I’d like to share my experience and what I’ve learned for those healers just wanting to reach 1800 for the mog, since I’m just an average player.
Value of trinket Hold your trinket for as long as you can without compromising falling behind too much. CC is king.
Trade CDs Don’t be hesitant to throw your cds in the opener if you think your dps will get blasted, this will help keep your team offensive and hopefully gain momentum. Overlaps may happen but your aim should be to heal proactively.
Positioning keep distance between you and the enemy healer and any range dps to avoid eating too much CC. It’s hard when chasing your melee teammates but you gotta find the safest angle to keep healing without sitting a 15 sec CC chain.
Communicate At the starting room, make sure there is some sort of game plan so everyone is on the same page.
Talent selection Anything that will help you peel or reduce incoming damage will make a big difference.
Game winning moves As I said before CC is king, don’t make your sole focus to CC the enemy healer and risk falling behind BUT if you see that your team is closing on a kill, don’t be afraid to jump into the fray and dive for a game winning crowd control.
You don’t need have mantid reflexes nor be a master tracker of enemy cds or even be a macro god to achieve this goal. You can do this.
Yeah. I think there is indeed a second dimension to this: We need to play to the best possible scenario and avoid putting ourselves in a delayed loss situation. This is the door to effective CD trading.
Trinketing CCs you don’t need to or using defensives when you shouldn’t have to is a delayed loss and so holding these things off until it’s do or die is the right move. If you have to use these things then you can only comeback from the other team making a mistake.
Of course exceptions apply with dampening and stuff where you just have to.
Though the clip is supposed to be funny, Meep actually had no CDs to use there and the mage was dead anyway. I wouldn’t have trinketed either
I find the biggest thing that has carried me through games is being proactive with cocoon or hotting up with overflowing and renewing before cc lands. Can’t tell yah how much help the new redesigned zen focus tea has been too.
only thing I’d add here is that sometimes trinketing to maintain momentum is good, especially if you’re playing with specs that have strong saves for themselves, like ret or mage, that they can use during the window between your first and second trinkets. the 1min30s CD is really short and you’ll obviously get more value out of 2 good trinkets than just 1
One of the best healing pieces of advice I ever got was to focus on using every single CD in a game. Then work your way backwards to effenciency.
If you find yourself in a solo shuffle with 3 major cds up at the end and 95 percent mana then obv theres an issue.
Same thing goes for mana, if you find youre losing games with 95 percent mana then you can probably assume that some of that mana can be wasted on spam heals when out of cc (even if not as valuable as it could be) just keeping someone high hp will help alot for cc and stuff obv:).
But yeah, much better to do an awful rapture on disc priest than to just never press it is the tldr.
This mentality actually helps a lot with META shifts. It can be frustrating when the game goes from 7 minute dampeners to 2 minute zug fests. But if you have the mindset to always use your cds even if poorly then even if the game goes from 7 minutes to 2 minutes you should still use your cds.
Trinket is actually something that has changed a lot over the years. I dont think I neccesarily agree with this analysis however its kinda a waffling one where you added the “as long as youre not falling too far behind”.
Trinket however atleast to me is usually thought of on a class basis with some added nuance.
An exmple might be: you almost never wanna trinket on priest unless youre life swapping.
Overall not bad advice but I don’t necessarily fully agree with the trinket part:
This is more of a coordinated 3v3 or 2v2 approach with trinket, whereas in Solo you sort of have to fly by the seat of your pants and if you’re holding it for as long as you can, that can easily bite you in the behind.
I’ve lost numerous games because my partner with a full immunity is apparently expecting me to trinket the DR garrote to link them instead of idk, blocking.
I think we’re overthinking trinket a bit here at such low mmr
To over simplify it:
Trinket when not trinketing would mean certain death (e.g. you’re stunned at 50% in a smokebomb with no defensives pressed and your healer does not have the control, mobility, or positioning to make it in there to save you)
Trinket to close games (e.g. you’re stunned, the enemy lock is at <50% with port, pact/HS, and Unending Resolve down. Your team’s goes are up. The enemy priest is casting ultimate penitence. You trinket the stun to interrupt the UP and/or CC as needed and then go for the kill)
[Or for the last example, stay stunned and interrupt the heals anyway because you’re playing demo )
But yeah tldr press your trink when you need it. Not doing so can really put you behind and you won’t even realize it until it’s too late.
I’m not really sure how you are under the impression that I am in any way over thinking trinket based on my comment.
If anything my point was simply you shouldn’t be making a predisposition on what you’re going to do before the gates open and if you want to win games, you’re going to have to recognize when to trinket based on what your partners and enemy are doing or you’ll simply lose games