Category Archives: Strategy

Hunter Tips for Malkorok

Malkorok is the 9th boss in Siege of Orgrimmar. He’s got some nasty abilities and is a step up in difficulty from many of the early bosses. 

It’s two-phase single target fight (there are a few adds in heroic, but they’re not a big focus). 

The fight

During phase one there is constant raid-wide damage, and a shield mechanic similar to Tortos. Any healing taken will go into your shield, not your health bar. Thankfully, you don’t have to shoot a crystal to trigger the shield, it applies automatically. Malkorok uses a few damaging abilities. Seismic Slam does damage in a 5 yard area and shoots players up into the air. Be sure to be spread out so only one person gets hit at a time. Imploding Energy will spawn void pools around the room. After 5 seconds they will explode, doing damage to anyone in them. Each zone must be soaked by at least one player standing in them, or massive shadow damage will be done to all players. My raid splits the room into quadrants and assigns people to each one so everyone knows where they need to soak. Arcing Smash is a cone attack that he will use 3 times during the phase, this can be avoided. 10 seconds after the 3rd Arcing Smash, he’ll use Breath of Y’Shaarj which deals massive damage in the places where the smashes were. Remembering the position of each smash so you know where the safe zones are is very important.

Heroic only – When Malk uses Seismic slam, it causes Living corruption adds to spawn and attack players. These have an aura which reduces the casting and movement speed of those around them. They need to get to the tank so they don’t sabotage the casters. Malkorok will also spawn orbs of corruption continuously throughout phase 1. These persist and if anyone comes into contact with them, their barrier gets removed and they take damage. These can be soaked using cooldowns, but should generally be avoided in this phase.

In phase 2 the Ancient Miasma fades, meaning people no longer have shields and can have their health restored. Malkorok will start using Blood Rage, doing huge amounts of damage split among any players in front of him. In normal, everyone just stacks in front of the boss to split the damage. Displaced Energy is a debuff that will be applied to random players. It deals damage to the player and if it is dispelled (or after 9 seconds) explodes, doing damage to anyone in 8 yards. Because of this, players who get this need to move out of the group. Whether or not you want to dispel is up to your group (I vote no!).

Heroic only – The Displaced Energy debuff also roots the affected player in place. Only tanks (or one Monk tank) should stand in front of the boss to soak the Blood Rage. The rest of the players should stay spread out in their quadrants. At this time, the Essences of Y’Shaarj can be soaked by players with good cooldowns (hunters, shadow priests, paladins) to free up some space.

When the Blood Rage ends, we go back to phase 1.

Talent Recommendations

Level 15 – Crouching Tiger, Hidden Chimera
In order to soak as many Orbs as possible, the shorter cooldown on Deterrence is good.

Level 90 – Glaive Toss
Normal is a single-target fight and in heroic the adds aren’t numerous and die quickly.

Tips for the Fight

  • Deterrence has a ton of uses on this fight. In heroic you can use it to soak the Essences of Y’Shaarj. If you get caught in an Arcing Smash or Breath of Y’Shaarj, Deterrence will keep you alive.
  • Disengage can help you get out of the bad floor effects, reduce fall damage after a slam, or get to Imploding Energy to soak in time.
  • Keep an eye on your Barrier level. It will change colour based on how full it is. Use a Healthstone if you’re in the red.
  • Heroic - Master’s Call is helpful on heroic, it can be used if you’re slowed by an ooze or if you are rooted by Displaced Energy.
  • Heroic – Help out the raid by Misdirecting the oozes when they spawn. Once they’re on the tank, Multishot every once in a while to help get them down. 
  • Heroic - Get a Druid to Symbiosis you so they can get Deterrence and you can use Dash so you can soak more orbs.

Happy hunting!

Hunter Tips for General Nazgrim

General Nazgrim is the 8th boss in Siege of Orgrimmar. He’s a warrior with the typical warrior abilities, rage generation,and stances. He also summons waves of adds to help him throughout the fight.

The most difficult part of the fight is learning to control and efficiently kill the adds.

The fight

Nazgrim has the three typical warrior stances, which he cycles through during the fight, spending 1 minute in each. 

  • Battle Stance – He begins the fight in this stance and generates 1 Rage per second.
  • Berserker Stance – This is the second stance. He takes and deals 25% more damage and gains more rage from abilities.
  • Defensive Stance – This is the third stance, which causes Nazgrim to take reduced damage and gain rage any time he’s attacked by a non-tank. No one but the tanks should be attacking while he’s in defensive stance.

What does Nazgrim do with all this rage? He’ll cast an ability every 15 seconds, depending on how much rage he has.

  • Heroic Shockwave (30 rage) – Nazgrim leaps to a random player, dealing damage and stunning anyone in the impact zone. After this, Aftershock lines go out in random directions, dealing damage to anyone in them and generating rage per person hit. If you’re doing the mechanics correctly, you’ll see this ability a lot.
  • Kor’kron Banner (50 rage) – Nazgrim summons a banner, which causes any adds present to generate rage for him. This has low health and is easily killed.
  • War Song (70 rage) – Deals damage to all players (50% of max health).
  • Ravager (100 rage) – Spawns an axe that whirls around the room. It inflicts a large amount of damage on anyone it hits, and makes Nazgrim gain rage. Ideally, you don’t want to see one of these at all during the fight.

