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Healing For Priest And Druid

Author: inwowgold Source: http://www.inwowgold.com

This information we give here will help any 5-man group healer, through the level 70. For the purposes of this, we're referring to primary healers. Priests make ideal primary healers due to the wide variety of healing spells available to them. Druids are also considered for primary healing, as they offer some of the most powerful heals in the game. Paladins and Shamans can be great healers as well, but they usually serve as secondary healers unless fully specced for healing.
As Priests, you move toward the tank or off-tank, use your 'Fade' spell. This will temporarily reduce the aggro you've accumulated as well as aggro you will accumlate for 10 seconds, allowing the tank time to generate hate from the mob. Fade can instantly free you of a mob or two, which is why it's important to position yourself close to a tank, giving him a better chance to pull the mobs over to himself. And that means you can get back to healing. Remember, Fade is your friend.
Once you've reached the tank, both of you could use heal and use your 'Binding Heal' spell. This spell is perfect for this situation, as it generates less threat than your other healing spells and will simultaneously help you and your tank.
For Druids, if you can't seem to shake your attackers and your tank is having trouble pulling them off of you, shift into bear form. Bear form offers a great deal more armor than your caster form, plus the mana-free self-healing ability of 'Frenzied Regeneration' (available at level 36) can help you regenerate lost health. You'll often use a considerable amount of mana to shapeshift, so remaining in this form can be beneficial as you recuperate some mana and possibly a little health. But don't forget, your party needs their healer back as soon as the situation is under control.
Another good option is 'Barkskin'. This self-buff available at level 44 reduces damage you take by 20% and allows for uninterrupted spell casting which is perfect for longer heals like 'Healing Touch' and the channeled group heal, 'Tranquility'. However, you should note that all non-instant spells take 1 second longer to cast.
Priests and Druids each have a spell to raise fallen comrades. There are advantages to each, but the Priest's 'Resurrection' spell tends to outweigh the Druid's 'Rebirth' spell when it comes to utility. Let's take a closer look at each spell.
Resurrection is cast outside of combat. While the spell is mana-intensive, there's no cool-down. This means you can revive any number of players after a costly battle, one by one. Note that players return to life with roughly a fifth of their health/mana and restorative healing on your part is often necessary.
Rebirth is the only combat resurrection in the game. This means you are free to revive a player that falls in the midst of battle, provided you have enough mana (and it takes quite a bit). Players will return to life with about half of their health/mana, give or take. This spell can make a huge difference during a tough fight.
However, Rebirth has two significant drawbacks. First, it has a cool-down of 20 minutes. This prevents you from reviving more than one player after a costly battle. So if you're the only one to survive a wipe, make sure to cast Rebirth on a Shaman, Paladin, or a Priest, as they can use their own revival spell to bring back the rest of the party. Secondly, Rebirth requires a reagent to use. If you forget to bring the reagent with you or run out, you cannot cast the spell. Note that all major cities and many towns house a reagent vendor.

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