Healing Tips for Mogu’shan Vaults (Part 2)

Here some tips on how to heal the last 3 encounters in MSV, including the best time to use cooldowns and which talents, glyphs and symbiosis targets are optimal for each fight. Tips for healing the first 3 bosses, along with some general advice can be found in my last post.

Spirit Kings

The Spirit Kings fight is mainly about your raid avoiding damage. The damage on this fight is low – if people are getting caught my the bosses abilities they will likely die immediately, they can’t be healed through things like Annihilate, Flanking Orders or the most damaging Volley. This fight also only requires one tank.

While Qiang the Merciless is active, healing requirements are low. The whole raid will take a bit of damage from Massive Attacks, but it doesn’t happen that often and doesn’t hit that hard. The other damaging attacks during this phase (Annihilate and Flanking Orders) will kill anyone caught in them immediately.

When Subetai the Swift is active, you’ll be doing more spot healing. People caught in the first round or two of Volley will need some quick heals (though if they get caught in the 3rd round they’ll die) and those hit with Pinning Arrow will also need some heals until they are freed.

When Zian of the Endless Shadow is up, damage is low of people are properly spread out. If not, some group healing will be needed.

The healing requirements go up slightly when Meng the Demented is active – Maddening Shout can bring your whole raid fairly low on health and dps seem to like to hurt themselves with Cowardice. 

Talents

Level 60 – SotF or Incarnation

I think both of these talents have their strengths on this fight. Soul of the Forest is nice while Qiang or Meng is up to heal people up more quickly with WG. However this is  a movement heavy fight, so the utility of Incarnation is good too.

Level 90 – Heart of the Wild

The healing requirements on this fight are fairly low but the dps requirements are higher. This is also a long fight, so I love HotW for this. You can use this twice during the fight and put out some respectable damage on the boss.

Symbiosis

There are a few decent choices for this. You could use it on a Shaman so you can cast Spiritwalker’s Grace before you use Tranquility. If you have people who like to stand in Flanking Orders or Volleys, you could use it on a Priest for Leap of Faith. If you have a habit of standing in the bad you could use it on a Mage for Ice Block (or just stop standing in bad).

Cooldowns

Tranquility -This is a long fight so you should be able to use Tranq 3 times. I will generally use it near the start of the fight, after Massive Attacks. When Meng is up it is great after a Maddening Shout, when your raid is low on health.If Ziang or Subetai are up, the damage will really depend on how good your raid is avoiding it, so just use it when a number of people get low.

Heart of the Wild – I like to use this at the beginning of the fight while Qiang is up, then do kitty dps. Use it again when it comes off cooldown, though if Meng is up, you may want to wait.

Ironbark – There’s not really anything in this fight that makes the tank take more damage, so there’s no real best time to use this. I try to use it on the tank when people are going to be moving (Flanking Orders are about to come through the raid, Pillage is about to happen, etc.)

Elegon

Elegon is a really fun, and often challenging fight to heal. First, a tip for any healer or ranged – if you stand just on the outer lip of the Energy Vortex you just have to jump to clear your Overcharged stack. Once you get the positioning down, you can clear your stacks often without any downtime.

Phase 1 has spiky damage on random players throughout (from Arcing Energy), large amounts of damage that hit the whole raid (from Stability Flux and Total Annihilation) and the tank damage can also get dicey as the tanks’ Overcharged stacks build up. There is also a magic effect applied to players that reduces healing taken that should be dispelled. I try to be conservative with my mana during the times when Protectors are not out and doing a ton of raid damage. When the Protectors reach 25% health, then you’re going to want to start casting a lot of raid heals – get Swiftmend down under the ranged or melee group, cast WG on cooldown, spot heal with Rejuvs and Regrowths. You want to make sure that people are at safe levels of health before Total Annihilation goes off. Mushrooms can be set up pre-pull along with during downtimes and Bloomed when the Protectors die.

In phase 2, the raid damage is very predicatable. When Energy Charges die, they blow up and damage the whole raid. This is the only damage going out during this phase. Just make sure people get topped up after each Charge explosion so they can handle the next one. There isn’t a whole lot of healing needed here, so I generally try to throw out a few Moonfires and Wraths in order to help get the later round of Energy Charges down.

