Healing Throne of Thunder – Forgotten Depths

Here are some tips for healing the second section of Throne of Thunder as a Resto Druid, including the best time to use cooldowns and which talents and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Feline Swiftness is the level 15 talent that I recommend on most fights.
  • 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.
  • The major glyphs I usually recommend are: Glyph of Wild Growth, Glyph of Lifebloom and Glyph of Regrowth.
  • For the good of the raid, using Symb on a tank is a good bet in most cases (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.


Mechanics-wise, Tortos is one of the least complicated fights in ToT, but it does require very good execution and a lot of awareness. The fight involves extremely heavy, spiky tank damage as well as high raid damage at frequent intervals throughout the fight. Throughout the fight your raid will need to deal with Tortos himself along with smaller Whirl Turtles which will spawn and spin around the room and Vampiric Cave Bats.

Here are the major damaging abilities to be aware of:


  • Furious Stone Breath is what Tortos uses when he reaches 100 fury. This must be interrupted by kicking a turtle shell at him. If this is channeled on the raid for more than a tick, it’ll be a wipe.
  • Quake Stomp is cast about every 40 seconds and deals raid wide damage along with stunning everyone.
  • Rockfall is something that happens throughout the fight, and more so right after a Quake Stomp. These will appear as blue circles on the ground. These will kill anyone standing in the blue circle, and do moderate damage to anyone within 20 yards.
  • Snapping Bite is the main attack on the tank. It hits for a ton, so it’s best if the tank has a cooldown up for each one. It is also a good idea to have a Pally or Priest as the tank healer so some of the damage can be absorbed.

 Whirl Turtles use only one damaging ability: Spinning Shell, which will constantly spin around the room and knock people around. Getting slows up on the whirl turtles as they spawn makes avoiding the damage much easier.

Vampiric Cave Bats also have one major ability (other than strong melee attacks) to worry about: Drain the Weak. If the Bats’ target is not near full health the attacks will heal the bats. The bat tank needs to be topped up as much as possible. Cooldowns are useful, and stuns on the bats are great.

There’s a lot going on in this fight and a lot of damage to heal. At the start of the fight I like to keep LB rolling on the Tortos tank to help smooth out damage. Make sure the raid is topped up before any Quake Stomp and be prepared to deal with the damage afterwards. This includes having mushroom set up where people are grouped up and getting Swiftmend down under a group of players just before the Stomp hits. Use WG and ample Rejuvs to deal with the continuing damage from Rockfall. As bats are spawning I like to move my LB stack over to that tank.


Level 45 – I like Faerie Swarm here. If your group is short on slows or one of the turtle gets missed, you can use FS to help out.

Level 60 – Either SotF or Incarnation are useful here, though I prefer Incarnation. The instant RGs are very nice while you’re running around dodging Rockfalls.

Level 75 – Ursol’s Vortex can be placed under or just in front of Tortos as Whirl Turtles spawn to slow the turtles moving though. The pullback aspect of this spell doesn’t work though. If you don’t want to use this (I actually find it of limited value) you can use Disorienting Roar on the bats frequently to give the tank a brief respite.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.


I use Symbiosis on a Shaman so I can use Spiritwalker’s Grace before I cast Tranq.


Wild Mushroom – I set up Mushrooms under the melee and bloom them after Quake Stomps. Spread then out a bit, as melee will also be spreading out due to Rockfalls.

Tranquility – Use after a Quake Stomp. If you have it, use Spiritwalker’s Grace first so you can dodge Rockfalls without having to interrupt the spell.

Incarnation – Use while damage is heaviest – Rockfalls are happening frequently, the bats are out. Keep LBs on both tanks and get out as much group healing as possible.

Ironbark – I save this for the bat tank.

HotW – If you take this, the only time you may be able to use it to dps a little is at the start of the fight.


Megaera is a healing intensive fight against a hydra. The goal is to kill 8 of her respawning heads. The fight isn’t too complex but does involve heavy damage to two tanks at once along with very heavy raid wide damage every time a head is killed. There’s also some dispelling to do.

Here are the major damaging abilities to be aware of:

  • Rampage happens whenever a head is killed. This is the biggest source of raid damage in the fight and cooldowns will be needed.
  • Cinders gets applied to a random player and deals heavy damage to them. This must be dispelled, but the target must get out of the raid first, as it leaves behind a fire patch when dispelled.
  • Torrent of Ice targets a random player and chases them with a frost beam that does damage to anyone it touches and leaves damaging frost on the ground. These ground two effects will cancel each other out if placed on top of each other.
  • Acid Rain will target a random player and launch an acid globule at them, doing very heavy damage at the point of impact and less damage as players are further away. Players need to be moving away from this.
  • Tanks also get debuffs from the head they are tanking, necessitating swaps.
  • Each head also does a cone breath attack, but no one but the tanks should be hit by this.

