Healing Tips for Mogu’shan Vaults (Part 1)

Over the last few weeks I’ve had a chance to defeat the normal Mogu’shan bosses in a 25-man setting. I have some tips on how to heal each encounter, including the best time to use cooldowns and which talents, glyphs and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Nourish isn’t really worth casting anymore. In Cata I used to spam Nourish on tanks when there wasn’t any healing to be done. It is no longer mana neutral, so this is a habit I had to break. After talking about it with another resto in my raid, I’ve unbound Nourish from my click-bindings.
  • Mushrooms are also generally not worth casting. The only times where I’d consider setting them up pre-pull, when there is no damage going out or it you are completely oom.
  • Feline Swiftness is the level 15 talent that I recommend for any fight.
  • Nature’s Swiftness is the level 30 talent I recommend for any fight. Remember the cooldown is only 1 minute. It makes your next heal instant, 50% bigger and mana-free, so use it often.
  • Unless I state otherwise for a particular fight, the major glyphs I recommend are Wild Growth, Lifebloom and Regrowth.
  • In 5.1 we’re going back to providing useful cooldowns when we use Symbiosis on tanks. So, for the good of the raid, using Symb on a tank is probably the best choice (a Paladin or Warrior would be my last choice since, really, who wants Cleanse or Intimidating Roar on a boss fight?) If you use this on a DK or a Monk, be sure to use IBF or Fortifying Brew during the encounter.
  • Carry lots of Tome of the Clear Mind. Which talents are strongest can change from fight to fight. It you want to maximize your healing potential, you will be changing talents often.

The Stone Guard

On this fight, the damage is concentrated on the tanks. Raid damage, if things happen as they’re supposed to, is relatively low. I’ve been assigning myself to tank healing on this fight and it’s been going very well for me. I keep LB and Rejuv rolling on my tank, along with a fairly steady stream of direct heals. When the tank is safe I’m usually using Rejuv on the other tanks (if they’re in range), or people who have been hit by Jasper Chains or Amethyst Pools. I also use WG when I see that multiple people not at full health. Since people are usually quite spread out on this fight, I prioritize using Swiftmend on either melee or my tank.

Talents

Level 60 – Incarnation
If things don’t go smoothly, this fight can be a bit of a mana squeeze, so I think Incarnation is the best talent for this fight. Use it early and often. It will let you get up stacks of LB on multiple tanks and the raid if it’s needed, and give you a lots of free, instant RG casts to use.

Level 90 – Nature’s Vigil
Another cooldown to use early and often. The extra 20% healing is nice on both tanks and the raid. The damage component likely won’t do much, but even half a million damage will help out a little.

Symbiosis

If the tanks are covered, I’d recommend using Symbiosis on a Shaman. It seems every time I start casting Tranquility on this fight an Amethyst Pool lands on me or Jasper Chains go out and I have to move. Pre-empting your Tranq with Spiritwalker’s Grace can save you some frustration and wasted cooldowns.

Cooldowns

Tranquility – If the Overloads are properly handled, there’s not  a whole lot of raid-wide damage in this fight. I will generally save my Tranq to use if a bad Overload happens, or I will use it when a combination of Mines, Chains and Pools have started taking a toll on the raid.

Nature’s Vigil – You should be able to use this twice on this fight (of course it will depend on how long it takes to kill them). Since there’s really not a period of higher raid damage, I just pop this ~1min into the fight and then when it’s up again.

Incarnation – Same as NV. You can use them back-to-back so you have 1 minute of increased healing for every 3 minutes of the fight.

Ironbark – Don’t forget to use this on a tank multiple times throughout the fight. If you are assigned to a particular tank a good time for Ironbark is right before you start chanelling Tranquility – the damage mitigation will help compensate for the lack of direct heals from you.

Feng the Accursed

Unlike Stone Guard, Feng does a ton of damage to the raid, wheras the tank damage isn’t too bad (and only one tank is taking damage at a time, rather than 3). There are periods during phase 2 and 3 where raid damage is intense and you may feel like your mana bar has forsaken you. My guild struggled with this fight for a while and the best advice I can give is that if you’re getting to phase 3 and all your healers are running out of juice, go up to 7 healers. It will make a big difference.

In phase 1, the damage isn’t too bad. I keep LB and RJ rolling on the active tank, along with a few direct heals when needed. My raid has everyone stack up in melee range so we take as little Epicentre damage as possible. Every second Epicentre should be interrupted so the raid takes no damage. Nullification Barrier should be put down in melee for the others. The raid will still take a couple ticks when this happens, but it should be easy enough to deal with. Make sure your SM and WG are up so you can pop those on the raid as soon as the damage happens. You could also use Mushrooms during this.

In phase 2, the raid damage gets higher. My raid uses Nullificaiton Barrier on the 1st and 3rd Draw Flame, so we only have to worry about the Wildfire Infusion damage on the 2nd. When the raid damage starts happening, this is a good time for cooldowns. I generally call for 3 during this time – a couple mitigation cooldowns like DA and one output cooldown like Tranq. I try to skimp on the CDs during this phase so we have a lot available for phase 3. Go into heavy raid healing mode while the Wildfire Infusion is happening – SM and WG on cooldown, RJ and RG to spot heal. There’s not much happening at the beginning of this phase so I will often set up Mushrooms then and pop them during Wildfire Infusion.