Every 45 seconds or so, Nazgrim will summon a group of adds into the fight (I believe it’s 3 in 25 and 2 in 10). There are a few different types of adds (listed in rough order of kill priority):

  • Warshaman – This guy is a healer. He drops Healing Tide Totems which must be killed (and never allowed to get near Nazgrim), and casts Empowered Chain Heal, which must be interrupted.
  • Arcweaver – A mage that does high damage with Arcane Shock (a single target nuke) and Magistrike (AoE). Both of these are incorruptible. In heroic mode, the Arcweaver becomes the highest priority target as it is very dangerous.
  • Assassin – A rogue that starts in stealth and tries to Backstab his fixated target. To deal with the Assassin, the focused target should either kite, or face the mob.
  • Ironblade – A warrior that spins around the room, doing damage to anyone he hits. Since this add is most dangerous to melee, it should be the priority target for ranged once the Shaman/Arcweaver is dead.
  • Sniper (heroic only) – A hunter that will focus a target and shoot at it. It will also cast Multishot, so it needs to be faced away from the raid.

Control of the adds is a very important part of the fight. The shaman and mage needs to be locked down with interrupts. The other mobs can be stunned, rooted and slowed.

Talent Recommendations

Level 15 – Crouching Tiger, Hidden Chimera

Level 30 – Binding Shot
This is helpful for controlling the Ironblades and Assassins.

Level 75 – A Murder of Crows (SV)/Blink Strikes (BM)
I am generally Survival for this fight and I like AMoC. If you time it carefully, you can get one right on the pull and put up a second just before he switches to Defensive stance. If you’re BM, stick with Blink Strikes.

Level 90 – Glaive Toss
There aren’t very many adds and they tend to be quite spread out so Barrage isn’t fully effective a lot of the time.

Tips for the Fight

  • Your pets basic attacks do not cause Nazgrim to gain rage during Defensive stance. So your pet can attack during this phase. However, Kill Command will make him gain rage. So don’t use it during defensive if you are BM and leave your pet on him.
  • If you do this fight as Survival, leave your pet on the boss full time.
  • If you get focused by the Assassin – kite! Use Concussive Shot, Binding Shot, Disengage. Deterrence if it gets too close and you can deflect all the melee attacks.
  • Help slow down the Ironblade, or an Assassin focused on someone else (Concussive Shot, Binding Shot).
  • If you are focused by the Sniper, Deterrence will not deflect his shots (which is odd), but you still get the damage reduction.
  • I generally avoid Frost Traps, as they can obscure Aftershocks on the ground.
  • Deterrence is a great thing to use if you’re about to get hit with a War Cry.
  • Disengage is good for getting out of poorly positioned Aftershocks.
  • Refresh any DoTs on Nazgrim just before he enters Defensive stance.

Happy hunting!

Healing Throne of Thunder – Halls of Flesh-Shaping

Here are some tips for healing the third 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 GrowthGlyph 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.

Durumu

Durumu tests everyone’s ability to stay out of the bad. The first phase is fairly simple to execute with minimal raid damage and only a few bad things to avoid. The second phase is tougher as the raid needs to learn how to handle 3 different coloured beams that split damage between anyone standing in them. The raid needs to be split between the three different beams while looking for Crimson Fogs to uncover and kill and avoiding uncovering Azure Fogs. The fights also features a somewhat evil maze running phase.

Here are the major damaging abilities to be aware of:

Durumu

  • The tank will be taking damage from Hard Stare, which applies two debuffs. Serious Wounds reduces healing taken by 10% per stack, requiring tank swaps (or a Pally tank who can clear all these stacks often). Arterial Cut is a DoT that will stay on the tank until they are healed to full.
  • Lingering Gaze will launch a shadowbolt at random players which will leave a small void zone on the ground. Damage from this is minimal as long as people don’t stand in the void zones.
  • Life drain will target a random player and channel a damaging spell on them for 15 seconds. The damage increases over time and the player is stunned during the channel. This needs to be intercepted by other players before the damage gets too high. The target will need some heavy healing.
  • Durumu also casts Force of Will, but people just need to get out of it (or die) you can’t heal them through it.

Light Spectrum

  • Three beams will spawn on random players. Each beam will do significant damage, split among the players inside it. In addition  each beam applies a stacking debuff, increasing damage taken by that beam so damage will increase as the phase goes on. 
  • The tanks will continue to be hit by Hard Stare through this phase.

Maze

  • During the maze, there are three sources of damage to worry about. Eye Sores are the dark purple patterns on the floor, which do very heavy damage per second to anyone standing in them. Mind Daggers do moderate, constant damage to random players. Lingering Gaze needs to be avoided as much as possible, though the void zones will likely be in the maze path at least some of the time. 
  • If you get hit by the Disintegration Beam, you die.

 The damage in this fight comes in waves. Light Spectrum and the Maze can be quite healing intensive, while the phases in between give you a bit of a break.

As always, keep up full HoTs on the active tank. During the first phase, the only other thing to heal really is the minor damage people take when targeted by Lingering Gaze. During Light Spectrum, the damage gets more intense. Use WG on cooldown, use Mushrooms when you can, and try to keep Efflorescence down. in spots where people will stay for more than a few seconds (like on people in the blue beam who will not be moving, or under people in the red beam when it is stopped on a Crimson Fog).

The maze has a lot of damage going out. I try to keep Efflorescence down in melee as they will stay in it for longer. Use WG on cooldown, don’t be stingy with Rejuvs.

