Heroic Yor’sahj (25)

Heroic Yor’sahj is my favourite encounter to heal in Dragon Soul so far. It has some random elements, so you need to be on your toes. It has periods where everyone takes damage and you need to spam heal your bark off, and it has periods where you need to heal smartly, lest you blow up the raid.

Yor'sahj the Unsleeping

Heroic Yor’sahj was also the first fight I had to help coordinate as the new healing lead for Apotheosis. At first keeping track of everyone’s cooldowns and doing callouts while trying to figure out how to heal the fight myself made my head explode a little, but after a night or two or attempts we had a pretty good grasp on the healing. Here’s how we handled healing assignments and cooldowns, along with some specific tips for healing this fight as a resto Druid.

The Oozes

In heroic mode, you will always have 3 oozes up at a time. Here’s what they do:

Purple – Gives everyone (except pets) Deep Corruption. Every time someone is healed, they get a stack. If they reach 5 stacks they explode, doing massive damage to the raid.

Red – Yor’sahj will cast Searing Blood on 8 random raid members, doing more damage the further away they are.

Green – Yor’sahj will cast Digestive Acid, which does moderate damage to random targets which will splash to everyone within 4 yards of them.

Yellow – Gives Yor’sahj Glowing Blood of Shu’ma which makes him attack 50% faster and use his abilities twice as often.

Blue – Creates a mana void. This will drain everyone’s entire mana pool. When it is killed it will explode and return the mana to everyone within 30 yards.

Black – Spawns small adds which will focus on random targets and use Psychic Slice.

Which Oozes do you kill?

There are only 6 possible combinations of oozes that will spawn.

1. BlackBlueGreenPurple
Kill Black

2. BlackBlueGreenRed
Kill Green

3. BlackBluePurpleYellow
Kill Yellow

4. BlackGreenRed - Yellow
Kill Green

5. BlackPurpleRedYellow
Kill Yellow

6. Blue – GreenPurpleYellow
Kill Yellow if no adds are up. If adds are up kill Green.

Healing assignments

The groups were set up like so:

Group 1 – 2 tanks, 3 healers
Group 2 – 5 melee
Group 3 – 1 healer, 4 ranged/melee dps
Group 4 – 1 healer, 4 ranged dps
Group 5 – 1 healer, 4 ranged dps

We had a holy pally and disc priest (in group 1) on the tanks. A second holy pally healed groups 1 and 2. Then we had the other 3 healers (some combination of 2 resto druids/1 holy priest/1 resto shaman) responsible for the group they were in. These healing assignments were very strict for any phase with the purple ooze active. When there was no purple ooze, there was a lot of cross-healing.

COoldowns

There are 6 possible combinations of active oozes you will have to deal with. From most hurty to least hurty, they are:

BlackRedYellow
BlackBlueRed
BlackPurpleRed
BlackBluePurple
Blue – GreenPurple
Blue – PurpleYellow

I set up two separate cooldowns orders based on how much damage was going out and whether or not the purple ooze was active. To make things easier for everyone else, I would track the cooldowns and call for them as they were needed over Mumble.

Black – RedYellow
Black – BlueRed

These are the most hurty combos. Throughput cooldowns are great here, but mitigation helps as well. Good cooldowns for these combos.

  • Aura Mastery
  • Divine Hymn
  • Tranquility
  • Frenzied Regeneration (with 4-set bonus)
  • Vampiric Blood (with 4-set bonus)

For BlackRedYellow the cooldowns had to be chained. For BlackBlueRed the damage is not so intense so they can be spread out more.

BlackPurpleRed
BlackBluePurple

These combos don’t hurt quite so much, but they are difficult because the purple ooze means that AoE healing can’t be used. Here mitigation cooldowns that don’t cause stacks are the way to go:

  • Divine Guardian
  • Shield Wall (with 4-set bonus)
  • Power Word: Barrier
  • Spirit Link Totem

For BlackPurpleRed the cooldowns are chained. For BlackBluePurple you generally will only need 1 or two for the whole phase.

BlueGreenPurple
BluePurpleYellow

No cooldowns are needed.

How to Deal with each Ooze Combo

BlackRedYellow

With this combo you’ve got adds beating on random raid members, and a huge amount of damage coming from the Searing Blood, which is hitting twice as often as normal due to the presence of the yellow ooze. On the bright side, everyone can stack up in the boss’s hit box and you can make the most of group/ground heals.

Cooldowns will be needed with this combination. The cooldowns we use here are:

  • Aura Mastery (we usually have 2 in a row)
  • Tranquility
  • Divine Hymn

We’d use four cooldowns, back-to-back.

Tree tips: Heal all the things! Keep up your maximum throughput rotation: use Swiftmend and Wild Growth on cooldown, keep a LB rolling and fill in the gaps with Rejuv and Regrowth. Use Barkskin.

