Al'ar healing strategy - MUST READ FOR ALL HEALERS

Avesther

New Member
Healing Strategy for Alar

This here is a comprehensive healing strategy for the Alar fight based on experience February 8, 2008 and collaborated on between Gilga and Avesther. This strategy may be updated as we progress and find other more successful strategies to follow.

This strategy is based on a 7 healer group make up with at least 3 healers with a HOT in the group make up. If there are only 6 healers, remove G from the references below. If there are only 5, healer E becomes the clean up healer after quill, and C goes to platform 1 and D goes to platform D.

STAGE 1:
  • Assign two healers to the add group. Preferably a priest and a paladin / shaman to mix HOT’s with direct heals. (Healers A and B)
  • Assign three healers to the main tanks. (Healers C, D and E)
  • Assign two healers to split their time between the add group and the ranged DPS group on Alar. (Healers F and G)

As Al’ar moves from platform to platform, Healers C, D and E start moving in advance. For example, they should position themselves between platform 1 and 2 within reach of the two tanks so as Alar goes from platform 1 to 2, the tank healers don’t have to move or if they do, a few yards. While Alar is at the new platform, healers C, D and E slowly make their way to be between platforms 2 and 3 and so on.

Going from platform 4 to 1: At 15 seconds to platform switch, healer C heads over to plat form 1 and waits. One healer will have no problem keeping the tank up while everybody moves from platform 4 to 1. The D and E healers should move from 4 to 1 and then reposition themselves between platforms 1 and 2.

Healers F and G should position themselves behind the ranged DPS on Al’ar. They will have very little to do as the only time this group takes damage is on flame buffets or if an add goes into the group. Their job is to heal up the raid for any random flame buffets, any time an add gets into the ranged DPS or to support healers A and B in keeping the add group up. Their second responsibility will be to shore up the raid on flame buffets after quill.

On a quill call healers C and F go to platform 1 and healers D and E go to platform 4. Their job will be to heal the tank on Alar if she comes down to the tank for that platform. Because of the flame buffets the tank will be taking, it is vitally important that healers C and F or D and E healing only the new main tank and that tank also be aware of their positioning for LOS issues.

If you are in the healing group C and F or D and E (including G in either group) where Alar is not coming down to rejoin the group, your job is to top everybody up after the flame buffets. The other two healers are on the tank, three (or two if there is a G) are topping the raid up from the flame buffets and two are on adds. Other then the tanks on the adds and the tank on Alar, nobody is taking any additional damage during this time so the task should be fairly easy and quickly done. All healers reposition themselves as stage one progresses.

Key things to remember about stage one:

  • Plan and stay one step ahead of the fight – ie…move between platform 2 and 3 while alar is still at platform 2.
  • The only intense healing time is after quill due to the buffets. The buffet rotation differs based on where he lands so be aware for when you are on buffet duty.
  • This phase is simple enough, and if the healers support each other as indicated in the strategy above, all healers should start stage two with full mana.

STAGE 2:

  • Healers A and B remain healing the add group
  • Healers C, D and E remain on the main tank (If there is not a lot of work for three on MT during this stage, healer E and can break off and heal the DPS as needed)
  • Healers F and G deal with all the random damage the rest of the raid is taking.

If there is only 6 healers, healer E splits their time between the main tank and the rest of the groups random damage. If there is only 5 healers, healer E is off tank duty and onto watching over the whole raid and healing as needed.

Tanks will need to be very clear who is to pick up Al’ar after the meteor bomb so that the tank healers can be ready for the change. There can’t be, “Sandric take it” and then Mordos picks it up and call’s out he has it and then before you know it, Sazul has it.

Key things to remember about stage two:

  • Avoid healer hypnosis (the condition where healers become so focused on healing bars that the environment disappears into the background) and maintain focus on your surroundings. Dying in flame patches is a sure sign healer hypnosis.
  • Spread out during meteor bomb stage and be aware of where your healing targets are and not stray to far from them.
  • The meteor does about 6k damage to the target it bombs on and those near that target. Be ready to shore those people up if you are near them.
  • Use mana potions early during stage two (as soon as you are down 2500 mana) to ensure the cool down timer is up more often and later in the fight.

 
i was watching you guys do it.

i only saw one of the healers move before alar started moving. the rest of you just stood there and healed the MT the entire time, which caused the next tank to die once alar moved on to the next tank. putting soulstones on the tank will save this kind of mistake, but it shouldnt even happen in the first place.

your resto druids and priests need to start moving on to the next tank when al'ar is still hitting on your current tank.

all healers should use grid, it will solve the problem of healer hyponosis.
 
I've watched our videos and yes the healers were moving, but not as smoothly as they could. I've watched the top guilds do the fight and the healers move smoothly. I've watched guilds first kills and the healers don't move smoothly. So until such time, we will chalk it up to a difference in experience.

Grid doesn't solve the problem with healer hypnosis, it can make it worse.
 
IMO all healers should get grid as a matter of fact everyone should get grid...its amazing tells u who is in range or whatnot
 
1) Avesther's totally right about grid causing healer hypnosis. I am poster boy for this.

2) However ... I totally agree with China that it's an amazing mod. The information per screen area is just incredible. I have the mana subaddon like Avesther mentions, which helps me figure out who needs an innervate ... the range thing is invaluable (although mine always defaults to 28 yards whenever I log in and I have to reset it) ... I find that he debuff indications there are more useful than decursive ... and being able to use the corner indicators is totally my dashboard for figuring out both who's buffed (GotW and thorns), who's got aggro, and who I've put HoTs on. And relatively recently it's even got Pet Support, so the one "hole" is now filled. I literally am non-functional in groups without grid.

Usually it's pretty glitch-free, too ... although a few times on Friday when I zoned into The Eye it reset from "raid size" to "party size" ... luckily it was on the trash not the boss fights but it was still a mess. I don't know it if was the auto-sizer bugging out or something else, but that was the first time I've actually been annoyed with grid.
 
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