Talents

Level 60 - Incarnation for sure. It’s amazing for the maze.

Level 90 - I like Heart of the Wild for this fight. There is almost no damage going out at the start, so you can take time to do some damage.

Symbiosis

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

Cooldowns

Wild Mushroom – I set up Mushrooms where the Blue beam will be positioned (my raid has set spots for each beam to go and the Blue one doesn’t move). They can be bloomed during each Light Spectrum phase.

Tranquility - Use during Light Spectrum (closer to the end of the phase). If you can, use Spiritwalker’s Grace first so you can move while casting.

Incarnation - Use during the maze. Take full advantage of being able to have multiple LBs up and cast Regrowth while running.

Ironbark - Use on the active tank when their Serious Wounds debuff is getting high (4-5 stacks). You could also use this on Life Drain targets.

HotW - Use at the start of the fight when there is very little damage going out.

Stampeding Roar – Use during the maze to help people get away from the beam faster and negate the slowing effect from running though Lingering Gaze.

Primordius

I don’t have a lot of interesting tips for this fight. My raid has been doing it the easy (read: mega boring) way for a long time. This method involves not killing any oozes and turning the fight into a tank & spank. The boss stays in the middle of the room and the raid spreads out around him.

Here are the major damaging abilities to be aware of:

As oozes reach Primordius, he will evolve and gain new abilities. He will have up to two of these at a time.

  • Ventral sacs does constant, low levels of damage to the whole raid for as long as it is active.
  • Gas Bladder splits a large amount of damage between anyone within 25 yards of Primordius. 
  • Acidic Spines do heavy damage to random players which spalshes to anyone within 5 yards.
  • Pathogen Glands puts a DoT on a random player which deals heavy damage over 10 seconds. They will need focused healing.
  • Erupting Pustules does very heavy damage to people every 10 seconds. This damage splashes to anyone within 2.5 yards. This is the worst ability of the bunch and can easily wipe out people if they are too close together.

Keep up full HoTs on the active tank. Erupting Pustules are the only really damaging ability during the fight. Otherwise the fight is very dull.

Talents

Level 60 - Incarnation or SotF are both fine.

Level 90 - Heart of the Wild.

Symbiosis

I use Symbiosis on a tank, usually a Monk or DK so I have an extra cooldown to use.

Cooldowns

Wild Mushroom – Mushrooms are really buggy on this fight. When I place them in the circle in the middle of the room they have a tendency to disappear. Because of this, I set them up outside that circle and try to get them in range of a few ranged/healers.

Tranquility - Erupting Pustules and Acidic Spines are the most damaging abilities, so use Tranq while one of those mutations is active.

Ironbark - Use on the active tank when their Malformed Blood debuff is getting high (8-9 stacks). You could also use this on Pathogen Glands targets.

HotW - Use at the start of the fight when there is very little damage going out.

Dark Animus

This fight features a ton of adds that need to be controlled and killed in the correct way and it can be quite chaotic. 

Here are the major damaging abilities to be aware of:

Golems

  • During the first part of the fight, everyone will be tanking an Anima Golem. They do hit fairly hard, but have a very slow swing timer, so keeping everyone healed up is not difficult.  The danger comes from Acceleration Link – if 2 Golems get too close together their damage goes up an incredible amount and they’ll make short work of any non-tank. So don’t let them get close together.
  • Your tanks will soon have Massive Anima Golems to contend with. These do more melee damage plus cast Explosive Slam in front of them.
  • Matter Swap is the biggest nuisance in this fight. This is a dispellable debuff that lasts 12 seconds. When the debuff wears off or is dispelled, the affected player has their position swapped with that of the raid member who is farthest away from them at the time. Damage equal to the affected player’s maximum health is split between the two players, with the portion of damage that the other player takes increasing the longer the debuff remains on the affected player. To deal with this, people with the debuff should be topped off then dispelled when there is 6-8 seconds left on the debuff.

Dark Animus

When the Dark Animus activates, he starts syphoning off energy from any golems still active in the room. He also gains new abilities based on how much anima he has.

  • Touch of the Animus is a debuff on a random raid member, which deals a moderate amount of Fire damage every 5 seconds for the rest of the fight.
  • Anima Ring creates a ring of spheres around his current target (the tank), which closes in on the target. Coming in contact with a sphere consumes it, applying a stack of a debuff that increases damage taken from melee attacks by 50% for 15 seconds. My raid has melee step in and soak a sphere so the tank can get out unharmed.
  • Anima Font causes one of the players debuffed by Touch of the Animus to also deal damage to allies in a small area around them.
  • Interrupting Jolt deals a large amount of raid-wide Nature damage, and it interrupts the spellcasting of any players (also silencing them for 8.5 seconds) who are in the middle of a cast at the time. In my raid, he’s always dead before he gains this ability.
  • If he reaches 100 Energy he casts Full Power, which will quickly wipe the raid.

In phase 1 raid damage is low. WG and a few Rejuvs is more than enough to keep up anyone in range. As the Massive Golems activate, keep HoTs on whichever tank is in range. Your focus should be on topping up those with the Matter Swap debuff and dispelling at the correct time (6-8 stacks).