BlackBlueRed

This combo has damage from adds, searing blood and the raid’s mana gets drained. The damage during this is significant, but not nearly as bad as Black – Red – Yellow above. We use the same types of cooldowns (AM, Tranq, Hymn), but spread them out more. Generally we can get through this phase using only one or two of the cooldowns.

Tree tips: This is a good combo to use Tree of Life on. You can get out a lot of Lifeblooms and Regrowths on OoC procs while your mana is low, and the 15% extra healing helps too. I generally do not use my Innervate on the first blue phase. I will save it for an emergency (like not being close enough to mana void when it dies).

BlackPurpleRed

This combo has pretty heavy damage from the red and black, plus the healers have to be careful because of the purple. Everyone must only heal their assigned groups.

On this combo we use cooldowns which prevent damage and don’t cause stacks:

  • Divine Guardian
  • Power Word: Barrier
  • Spirit Link Totem

We’d generally need to use all 3 cooldowns during this phase. I found Spirit Link to be especially awesome. It was so nice seeing people close to death being brought up to safe levels of health without getting extra Deep Corruption stacks.

Tree tips: When you first encounter the purple ooze it can be a little freaky. You don’t want to be the one who heals too much and blows up the raid. But I have to say: Don’t be afraid to heal (as long as you stick to your assignment). The Deep Corruption debuff only lasts 25 seconds, meaning it will reset midway through the phase. With this combo I will cast a Wild Growth and get an Efflorescence on the ground just before the oozes reach the boss. Once the oozes hit then you need to start being careful. I will generally cast a Rejuv on those in my group who are being targeted by an add and use Regrowth as a spot heal. I will also use Swiftmend when it’s available as Efflorescence causes no stacks. If you want to be really cautious you can cast Rejuv/SM on a pet so you get the benefit on the Efflo without causing stacks on anyone, but I never found this was necessary. Do not use Wild Growth here.

BlackBluePurple

This combo has damage from adds, a mana drain and Deep Corruption. The damage isn’t too bad, but using one or two mitigation cooldowns can be useful. Everyone stays grouped up and healers must stick to their assignments.

Tree tips: This is a fairly easy combo to heal. The tips from Black – Purple – Red above apply here as well.

BlueGreenPurple

This combo is the only one the raid needs to be spread out for. I find the hardest part about this combo is making sure you’re in range of the mana void when it dies while still being 4 yards apart from everyone to avoid splash damage. Other than that, this phase isn’t too tough. Healers must stick to their assignments.

Tree tips: This is a fairly easy combo to heal. I will generally cast a Rejuv on anyone taking damage in my group and use Regrowth if anyone’s health gets too low. Swiftmend is also useful, though usually only one person will benefit from the Efflorescence.

BluePurpleYellow

This isn’t a combo we saw often. It only happened when Blue – Green – Purple – Yellow spawned and there were still adds up from a previous phase. We would kill Green rather than Yellow so that we could stack up to finish off the adds. This isn’t a healing-intensive combo.

Tree tips: This is a fairly easy combo to heal. The tips from Black – Purple – Red above apply here as well.

The Tough Parts

How do you handle mana voids?

When we get a mana void for the first time in the fight, we use all the group mana returns (Hymn of Hope, Mana Tide Totem) after it drains our mana. Then we have 2 hunters work on bringing it down, but don’t kill it until the next time a mana void spawns and drains our mana. This way we get our mana back almost immediately for the second and subsequent blue oozes. Be sure you are in range of the mana void (30 yards) when it is killed, or you get nothing.

Who heals the non-active tank?

We have both our tank healers on the active tank. However, the non-active tank is still taking significant damage from the Void Bolt DoT and any other raid damage going on during the phase. We found the best way to deal with this was to have our raid-healing paladin look after this tank. They have a lot of tricks to use (Beacon, Word of Glory) that don’t cause any stacks.

What happens when the next wave of oozes spawn and there are still adds up?

Run after the dps as they head towards the ooze. Continue to heal the people in your group who are being attacked or they’re going to die.

What happens when you’re out of cooldowns?

This sometimes happens. I have certain cooldowns assigned to more than one ooze combo each. We have, for example, seen a BlackRedYellow, used all of our output cooldowns, then had a BlackBlueRed immediately afterwards. When this happens, you need to improvise. I’d start calling for the damage mitigation cooldowns in this case, then mentally plan ahead for what we’d need and what would be off cooldown for the next hurty phase. A cooldown monitor (like the one in ORA3) is extremely helpful.

2 Responses to Heroic Yor’sahj (25)

  1. i really like your guide but at the same time i think its really dumb that you have mentioned all 4 oozes and what you kill in all combinations becuase that is like that hardest part of the fight, choosing what to kill

    • It was meant to be a guide about how to handle healing the fight, not so much a full strategy. I just added a section on which oozes to kill though.