The beginning of phase 3 has no raid damage. When the Pillars appear I will switch into cat form and help dps one of the pillars (I use cat instead of casting spells so I don’t spend any mana). The raid will not start taking damage until a pillar is killed. Once that happens, you’ll need to start healing the people on your side, and will need to heal the tank who is picking up Sparks.

The last phase of the fight is basically a dps race, with the entire raid taking increasing amounts of damage. This is when you need to do as much raid healing as possible and chained cooldowns come in handy.

Talents

Level 60 – Soul of the Forest

Initially I used Incarnation for this fight, but I now find that the damage patterns suit Soul of the Forest really well. Whenever a Protector is dying, you’ll want to follow up a Swiftmend with a WG to get people healed up as quickly as possible. If the Protector is not out when your SM is off cooldown, follow it up with a Rejuv or a Lifebloom application on the tank to maximize the healing there. In Phase 2, try to time a SM > WG for after the round of Energy Charges die.

Level 90 – Nature’s Vigil

While the damage from Heart of the Wild can be extremely handy during phase 2, the timing of the fight means that you’ll likely only get to use this once. So I prefer Nature’s Vigil. There are many times when the extra healing is useful and you can likely use this 3 times during the fight.

Symbiosis

I like to use Symbiosis on a Monk or DK for this fight so I have more damage mitigation abilities.

Cooldowns

Tranquility – You should be able to use this 3 times during the fight. You can use it while a Protector is dying during phase 1 (both before 85% and for the next phase 1), and then again during the last phase.

Nature’s Vigil – Like Tranq, you should be able to use this 3 times during the fight. You can follow the same strategy for this spell as for Tranq.

Ironbark – Use this on a tank when they are tanking the boss and their Overcharged stacks are getting high.

Will of the Emperor

This is a long fight. For the most part, the raid doesn’t take too much damage, but the tanks take a major beating so most of the healing should be focused on them. Keep a full stack of Lifebloom and a Rejuv on your tank along with a steady stream of direct heals. Unless the raid’s doing something really wrong, I find I don’t have to do a lot of raid healing aside from tossing out WGs once in a while. I also try to keep a Rejuv up on the other tank and the people on the Strengths. The only exception to this is when Titan Gas is happening. Then the raid will need a lot of healing and the tanks will be taking extra damage as well.

Talents

One thing I really like about being a Druid on this fight is that I feel our talents  let us help out a lot with controlling the Rages.

Level 45 – Typhoon

Typhoon is very handy for knocking back Rages when they get too close to the ranged group. I used this ability 30 times over the course of the fight on my first kill.

Level 60 – Incarnation

Since this fight is so long, I find the utility and mana benefits that come from Incarnation outweigh the benefits of the other talents. Use ToL often (you should be able to get in 4 uses if you use it early).

Level 75 – Ursol’s Vortex

This is also very handy for dealing with Rages. You should be able to use this spell every second time they spawn. Place it between the Rages and the ranged group.

Level 90 – Nature’s Vigil

The extra healing output from this is very helpful for tank healing, and you should be able to use it 4 times over the course of the fight.

Symbiosis

On this fight I’ll generally go with a Monk so I can use Fortifying Brew during the Titan Gas.

Cooldowns

Tranquility – This is best used during Titan Gas. You’ll only be able to use it on every 2nd one.

Incarnation – Not much goes on at the start of the fight, so use this the first time when the bosses come out. Get LB stacks rolling on both tanks and get as many free Regrowths as possible. The 15% increased healing helps too. Use ToL whenever it’s available after that.

Nature’s Vigil – I recommend using this right after Incarnation each time.

Ironbark – The tanks take a beating, so make sure you’re using this as much as possible. I like to put Ironbark on my tank before I start channeling Tranquility during Titan Gas. Outside of that, just time it so you can use it often. The only bad time to use it is when the boss is doing Devastating Combo, as the tank should not be taking damage then.

Happy healing!

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