Once Dark Animus is active you will have both him (it?) to worry about, plus one of your tanks will still be tanking a Massive Anima Golem. The Golem tank will be taking more damage due to the debuff from Explosive Slam, so swaps (or clever kiting) may be required. I keep LB up on the Golem tank and focus raid healing on those with Matter Swap or Touch of the Animus. If people are doing their jobs right (not standing in Anima Font or in front of Massive Golems) there’s not actually that much to heal aside from tank damage and Matter Swap.

Talents

Level 60 - Incarnation or SotF are both fine. I lean towards Incarnation so I can keep LBs on both tanks for some of the fight.

Level 90 - Heart of the Wild so you can do some damage to your Anima Golem.

Symbiosis

I use Symbiosis on a tank, usually a Monk or DK so I have an extra cooldown to use.

Cooldowns

Wild Mushroom – Mushrooms aren’t great on this fight. I set them up around myself and others close to me before the pull in case I need a quick heal while tanking the golem.

Tranquility - I use this as an emergency heal while Dark Animus is active. There’s no specific time when many people in the raid are taking heavy damage, so I use it reactively after people take unnecessary damage or a particularly nasty set of Matter Swaps.

Incarnation – Use at some point during phase 2.

Ironbark - Use on the Massive Golem tank. Alternatively you can use it on someone with Matter Swap who doesn’t have many of their own cooldowns.

HotW - Use at the start of the fight to put out some decent damage on your Golem.

Happy healing!

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.

Tortos

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:

Tortos

  • 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.

Talents

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.

Symbiosis

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

Cooldowns

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

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. 

Talents

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.

Symbiosis

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

Cooldowns

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

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.

Glyphs

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.

Talents

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. 

Symbiosis

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

Cooldowns

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!

Healing Throne of Thunder – Last Stand of the Zandalari

Here are some tips for the first three bosses in 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 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.
  • 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.

Jin’rokh the Breaker

This is a fairly simple and undertuned fight compared to the rest of the raid instance. However the damage can get high, especially if people mess up.

The fight follows a simple pattern. After a brief period at the start of the fight where not much happens, the boss will throw the active tank at one of the 4 pillars around the room. When this happens, a pool of water will spawn and grow until it takes up almost a quarter of the room. This pool increases damage taken and received, and is conductive – so any damage taken by someone in here is shared with everyone else. After 90 seconds, Jin’rokh will electrify the pool so the raid can no longer stand in it. Shortly after, Jin’rokh will hurl the tank at another pillar and the cycle will repeat. Jin’rokh needs to be killed before you run out of room to stand.

There are a few abilities to be aware of:

  • The tanks take moderate damage, but the real dangers are Static Burst and Static Wound. When the active tank has this debuff, any damage done to them will do damage to the raid as well. Make sure you can see this debuff on your frames.
  • Focused Lightning will focus on a random player and do significant damage to them when it hits them. They will need to be topped up before they get hit and will need a heal afterward as well. If someone gets hit by FL while in Conductive Water, everyone in the water will take damage.
  • Lightning Storm deals heavy raid damage over 15 seconds and happens in between every pool.

Keep your HoTs rolling on the current tank. While the raid is in Conductive Waters I try to keep Swiftmend under the melee stack, while healing the ranged with Wild Growth. When someone gets Focused Lightning, get a Rejuv on them before they run out and be ready with a direct heal after they take the hit (or before if they are at low health). Lightning Storm is the most damage intensive part of the fight. Make sure you’re using your AoE and group heals on cooldown while everyone is stacked up, along with Rejuvs and Regrowths on those low on health.

Talents

Level 60 – This is one of the few fights where I think Soul of the Forest might be more worthwhile than Incarnation, but it depends on your raid group. If your raid dps is good, this fight will be short – less than 4 minutes. If that’s the case the extra output from SotF should outperform Incarnation, since you’ll only get to use it once.

Level 90 – Heart of the Wild. The first 30 seconds of the fight is quite uneventful, you should be able to help out a bit by doing some damage.

Symbiosis

I give Symbiosis to a tank to give them an extra cooldown (even if it’s a Paladin), or to a Monk/DK for an extra damage mitigation cooldown for myself.

Cooldowns

Wild Mushroom – I set up Mushrooms in the center of the room, where everyone will be standing for the Lightning Storm. You should be able to Bloom them during each Storm.

Tranquility – Lightning Storm is the best place to use this since you know everyone will need healing. However, it can also be used in an emergency – like if someone gets hit by Focused Lightning in the Conductive Water.

HotW – If you take this, you can spend some time doing DPS at the start of the fight since there’s not much to heal.

Horridon

 Horridon is a 5 phase fight with four different groups of troll adds to kill. Each add phase will have one of the tanks handling Horridon while the rest of the raid deals with the adds. On each add (or gate) phase, the goal is to damage a Dinomancer which will drop an Orb of control which will let one of your raider will be able to use on Horridon to end that add phase. Once all the adds have been cleared, you will fight Warlord Jalak and Horridon himself. A very important part of this fight is to dispel.

Here are the major damaging abilities to be aware of.

  • Triple Puncture stacks on the current tank, increasing their damage taken. They will need more and more healing as their stacks increase.
  • Double Swipe does heavy damage, but is completely avoidable. No one should be taking damage from this.

Farraki Trolls

  • Stone Gaze is the priority dispel target.
  • Blazing Sunlight will go out on many members of the raid. This is a stacking DoT. Don’t try to dispel every single one, you’ll run out of mana. Only dispel when the stacks start getting high (3-4).
  • Sand Traps is a ground effect that does a ton of damage, but are completely avoidable.

