Healer Guide: Heal Danger, Not Only Low HP¶
Healers keep the zerg functional. That does not mean only reacting to the lowest party frame.
Core rule¶
Healers heal the players and places that keep the zerg functioning.
That often means healing danger before it becomes a low-HP panic situation.
Danger is not the same as low HP¶
A safe backline player at 60% HP may not need immediate attention. A full-HP tank crossing a choke, a support returning through enemy damage, or a caller stepping into an angle may be the real danger target.
Good healers watch:
- where enemy damage is about to land
- which players are holding the front
- who is crossing or returning through a choke
- where the caller or clump tank is moving
- where support zones and defensive layers are being placed
- whether healing zones are enabling forward play or teaching retreat
Healing shapes behavior¶
Players learn from what gets healed. If only retreating players receive support, the zerg learns to abandon forward pressure. If tanks and pressure players receive timely healing while doing the correct dangerous job, the zerg learns to trust the system.
This does not mean healers should suicide to save every forward player. It means healers should recognize which forward players are creating zerg value and position to support them when reasonable.
Role responsibilities by phase¶
| Situation | Healer job |
|---|---|
| Enemy engage incoming | be in range of the likely impact before it lands |
| Friendly push | heal the forward lane, not only the safe backline |
| Choke crossing | heal the crossing and the tail, not only the first players through |
| Post-bomb pressure | keep DPS/tanks alive long enough to Q/W and convert kills |
| Split danger | choose the side that matters most; do not heal two sides badly |
| Chase | move with the players creating catch pressure, not two screens behind |
| Objective/gate | heal the danger lane near the gate/wall, not a safe area no one should stand in |
Healing zones¶
Healing zones are useful only if players can and should stand in them.
Good healing-zone placement:
- lands where players are moving, not where they already left
- supports a choke crossing or retreat lane
- keeps front/pressure players active
- does not force everyone into one clump
- is close enough to the fight that players do not abandon pressure to catch it
Line members also have responsibility: if a good healing zone is placed in useful space, step into it instead of expecting healers to fix bad positioning from far away.
Holy and Nature difference¶
This manual keeps Holy and Nature separate because they often solve different problems:
- Holy Healers stabilize sharp damage and targeted danger.
- Nature Healers support movement, sustain, and longer fight continuity.
The exact weapon choice is comp-specific. The principle is universal: heal the fight state, not only the UI frame color.
Common mistakes¶
| Mistake | Result |
|---|---|
| Healing only party frames | Non-party danger roles die while keeping the zerg alive. |
| Healing safe retreaters first | The roster learns to abandon forward pressure. |
| Placing zones behind the fight | Frontline/supports must leave their job to receive healing. |
| Walking constantly | Casting drops and healing output falls. |
| Leaving first through a choke | Tail and tanks die unsupported. |
| Trying to heal both sides equally | Both sides receive bad healing instead of one side being saved. |
Healer VOD prompt¶
Pause before enemy impact and ask:
- Which group is about to take real damage?
- Can I heal them from here?
- Am I healing danger or reacting to low HP after it is too late?
- Did my healing placement help players do the correct job?
- Did I leave the pressure group to heal safe players?
- Did I walk so much that I stopped casting?