Phase 3 is where the raid damage gets hectic. Again, using SM and WG on cooldown is a good idea. Those who are afflicted with Arcane Resonance while Arcane Velocity is happening will need the most healing.

Talents

Level 60 – Soul of the Forest
Initially I was using Incarnation on this fight to help out with mana, but when I tried out SotF, I found the extra healing too powerful to ignore. Since this is a fight where the raid damage is predictable and spread fairly evenly over everyone in the raid, SotF provides a lot of extra healing. I make sure that I can follow up a SM with a WG whenever the raid takes damage from Epicenter, Wildfire Infusion or Arcane Velocity.

Level 90 – Nature’s Vigil
The 20% extra output is nice for phase 3.

Symbiosis

Since the raid damage is so high on this, I like using Symbiosis on a Monk for Fortifying Brew so I reduce my damage taken as much as possible. A DK is also a good choice.

Cooldowns

Unfortunately, the damage patterns in this fight don’t play nicely with 3 minute cooldowns, so we need to compromise.

Tranquility – The most important place where I use this is in phase 3 while Arcance Velocity is happening. In phase 1 it isn’t really needed, but I’ll also use it during an Epicentre where a Nullification Barrier is used and the raid takes a few ticks. May as well make the most of it.

Nature’s Vigil – I use the same strat for this as for Tranq. One use early in phase 1, and another when raid damage gets heavy in phase 3.

Ironbark – You should be able to get at least 3 uses out of this, one in each phase. Use on a tank when they are affected by multiple stacks of Lightning Last, Flaming Spear or Arcane Shock.

Gara’jal the Spiritbinder

First, I have to admit that this fight has always been very easy for my raid. Apparently, healing people gives stacks of Spiritual Innervation, which stacks and increases the damage they do to the boss. I (or the other healers, as far as I know) have not gone out of their way to build stack on people in the Spirit World, we just heal them to full then leave.

While you are topside, most of the damage is on the tanks and the other people who are afflicted with voodoo doll. It’s really not at all challenging to heal for most of the fight.

If you go down into the Spirit World, you want to get your group topped up quickly. I will generally use Tranquility the first time I go. After that, spamming Regrowth is the best way to go. You get a huge buff to your mana regen while you’re down there, so don’t worry about being inefficient. Once everyone is healed to full, you can return to the fight.

Talents

Level 60 – SotF or Incarnation
If you’re assigned to go into the Spirit World, I’d take Soul of the Forest. If you’re going to be hanging out upstairs for the majority of the fight I’d probably go with Incarnation, as you won’t be getting the huge mana regen buff.

Level 90 – Nature’s Vigil or Heart of the Wild
This choice depends on how well your raid group is doing dps-wise. Generally, NV is a safe choice, but if you are getting to the end of the fight and your raid is dying before the boss, HotW could help more.

Symbiosis

I’d go with a Monk or DK for the damage mitigation spell. Use it when you are affected by Voodoo Doll.

Cooldowns

Incarnation/Nature’s Vigil – You should be able to use these twice during the fight. I’d use them once around the 2 minute mark, and then have them up again for when the boss Frenzies at 20% health.

Heart of the Wild – If you go with this talent I’d use it at the beginning of the fight when there isn’t much damage going out and all the healers are upstairs. Go kitty and tear things up. Just be sure to let the other healers know you’ll be doing this.

Tranquility – You should be able to use this twice during the fight. If you’re going to the Spirit World, use it the first time you go in. Then use it again after the boss Frenzies at 20%.

Ironbark – When a tank is afflicted by Voodoo Doll, the damage done to them is also done to other members of the raid with Voodoo Doll. Use Ironbark to help relieve this damage. Communicate with your tanks so you can cover when they are running low on their own cooldowns.

If anyone has questions I’d be happy to answer them. I’ve also got tips posted for the last 3 bosses.

3 Responses to Healing Tips for Mogu’shan Vaults (Part 1)

  1. I don’t agree muhsrooms are not worth casting. I’ve killed 3 heroic bosses (10m) and working on 4th. I used a lot of mushrooms on Feng, and using a lot of mushroom on Spirit Kings progress atm. (it is %10 – 13 of my healing in Fang)

    Log: http://www.worldoflogs.com/reports/rt-hbcar53684qeyx5l/sum/healingDone/?s=4854&e=5289

    (log says it’s 25 man h kill but that’s bugged it is a 10 man kill, mushrooms should be even better in 25 man.)

    People underestimate mushrooms and completely ignore how cheap they are mana wise. I would suggest thinking a bit more about them and you will get great benefits.

    • As I say in the part of the post where I talk about Feng, there is a lot of downtime where you can place Mushrooms, so it is one of the few places I recommend using Mushrooms.

      However, in general, I still don’t advise using them much. I do think they are slightly more useful in 10s than 25s. I see from your logs that your mushrooms are generally hitting for above 7000 each. In my raid, when the mushrooms are hitting 15+ people, they’re only hitting for about 3000. So that’s 9000 total (or ~12000 assuming 1/3 crits). That’s barely a drop in the bucket of a 375k health pool, and less than a single tick of Rejuv. That’s not saving anyone.

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