Gurubashi Trolls

  • Rending Charge is a bleed effect that can occur on anyone. This person will need some dedicated heals. At least keep a Rejuv on them.
  • Venom Bolt Volley – Hopefully many of these can be interrupted, but your raid is doing to get pelted by this stacking poison DoT. Again, don’t try to dispel every one. If you have a Monk, they can clear everyone’s poison once it reaches 3-4 stacks.
  • Living Poison is another ground effect that does lots of damage but can be avoided.

Drakkari Trolls

Amani Trolls

  • Fireball will do damage to random players.
  • Chain Lightning will damage 3 random players. It will only jump to 3 people so it’s not worth spreading out for.
  • Hex of Confusion – Dispelling this should be your priority as not everyone can get rid of curses.
  • There are also 2 avoidable sources of damage – Swipe (don’t stand in front of bears) and Lightning Nova Totem.

Once all four troll gates have been cleared, the fight becomes a simple burn of Jalak, then Horridon. Jalak will cast Bestial Cry often, since the damage increases every time, he needs to be killed quickly. Once Jalak dies, Horridon will enrage, doing more damage to the tank.

As a healer, how difficult this fight will be for you depends very much on how well your raid avoids all the avoidable mechanics. If no one gets hit by Double Swipe or stands in Sand Traps and such there’s actually very little to heal (but lots to dispel!). I keep Lifebloom rolling on the current Horridon tank, as they are usually taking more damage than the add tank. Keep your AoE and ground healing spells on cooldown and be ready for some quick spot heals on those who stand in bad things. For dispels, prioritize Stone Gaze on the first gate and Hex of Confusion on the fourth.

When you reach the final phase of the fight, do everything you can to keep the raid topped up before each Bestial Cry – this shouldn’t be too hard as everyone can group up. Once Jalak is dead the current tank is the only one who should be taking damage so just pile heals on to them.

Talents

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed.

Level 75 – I like to take Disorienting Roar here so I can help out a bit if adds are getting out of control.

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.

Symbiosis

If you’re short on Paladins and Priests, you can use Symbiosis on a Paladin so you can help cleanse on the third gate.

Cooldowns

Wild Mushroom – Mushrooms are not great for this fight. I try to set them up around the front of each gate (pre-pull for the first, as we’re running over for the next), but with all the ground effects to get out of and varying behviour of the troll adds, it’s hard to predict where people will end up standing. In the last phase you should be able to set up Mushrooms where the raid is grouped up while fighting Jalak and you can Bloom them after one of the later Bestial Crys.

Tranquility –  I try to get in as many uses of Tranq as I can. The first time I use it is usually on the 2nds gate, when poisons are ticking on everyone. After that, use when it’s up when needed – 2nd use tends to be either at the end of the 3rd gate or start of the 4th and then hopefully it can be used a third time after a Bestial Cry.

Incarnation – Use this early and often. Keep LBs up on both tanks.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Be free with your Ironbark usage during the first 4 phases of the fight. The best place to use it is on the Horridon tank as their Triple Puncture stacks are getting high. In the last phase make sure Ironbark is up and ready to be used when Horridon is enraged.

Council of Elders

Council is a fight against 4 bosses at once who do not share a health pool. Each boss has their own abilities you need to worry about plus one at a time gets empowered, giving them a new ability or modifying an existing one.

Here are the major damaging abilities to be aware of:

Malakk

  • Biting Cold targets one player and does heavy damage to them for 30 seconds. They will need some dedicated heals and to get away from everyone else.
  • While Malakk is empowered he uses Frostbite instead, whose damage is shared among anyone in range of the target.

Kazra’jin

  • Kazra continuously uses Reckless Charge. People should be getting out of the way of this as much as possible.
  • While empowered, Kazra will become Overloaded at the end of each charge. He will be stunned, but will reflect 25% of all damage taken. Since he’s the kill target when he’s empowered, the dps will need extra healing here.

Sul

  • Sand Bolts inflict heavy damage on random players. They can be interrupted, but some are bound to get off.
  • Quicksand is a ground effect that heals very heavy damage. People must get out of this asap. People in this will be slowed, then eventually Entrapped and will need a dispel.
  • While empowered, Sul will cast Sandstorm which deals heavy raidwide damage over 8 seconds. While this is happening, Living Sand adds will spawn from quicksand pools. Be sure you are standing near the add tank and have a mitigation/threat drop ability ready if you’re anything like me and have a tendency to pull threat on adds.

Mar’li

  • Wrath of the Loa inflicts heavy damage on random players. It can be interrupted, but some are bound to get through.
  • Mar’li will also summon Loas spirits. These aren’t something you have to worry about from a healing perspective, but they can be stunned and knocked back, so you should be able to help control them.

 On this fight I keep Lifebloom on whichever tank is currently tanking two bosses. I try to keep Swiftmend down on either the melee pile or under the Frostbite target if Malakk is empowered. Be prepared to Regrowth anyone who takes a hit from Wrath of the Loa or Sand Bolts and watch out for people who get trapped in Quicksand. The most healing intensive parts of the fight are the Sandstorm and Kazra’s Overload.

Talents

Level 45 – Take Typhoon so you can help knockback Loa Spirits before they reach their target.

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed. It will also allow you to keep Lifebloom on both tanks at times.

Level 75 – I like to take Disorienting Roar here so I can give myself a brief reprieve if the Living Sands aggro on to me.

