What’s With All The Healer Ninjas??!!
So, I don't know if you've experienced this or not since the new Dungeon Tool came in...
But man, what's with all the Healer Ninjas in the leveling dungeons??!!
Playing With Friends? Playing With Strangers.
Personally, I love the challenge of PUGs with complete and utter strangers.
Ever since BC came out, and the first rendition of the LFG tool, I've gained a huge amount of playing skill just by playing with strangers instead of friends.In fact, for a while there were social friends I wouldn't invite into dungeons to fill final slots in parties, because I found that playing with complete and utter strangers was a more positive playing experience with less negative ramifications after the party was complete.
After all, BC was a time where Crowd Control was valued extremely highly, and as a Mage I was getting into parties right left and center specifically because I was not only DPS, but I was one of the more reliable classes in terms of repeatable Crowd Control techniques.
The social friends I would avoid inviting to fill out dungeon groups were generally DPS classes (Healers and Tanks got regular invites), and the ones I'd avoid inviting the most were the ones who only wanted to go into dungeons in "guild groups", and then once they got there demonstrated exactly why - they had NO grouping skills, and didn't think that was a problem.
For whatever reason, guild Hunters were the ones I remember the most in terms of ones I'd avoid grouping with in a dungeon.
Huntards who refused to freeze trap. Who broke other forms of CC with their flame traps, snakes and multi-shot. Who "liked chaos" and therefore didn't pay attention to kill order. Who pulled aggro, and only feigned death once the mob was on top of them... generally leaving the mob to turn its attention to the nearby healer. Or a DPS wearing more than toilet paper for gear if the healer was lucky.
After a few runs with such social guildmates and hearing them talk about their beliefs and intentions for future runs, I started to realize that in order for my playing skills to improve while I'm actually enjoying myself, I'd be way better off playing with complete and utter strangers.
Some Strangers Suck, But I Can Ignore Them
This isn't to say that all of the strangers played better than these social guildmates - not at all.
There are always plenty of strangers who are either under-experienced or over-experienced, and both of those levels of understanding can result in challenging (or annoying) group situations.
But at least they're strangers, which means I have no urge to say "hello" to them when they log in the next day, or the next week. If they're annoying, boasting, aggro-pulling, chaos-generating players, I can pretend they don't exist - at least until the next time we end up in a PUG together (which didn't tend to happen much with the bad ones, even before cross-realm LFG).
Yet Another Dungeon Tool Effect On Parties
These days, it's not very often that a social guildmate is the right level to join me in the Dungeon Tool, so I'm doing a lot of PUGs with complete strangers. My social guildmates are all pretty decently skilled now that we've been playing for years, though, which makes it easier to invite them to groups when we do match up.
But now what I'm finding is that it's BETTER to bring in a social guildmate (as long as they're not complete tools), because that extra person that I can influence cuts down on potentially annoying, time-wasting situations.
Like the Healers who are incredibly crappy healers, but who have discovered they can get into dungeons much more quickly if they mark off that they're able to heal, than if they just list themselves as DPS.
Beware The Healer Ninja
As a lowbie tank, I completely expect that every dungeon I go into is going to have its share of challenges.
Whether the challenge is that the dungeon is Wailing Caverns or Gnomeregon which have players drop as soon as they zone in (because both are very long and have huge potentials for someone unknowledgable to spend a lot of time wandering around trying to find their way to the end to get the satchel), or the challenge is that the DPS are predominantly weak (due to inexperience, class dynamics or just plain laziness), or it's that the healer is new to their job and doesn't have any addons to help them heal (*cough* Healbot *cough*), I fully expect there to be SOME kind of challenge.
I am, after all, tanking at under level 30 at this point, and by default most players haven't had much experience with their characters to really know how to rock their role.
Most challenges aren't a big deal - if someone leaves the group, the Dungeon Tool fills their spot. DPS and Healing requirements are quite light for low level instances as well - everything is very forgiving and it's not very often that a DPS who pulls aggro even experiences death at this point.
But the one challenge that's bugging me these days is all about the Ninja Healer.
What's A Ninja Healer?
Simply put, it's a player who joins the party in the Healing role and then chooses "Need" on every gear drop they can roll on.
And on top of that annoying behavior, they're usually horribad healers who prefer to DPS (and do), but don't want to wait for the Dungeon Tool to place them as DPS!
The Dungeon Tool's restriction for kicking players early in an instance is what makes this player especially annoying to me more than anything - if after the first five minutes I've done 40% of my own healing, as a Warrior Tank using Healing Potions periodically, something is very wrong. And my not being able to vote the healer out because we haven't been in the party for long enough is highly frustrating to the rest of the group as well.
