I started writing a post about multi pulls, the fine art of doing ‘gogogo’ tanking the right way. As I started the post I realized I should do a whole separate introductory one just covering this concept. I realized this concept was so critical to both tanking and healing that I decided to tag it to both our series.
What I am about to talk about any good healer knows by gut feel or by detailed mental charts and graphs. I figure adding more charts and graphs will help us all understand it better. Here is the concept: The rate of incoming damage is key to surviving a fight.
Let’s take a look at a couple fight ‘profiles’:
This first one is a standard fight. We round up 4 monsters and kill them one after another. The red line represents how much damage the tank is taking at each moment in time higher means more damage. Time is the bottom scale of the chart so the start of the fight is where the two black lines come together. Time processes to the right. Notice the damage ramps up fast as the fight starts. Notice that after each critter dies the level of incoming damage drops until the fight is over.
Next and AOE heavy fight:
Now to compare here is a fight were everyone using AOEs hard. The incoming damage stays high longer but then drops to nothing as all the critters die at the same moment. Because all the creatures are taking damage at the same time they all die at the same time. But until they all die the damage level the tank is receiving does not change.
Now I am going to add heals per second to the graph. As a healer knows the ‘heals per second’ are not constant and actually spike up and down depending on what you are casting. But, on average there is a maximum rate. All of us healers know that at some point there is simply more damage coming in than we can keep up with. Tanks know when this happens if they look at the health bar. If the bar is going down and does not go back up then they are not getting as much HpS and the incoming DpS.
Here are some heals. The green is the healer’s healing per second. Notice it ramps up and levels off at a maximum level. Up until the second creature dies we are actually not healing all the incoming damage.
Any healer has seen this happen. It is usually when we are under geared but it can also happen when adds show up. We are frantically spamming our stuff but the party is still going down, then suddenly one or two of the enemies die and the damage stabilizes. A moment or two later the damage levels drop more and our heals start bringing everyone back up to full health.
So what does this all mean. Well first off it means that a healer does NOT have to be able to heal the full incoming damage of a particular fight to healer it. As the DPS increases it actually means a healer can heal runs that he/she does not actually have the gear or healing ability to handle. The DPS and tank are carrying the healer. Usually no one but the healer knows. And not one actually cares because unlike a DPS or tank getting ‘carried’ the run is not actually slowed down. At least not from heal rate.
What comes into play after this is mana pool. At some point the healer runs out of mana. There are two ways for the fight to go badly due to not enough DPS. One is when the creatures to not die before tank health drops to zero. You can’t have the incoming damage be higher than the heals for very long. Every moment incoming damage is higher than the heals health bars are dropping. The second way is when the healer goes OOM. This is also a way to get a wipe due to a fight that is too long. But that first threshold is the critical one. An under-geared healer either needs a good tank and hard hitting DPS or the party goes down. This is the point where a smart party starts using extra tricks like CC to lessen the rate of incoming damage.
There are other ways to lessen the damage and extend what you can do with a given party. For example targeting one hard hitting mob first. This is why smart groups primary casters. The casters are usually softer targets that hit extra hard. So killing a caster is a great way to drop that incoming damage fast.
For kicks let’s put that on some graphs.
First off we see the party killing 3 melee enemies and one caster. They start with the melee. Each melee takes 8 seconds to kill and when they die they remove a small chunk of incoming DPS. Finally the caster only takes 4 seconds to kill and removes all a lot of dps, ending the fight.
Now look again when the kill the caster first.
Notice the green healing line? See how we get under that line much sooner? Also notice that the entire fight took the SAME length of time! Why does this matter? It matters because this is why many DPS will not understand WHY they need to go after soft high dps targets first. All they see is the fight taking the same time either way. If the healer can’t keep up that is the healers fault, right?
Now for a fun trick. Calculus! No no no come back! It is really easy. No I mean REALLY easy. You might be shocked how easy. It works like this. If you draw ‘rates’ on a graph the ‘area under the curve’ is the total. What does that mean? That means if you look at the total white space between the red line and then green line you will get how much damage the tank took. That is, you will get how much damage the tank took that did not get healed. See everything UNDER the green line got healed. And everything over adds up to be how far down his health bar went. Let’s do it…
See all that blue area? That is how many hit points the tanks’s HP bar went down. Everything below the green lie got healed back up again. Everything above it caused his bar to go down and stay down.
Now try the other way of doing the fight.
See how much less damage the tank takes? What if the tank’s total health is only 80% as big as that first chart. Everyone say ‘hi’ to the spirit healer when you see her. You have a party where your healer heals that much less than the maximum output of a pack and the tank’s health is smaller than that big area then you HAVE to do other tactics to survive. At this point jerk dps will say “yeah but it is totally the tank and heals fault we died.” Wrong, it is everyone’s fault. The tank for not having better gear, or popping cooldowns, the DPS for not stunning targets, trapping targets or otherwise lessening the incoming damage, the DPS for not following a smart kill order and finally the healer for just being inadequate at healing. Some while it is everyone at fault in various ways there are a lot of things that can be done to make this party work.
Sadly most of the time one or more of the party is too busy blaming someone else for the issue.
Of course there are lots of other factors that can make a group into a fail group. Kill order is just one of them. Hopefull this helped show how what order the DPS kill things in can cause the tank to live or die.
Before I go let’s look at one more.
Here a chart of two parties doing the same fight two different ways. One is the red line and one is the blue. The red group was the FAIL team and they decided to each target a different critter in pack of 4. Each critter was doing 2K dps to the tank. Because all the dps (and the tanks DPS) was evenly balanced everyone in the group dropped their target at the same time. It took them each 8 seconds.
Now observe the blue line. This group had the same damage output but instead the concentrated all on the same target. Because 4 people did 4 times as much damage as 1 person it only took them ¼ the time to kill each target. So each target dies in 2 seconds. Notice that this means the damage start dropping very early. If both groups had a healer that could only heal 5k per second which tank is in trouble? The blue tank took 3k unhealed damage for 2 seconds and 1 K unhealed damage for 2 seconds for a total of 8K unhealed damage. No problem! The red tank took 3K unhealed damage for 8 seconds. This is a total of 24k damage that did not get healed. Ouch! Let’s say we have a poorly geared tank that only had 20K HP. Who is at fault? The tank for being weak, the heals for being weak or the DPS for completely failing to pick targets that anyone else was on.
Now lets say that instead of soloing targets they all threw AOEs.
The dashed red line is the end of the fight using AOEs. This time the fight ended faster than the ‘good kill order’ blue group but the tank STILL took more damage.
I am not using real numbers because I am not a min-maxer or any sort of real theory crafter. The point of all this is to give a ‘feel’ for why various tactics work better. Hopefully the illustrations were useful. Before I go here are a couple more.
In this one the tank popped damage mitigation cooldowns at the start of the fight. See how they added a buffer of ‘virtual heals’ which helped the healer through the critical phase?
Here is that same fight with one critter getting sheeped. Notice how much it helps?
I hope to do more with these concepts in the future. They will be useful for understanding tactical use of cooldowns and also the best way to do ‘multi-pulls’. The point of this post was to get people thinking about and using the concepts of ‘rate of incoming damage’ and ‘heals per second’. You don’t have to be a min-maxer or math wiz to have a working knowledge of these concepts. They are useful for having a ‘gut feel’ about what went wrong in a fight or what needs to be different. They are pretty simple concepts but they have effects all over.
Finally I will throw a couple out there and not explain them. Here are two different healers using different mana conservation strategies. But that is a topic for some other day.
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