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.

Symbiosis

Either give it to a tank (preferably a Monk or DK so you can get a mitigation cooldown for yourself), or use it on a Shaman. Between the Quicksands and Kazra’s charge you may have to move a lot and you don’t want Tranquility interrupted when you use it.

Cooldowns

Wild Mushroom – Mushrooms are okay for this fight. There are two places I will set them up – either around the melee, or at the Frostbite stack point. The amount of movement on this fight makes Mushroom healing a little hit and miss, but they should be able to help out a bit.

Tranquility –  I generally use Tranquility while Kazra is Overloaded and reflecting damage back at your dps.

Incarnation – I like to have this up during Sandstorms. The extra output is great for all the damage the raid is taking and having LBs on both tanks is also useful since one of the tanks will be dealing with adds.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Use this often to help reduce damage on whichever tank has two of the bosses.

Happy healing!

Healing Tips for Terrace of Endless Spring

Here some tips on how to heal the four encounters in Terrace of Endless Spring, 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 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.
  • The major glyphs I 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 probably the best choice 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.

Protectors of the Endless

This fight isn’t too exciting to heal. I’m going to go over the healing for Elite mode (Kaolan last), since it’s really no more difficult than normal.

While all three Protectors are up, most of the damage will be focused on the tanks. Keep Lifeblooms on one, keep Rejuv on both. There’s not a whole lot of raid damage, just some Water Bolts which people should be loosely spread out for. There’s also a Lightning Prison which stuns some random raid members and causes them to do damage to players near them. This should be dispelled asap.

Once Regail has been killed, Protector Kaolan will start dropping void zones on the ground, forcing the tank to slowly kite him around the room. Assuming no one likes to stand in void zones, this shouldn’t impact healing much. Asani will start casting Corrupted Waters. Be sure to get near the orb as it’s about to die so you get the Purified buff (increases haste for 20 seconds).

When Asani dies, Kaolan will gain Expel Corruption. Every 30 seconds or so he will drop a 30-yard wide whirlwind-looking thing that damages anyone standing in it – the closer to the center, the more damage you take. The melee may take a bit of damage from this, but it is completely avoidable. The Expel Corruptions will stay on the ground for the duration of the fight, so the raid needs to keep moving to find a clear spot to stand.

One thing to note is that as Protectors are killed, the remaining ones gain a damage buff, so tank damage will be increasing throughout the fight.

Talents

Level 60 – I’d take Incarnation for this so you can have LB stacks on both tanks for a time. There’s not a whole lot of group healing to do in this fight.

Level 90 – Either

Symbiosis

I give Symbiosis to a tank to give them an extra cooldown (even if it’s a Paladin).

Cooldowns

Tranquility – There’s no real amazing time to use healer cooldowns on this fight. While you’re learning it, it might be good to have it up for the first Expel Corruption you encounter in case people get caught in it. Other than that, I just use it whenever.

Tree of Life – Use this at the beginning of the fight for the multi-LB stacks then again whenever it’s available.

HotW – If you take this, you can probably afford to use it and spend some time doing DPS at the start of the fight since there’s not much to heal.

Tsulong

After Protectors, this is much more exciting to heal. This is a 2 phase fight where you alternate between killing Tsulong and healing him.

During night phase, the tanks take moderate damage and the raid takes constant, low-level damage. There is a constantly stacking debuff, which causes people to take more damage. The only way to clear the debuff if to stand in the Sunbeam which spawns throughout the phase for a couple of seconds. People should be aiming to clear their stacks when they get to around 8-10. There is also an ability called Nightmare on this fight, which makes it a good idea to have the ranged spread out a little bit. Nightmare creates a circle on the ground which you can run out of and Tsulong’s Breath should be pointed away from the raid. Don’t go in the Sunbeam to clear your stacks when Nightmare is about to happen or you risk having it spawn in the Sunbeam. Besides the constantly ticking damage, most damage is avoidable. A couple of tricks I use for this phase are to target WG on Tsulong so it can reach anyone, and to use Swiftmend on someone who is standing in the Sunbeam, so anyone who runs in there will get some heals.

During day phase, Tsulong becomes friendly and he becomes the primary healing target. If you are healing Tsulong, keep LB and Rejuv rolling on him along with a steady stream of Regrowths. Cast WG on him when people in the raid are also taking damage. One of the most important things during this phase is to dispel Tsulong ASAP. When an Embodied Terror spawns he will cast a debuff (Terrorize) on both Tsulong and random raiders which will damage them for 10% of their health every second. Make sure you have at least 1 person, and a backup, assigned to dispel Tsulong. The other healers should be dispelling the raiders who get debuffed. Every 30 seconds Tsulong will do a Sun Breath that will buff anyone standing in it. The buff returns 20% of your mana pool and increases your healing done by 200% for 6 seconds. Make sure you are prepped to do the most healing when you get this buff. Spells to use: NS + HT, apply a fresh RJ, Swiftmend, Wild Growth. You should also be using Tranquility for one of the 4 Breaths. Also assign heal increasing cooldowns like Guardian Spirit and Life Cocoon to happen immediately after a Breath. Of course, since the raid is dealing with adds, someone needs to do the much less glamorous job of keeping them alive – it’s usually me :(  When healing the raid I still keep LB on Tsulong and use him as my WG target, but the tanks and other raiders need to be spot-healed throughout the phase. Even if you’re on the raid, make sure you’re in front of Tsulong before he Breathes.

