mana), pumped up spirit (mana replenishment speed) and quickly redirect/ knock down the aggression of mobs if you are attacked, and there is no one to protect you or simply do not know how.

Don't forget that healing spells also inflict crit (i.e., with a crit, the amount of health restored doubles) and also cause mob aggression.

The best healers are priests, tree druids, paladins and shamans trained in the corresponding talent trees.
From clothing you should choose something that can affect the amount and speed of mana replenishment (intelligence + spirit), because the main problems can be caused precisely by this.

DD (Damage Dealer)- not tanks or healers, but simply fighters. The main goal of the damage dealer is to deal as much damage as possible in less time. In theory, DD can be any class, each with its own characteristics, among which it is worth highlighting separately, again, the level of aggression caused by a particular skill. Those. one, for example, spell from a magician can produce huge damage with the same huge aggression, when the tank will have to work hard to hold off the boss, who will try to rush towards the magician in order to finish off the insolent who hits so hard as quickly as possible. And for a fragile magician, one or two hits may be enough to run away from the cemetery.

Those. When playing as a damage dealer, you want to give out as much DPS as possible without causing more aggression than the tank causes. But.. from practice.. most likely the tank will be scolded anyway, so those who are going to tank, get ready for frequent complaints, even if it’s not your fault.

Also, in addition to these roles, (more often in theory than in action) the following are used.

Nyker(English Nuker - bomber). The role of a character capable of casting spells over a large area (AOE). For example, a warrior cannot hit many scattering opponents at once, who have very few lives left. In this case, the nuker is able to finish off the entire crowd with one spell.

Controller(eng. Crowd controller) - most classes have in their arsenal something to temporarily control the enemy (taking them out of battle for a while, putting them to sleep, fear, submission, slowing down, weakening, etc.). In some situations, it is not always possible to predict which monsters may enter the battle (for example, passing guards), and temporarily removing some monsters from the battle can often save the group from certain death.

The two roles described above are almost always assumed by those who are capable of it, depending on the situation. Those. Rarely will anyone in a gathering group/raid choose those who will be the nukers or controllers. But not knowing about this and not using the capabilities of your class when the situation requires it is also not good.

These examples are most suitable for a group (raid) with a large number of players at high levels (70-80). Although at low levels the meaning of the roles is the same, the classes can change dramatically. For example, at levels 24-25, the hunter and I successfully took out the elite in 29-31 packs, tanking.. (I played a warlock) with our pets. More precisely, he is a pet (boar), I am a demon (of the abyss, so big and blue, giving a shield at the expense of his health).

They healed the pets as best they could, while simultaneously inflicting maximum possible damage on the elite with everything they could. Hunter shot the mobs with a bow, I threw pillboxes (curse of agony, damage) and finished off with fire. In difficult situations, they threw bandages at each other and themselves, driving away opponents with fear.

Those. the pet and the demon in our case (without causing much damage) were used only to restrain the aggression of the mobs, preventing them from attacking us (why aren’t they tanks?). We dealt the main damage (i.e., damage control) and healed ourselves and each other with bandages (and that's how we get heals?). With these tactics and a good partner, I never found out where the cemeteries were in many of the starting areas. Like this. ;)

I would also like to add that this role system in PvP works a little differently. Although there may be tanks, healers and damage dealers (and they cannot, but should be in a complex game), an enemy with real intelligence is not a mob, and will (if they play according to tactics) kill the healers first, then everyone else. And since the Aggro system does not work on players, in order to force a player unfriendly to you to attack you, you need not to give out a ton of aggro, but to be a healer =), preferably a tree (since it can be seen from afar), or attack him yourself, or try writing something like /moon, /taunt or /tease into the chat. It often works. But often... this is not always the case...

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