Keep LBs on the tank taking the most damage – fire and poison heads tend to cause more damage than ice. If you are a dispeller, make sure the target has run out of the raid before getting rid on Cinders and put at least a Rejuv on that person as soon as the debuff is applied. Outside of the Rampage, the biggest source of raid damage during this fight is the Acid Rain. Keeping Swiftmend under the melee stack is a good idea and be liberal with your Wild Growth and Rejuvs. 


Level 15 – Displacer Beast can be very useful on this fight to quickly move out of the group if you get targeted by a frost or fire beam. Alternatively you can use it to get back to the group faster on the way back.

Level 60 – I prefer Incarnation since I find this fight very hard on mana. 

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.


I use Symbiosis on a tank (preferably a Monk or DK so I get a damage reduction cooldown).


Wild Mushroom – Set up Mushrooms in the spot the raid will be grouping for each Rampage and bloom during it.

Tranquility – Use during Rampage.

Incarnation – I use this outside of Rampage, so I can keep LB stacks on both tanks and do more reactive healing to poison bolts.

Ironbark – Use on tanks who are taking high damage.


Ji-Kun is a really fun fight that involves jumping and flying to platforms to deal with adds, periods of heavy raid damage and a lot of movement and spreading out. You fight Ji-Kun in the center platform, where everyone must be spread out to avoid AoE damage abilities.  Throughout the fight nests around the room, both above and below the main platform, activate and eggs on them need to be killed. My raid assigns one group of 3-4 dps and a healer to handle certain nests each time – one lower and one upper.

Damaging abilities to be aware of:

  • The tank will be taking damage from Infected Talons, a stacking DoT and Talon Rake, which needs tank swaps.
  • Caw sends out sound waves at random players that will do heavy damage to anyone within 5 yards. People need to be spread out for this.
  • Quills is the big raid damaging ability. This happens every minute. It’s best for everyone on the main platform to group up for this, then  spread back out again immediately after it ends.
  • Feed Young, if not intercepted, will leave a slime puddle on the ground which will deal damage over time to anyone who stands in it. However, standing in these for 3 seconds also removes the puddle, so it may be necessary for people to stand in these – preferably tanks or people with immunities/good damage mitigation cooldowns.

You may also have to deal with damage on the nests. If eggs hatch into Hatchlings, they will do light melee damage. If Hatchlings grow into Fledglings they will bombard random raid members with heavy damage.

Druids are a great choice for healing nests on this fight, so a lot of your healing is going to be focused on your group. Keep LB on the active tank while you’re on the platform, but feel free to move it to someone in your group while you’re on a nest. WG and Swiftmend are both great for keeping your nest group healed up since the platform area is so small.

Make sure you have a good handle on when you can use your Feathers to fly. You’ll likely have extra charges and will be able to use one during Down Drafts so you can ignore that whole mechanic. You do not need to use a feather when jumping down from a high nest (there’s no fall damage), so don’t waste charges on that.


You may want to consider replacing Glyph of Regrowth with Glyph of Stampeding Roar for this fight. Using Roar on the raid during Down Draft can be very helpful.


Level 60 – I prefer Incarnation for this fight. It’s a good cooldown if your group is on a nest during Quills.

Level 75 – Disorienting Roar can be somewhat useful if you’re dealing with Hatchlings in a nest.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. 


I use Symbiosis on a tank (preferably a Monk or DK so I get a damage reduction cooldown).


Wild Mushroom – Pre-pull I will jump down to my nest and place Mushrooms so I can bloom them while my group is down there. After that, I’ll try to put them in the center to have them ready to use for Quills. However, if they are in the center and you fly off to a nest, they’re going to despawn because of range.

Tranquility – Use during Quills.

Incarnation – Use so you can keep LBs on your whole group if Quills happens while you’re on a nest.

Ironbark – Use on tanks who are taking high damage.

Stampeding Roar – Use just before Down Draft to help out the raid.

Heart of the Wild – If you take this you can use it while on a nest and help kill eggs/hatchlings.

Happy healing!

One response to “Healing Throne of Thunder – Forgotten Depths

  1. Great guide thanks a lot for it on the other hand ugh seems like tortose
    is one of those fights where shields & fast heals really shine something that druids are not know for at least theres a good amount of raid damahe to keep us busy.