Healing Weapon Notes¶
Healing weapon notes support the public healer doctrine: Holy and Nature both matter.
Healing families¶
| Family | Broad value |
|---|---|
| Holy | direct stabilization, burst recovery, targeted saving |
| Nature | sustained coverage, HoT value, zone/route support, recovery |
How these tools create value¶
Fallen / Great Holy / Redemption-style Holy healing¶
Role family: Holy healer / direct stabilization
General value: Holy stabilizes sharp damage and saves endangered players during heavy pressure.
Useful teaching points:
- Holy Orb before E can help avoid interruption in relevant Holy setups.
- Great Holy/Purity-style knockback tools must be used carefully so they do not declump enemy clumps and ruin bombs.
- Holy healers must heal the real danger area, not only safe party frames.
Nature / Wild / Rampant-style healing¶
Role family: Nature healer / sustained coverage
General value: Nature supports sustained fights, routes, zones, objective holds, and recovery after first pressure.
Useful teaching points:
- Nature is not filler.
- Players must actually step into healing zones when they are placed.
- Nature zones should support useful space, not only retreat space.
- Two Rampant-style zones do not stack; coordinate nature healing zones.
- Nature helps the zerg stay active when fights do not end in one engage.
1h Nature / targeted Nature value¶
Role family: Nature healer / single-target or focused support
General value: Provides Nature-family value as part of the healer package and helps avoid treating all healing as direct Holy healing only.
Public doctrine¶
Avoid the common simplification that one healer family is always enough.
A strong zerg needs the healer package to cover:
- sharp damage
- sustained pressure
- route movement
- chokes/doors
- players who must remain in useful space
- recovery after the first engage