When Tsulong transitions between phases, have people Purge/Dispel him so buffs/debuffs don’t linger.

Talents

Level 60 – I’d take Incarnation so you can more easily heal both Tsulong and an add tank at once during day phase.

Level 90 – Nature’s Vigil so you can use it during the day phases.

Symbiosis

I’ll generally use it on a tank or a Monk.

Cooldowns

Tranquility – I like to use this early on during first night phase, then again on one of the later Breaths in day phase.

Ironbark – I find that sometimes the tanks don’t get to clear their debuffs before they swap. I use Ironbark when I notice a tank has 15+ stacks while tanking the dragon.

Incarnation / Nature’s Vigil – If you have these, make sure they’re up for day phase while you will be affected by breath.

Lei Shi

This fight is mostly about healing the tanks. They will take significant damage from Lei Shi, and the damage gets heavier as the fight goes on. There is really only one ability that does significant damage to the raid, which is Get Away! In addition to damage, this ability pushes everyone towards the edge of the platform. I assign at least 1 healer cooldown for each one of these.

Heal the active tank. A lot. Especially at the end. When Lei Shi casts Get Away, use your cooldowns and put out as much raid healing as you possibly can (the tanks won’t be taking extra damage here).

Talents

Level 60 – Incarnation for the extra healing and ability keep LB on both tanks when adds are up.

Level 75 – Disorienting Roar
The adds that spawn can easily one-shot people if not picked up by the tank immediately. I like to use this on any adds that spawn near me to buy an extra second.

Level 90 – Either talent is good here, though I generally stick with HotW.

Symbiosis

I use Symbiosis on a Shaman so that I can run and Tranq during Get Away. If you don’t have a Shaman, using it on a tank to give them an extra cooldown is a good idea.

Cooldowns

Tranquility – Use during Get Away. You can use this even without Spiritwalker’s Grace, you’ll just be pushed towards the edge, so make sure you’re as close to the center as possible before channelling.

Ironbark – I find the best time for this is when adds are up. Also use it when the boss is under 20% as the tank damage gets crazy.

Incarnation – This is good for a number of abilities during this fight. You can use it during Get Away for the extra healing and ability to cast while moving. You can also use it during the add phases so you can keep LB on both tanks.

Sha of Fear

This fight is… zzz… Oh! I’m sorry, I fell asleep for a minute there. This fight is 10-15 minutes of the same thing and is about as exciting as watching paint dry.

For the majority of the fight you’ll be on the main platform, standing in a light cone, focusing on keeping the active tank alive and occasionally spot healing the raid. The damage on the tanks can be fairly heavy, especially when Thrash happens. For the first 8-10 minutes or so, the damage on the raid is fairly negligible. Once there are a number of adds up, people will be taking (mostly avoidable) damage from Penetrating Bolt, but that doesn’t get significant until the fight is almost over. The boss will also cast Breath of Terror which does massive damage and fears people. However, as long as people are in the Cone of Light, you will avoid it completely.

The one bit of excitement in this fight is that every minute, 5 people (1 tank, 1 healer, 3 dps) will be ported over to a shrine where they need to kill an add. The add will do moderate damage to the people on the platform. As the add takes damage, orbs will spawn around the shrine. These must be picked up (just run over them) or they will heal the add. These do a little bit of damage to the people who hit them, but they also restore mana, so try to hit them all! Try to keep everyone topped up as much as possible. I don’t find the damage overwhelming, but if you get shot by the boss twice you get feared for a couple of seconds which can set you behind on healing. I try to keep a Swiftmend down in the middle of the platform, WG on cooldown and keep a RJ rolling on everyone. There is one big damage ability called Death Blossom which can kill people quickly, but all your group needs to do is hide behind a pillar to completely avoid it. Once the add dies, you can port back to the main platform.

Talents

Level 60 - Either is fine.

Level 90 – Heart of the Wild
This fight has given me the opportunity to use HotW to tank the boss briefly. If a tank goes to the Shrine and does not come back before the current tank gets ported, someone will have to stand in the light circle to activate the light cone. If a Breath happens and there is no light cone, it’s a wipe. HotW can be a raid saver if there are no tanks on the main platform for a time.

Symbiosis

I use Symbiosis on Monk or DK to get an extra damage mitigation cooldown.

Cooldowns

Tranquility – I tend to use Tranquility when I get ported to a Shrine. Of course, you don’t know when that’s going to happen. I generally just use Tranq early and often, you can get 4-5 uses out of it since it’s such a long fight.

Ironbark – Tanks should have their own CDs available for each Thrash, but hit them with IB if they don’t.

Heart of the Wild – Use this if there are no tanks on the main platform and a Breath is coming soon. Use HotW, pop bear form and stand in the light circle. Make sure to use Barkskin, along with any CD you have from Symbiosis. Also be sure to heal yourself as much as possible with Frenzied Regeneration.

Happy healing!

Healing Tips for Heart of Fear (Part 2)

Here some tips on how to heal the last three encounters in Heart of Fear, 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 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.
  • The major glyphs I 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 probably the best choice 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.