Sometimes I'm lucky and there's a class that can cast backup heals to keep us going until we can remove the dead weight, but lately I haven't been so lucky, and I've had to make the long run back to the instance because the One Who Doesn't Heal But Needs Everything also doesn't ressurect - and generally doesn't even respond to conversation on the party chat line.
It's getting to the point where I can recognize a Healer Ninja within the first three or so pulls in an instance, just by watching my health as I progress from group to group. The healing meters in Recount serve as a source to back up what I've noticed, and at times communicate it to the rest of the group before I initiate a kick.
But unfortunately, as I mentioned before, early in an instance there are kick restrictions in place, and therefore our group generally has to live with a Ninja in the group for what feels like an eternity before the vote actually gets past the restrictions and has a chance to pass.
How High Do The Healer Ninjas Show Up?
I'm working on lowbies right now when I get a chance to play, and I'm finding that Healer Ninjas are more prevalent at 20-30 than they were from 15-19.
I wonder, what's your experience with crappy Dungeon Tool healers who have to be kicked early in the instance because they're rolling Need on everything they get a chance to roll on?
At what level can I expect this horribad population to more or less die out?
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Tagged as: bad pugs, dungeon tool, Dungeons, healing in dungeons, instances, lfg tanking, LFG tool, ninja healers, Playing With Friends, playing with strangers, pugging, PUGs, social guildmates, Tanking, wailing caverns

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Well, I had been thinking I might pick up playing my warlock (in his 50s) again when the LFD tool came out. I pretty much ran into nothing but these types every run though, and again gave up on him. My worst experience was running into this one terrible paladin who basically was queueing as everything (tank/healer/dps), but was absolutely ill-equipped (literally and figuratively) for doing anything but driving off tanks. And for some reason he was unkickable. Then he rolled /need on an offhand (not a shield, an offhand) and I just had to leave the group before my head exploded. From a very limited sampling of running a low 60-s DK, Outland may be better in this regard, but I don't have much else encouraging to tell you.
The rise of the antisocial healer. I've noticed it too.
Not just in leveling instances, but also in 80HC's. Some of them were even fully specced healers that needed on dps gear without a word. I've had a feral weapon lost twice to a single-specced tree druid. I don't play the druid much anymore, but I've been tanking with the heroic VH weapon for ages, after I finaly won it the 3rd time it dropped (..having to share tanking drops with dps classes makes gearing a real pain compared to my paladin f.e, where tanking drops not only seem to have a much higher droprate, I can also be pretty much certain to get it).
I've had most bad experiences with tree druids btw. To the point that if I hear that tree shapeshifting noise, my mood already turns down a notch. There always used to a separation in pugs: dps vs tank/healer. Where the dps would usually screw around and blame and the tank/healer compensate and explain (..again). Now I can't always trust the healer to have my back, and more often then not I have to use cooldowns in regular HC's, because the's another tree that only has nourish and moonfire in his arsenal. It's a shame.
As someone who is leveling a few different healing capable classes at the moment, I have a system for determining what gear to roll on when I'm queued as a healer. I'll never roll on tank gear unless the tank doesn't need it, but I'll roll on dps gear unless the dps'er rolling on it is above average. Not that I don't think I have the 'right' to roll on gear that will actually help me outside of instances, but good dps at the lower levels are rare enough that I feel good passing on gear for them.
I have a resto druid @ around 30. I stick to the "Need only 1 time per run" ethic established as rule of thumb, but find allot of others do the ninja role of what I actually need. Now, I have resorted to need rolling on ANYTHING that is an upgrade without explaining why, since you can trade with someone in your PUG a BoP item. I especially like this that I can give a DPS a blue item that is a huge upgrade for them, where it is only a "meh" upgrade for me.
All in all, I act civilly, due to at lower levels, gear is quickly replaced.
I stick to this rule of thumb, If your a tank ask before needing on dps or healing gear (even if you have a dps or healing off spec), If your a healer ask before needing on dps or tank gear (even if you have a dps or tank off spec), and if your dps ask before needing on healing or tanking gear (even if you have a healing or tanking off spec). In other words only need on drops that are complementary to your roll in that group, unless you ask and the other party members are ok with you needing on it.
Battleshy
@Battleshy - you bet, the #1 best way to deal with questionable loot issues is to be polite and ask about it. The only time I've seen anyone say anything other than "go for it" has been when the gear is REALLY WRONG for the person in question, ie: Rogue who wants to roll on a ring because it has stamina on it, but the ring also has intellect which they may not have noticed at first glance. At that point, someone will say "int?" and then you look closer and go from there :)