Wind Lord Mel’jarak

This is a two-phase fight. The first phase involves heavy tank damage (my guild single-tanks this so the damage gets very heavy), with intermittent raid damage. Most of your healing will be focused on the tank for this fight, with spot healing on those raiders who get hit by his Whirling Blades. Rain of Blades is the big raid damage ability which hurts everyone over 6 seconds and does more damage each time it is cast. Healing cooldowns are needed for these. For healing assignments I usually assign a single, smaller cooldown (like Revival from a Monk) for the first two Rains, then get into the longer lasting CDs (Hymn, HTT, Tranq), and start doubling up on CDs by the 4th rain. I get some use of Mushrooms on this fight. I set them up in the melee when raid damage is low and Bloom them during Rain of Blades.

In phase 2, the adds should all be dead, so the tank gets easier to heal, but the raid damage from Rain of Blades and Whirling Blade gets higher. You also need to watch out for Wind Bombs. If someone hits one, it can be recoverable, but two going off will kill most of the raid.

Talents

Level 60 – SotF or Incarnation
It’s a toss-up between Incarnation and Soul of the Forest. The output from SotF can be great during Rain of Blades, though the fight can be very mana intensive, especially as you’re learning, so ToL is a great choice too.

Level 90 – Heart of the Wild
My favourite thing to do on this fight is to HoT up the tank before the pull, pre-pot with an Intellect potion, hit HotW and spam Hurricane on the boss and all his adds for the first 40 seconds of the fight. It’s fun to be at the top of the damage meter for a bit and all the free damage spells you’re casting saves you a lot of mana. Just make sure the rest of your healing team is okay with your doing this, and take the time to refresh HoTs between Hurricane casts.

Symbiosis

I use this on a Mage in this fight for Iceblock. Being able to break the Amber Prison yourself is useful.

Cooldowns

Tranquility – Use this during Rain of Blades, coordinate when it’s used with the other healer cooldowns.

Ironbark – During phase 1 when the tank is taking lots of damage external cooldowns will be needed. I set an order for my healers to use their cooldowns when the tank runs out of her own.

Heart of the Wild – Use right at the beginning of the fight so you can help get all the adds down faster.

Incarnation – If you take this over SoTF, it’s best used just before a Rain of Blades.

Amber Shaper Un’sok

Amber Shaper can be a fun fight or a frustrating one depending on how good your raid is at vehicle fights. Phase 1 is very straightforward. There’s moderate tank damage, and a few people in the raid will take damage when they are attacked by Living Ambers. The only complication to this first phase is the Parasitic Growth. This is a DoT that gets applied to one person every 40 seconds or so. It ticks for minimal damage on them, but does more damage the more healing that person takes. Because of this, the ideal class to look out for the person affected by this is a Disc Priest. The rest of the healers must be very careful to not heal this person, as it will do more harm than good. Don’t use Wild Growth unless you know it won’t hit this person, don’t mindlessly spread Rejuvs. Don’t put Efflo down in the melee if it is a melee who is affected.

In phase 2, the boss will start making other raiders into constructs. The best way to contribute positively to this fight is to be great at being a construct. If you get transformed, you need to be on your interrupts. Immediately target the large construct and get in melee range. When you start casing Amber Explosion press 2 (Struggle for Control) to interrupt it. When the Mutated Construct starts casting Amber Explosion press 1 (Amber Strike) to interrupt it. Amber Strike has a 6 second cooldown, so if you use it early, you’re screwed. Once your raid has brought you down to 20% and another person has been transformed into a construct press 4 to break free.

The raid damage in phase 2 gets a little more intense. The boss does a stomp, Living Ambers will be more numberous and both tanks will be taking damage. The Parasitic Growth will still be happening too, so you still need to be careful with your group heals. If anyone transformed into a construct misses an interrupt the whole raid will take a large amount of damage.

Phase 3 starts when the large construct dies. The raid damage gets higher due to all the dead Ambers on the ground, spitting Burning Amber at the raid. People will be transformed into constructs here as well. If you get transformed, you should use button 1 on the boss whenever possible to stack a debuff on him. Interrupt your cast with 2. When your energy gets low, find an amber puddle and use 3 to eat it. You will not be using button 4 here as the raid will be focused on the boss, not breaking people free.

If you are not in a construct, just focus on putting out as much healing as possible. Everyone should be grouped up, allowing Swiftmend to do a lot of healing. The Parasitic Growth still gets cast during phase 3, but the damage going out on the raid is high, so you can’t really afford to not use your AoE heals.

Talents

I’ve done this fight with both SotF and Incarnation; HotW and Nature’s Vigil. I don’t find one talent significantly outperforms the other.

Symbiosis

Use it on a Mage. Iceblock will remove the Parasitic Growth, which makes the lives of the healers easier. Parasite isn’t a huge deal in phase 1, but if you get it in phase 3, being able to remove it will save your life.

Cooldowns

Tranquility – I try to use this twice during the fight. I generally use it once in phase 2 if someone misses an interrupt (someone always misses an interrupt), then again when it’s available in phase 3.

Ironbark – I tend to use this on a Parasite target who is taking lots of damage rather than the tank.

Nature’s Vigil and/or Incarnation – There’s no real high damage phase besides the last phase. I’d use these near the start of phase 2 then when they’re up again in phase 3.

Grand Empress Shek’zeer

Shek’zeer has both heavy tank damage and heavy raid damage.

During phase 1 keep a steady stream of heals on the active tank. Random raid members will take moderate damage from Dread Screech. The damage you need to worry about is Sonic Discharge. When a Dissonance Field reaches zero health, it will explode and do a large amount of damage to the entire raid. There should be 4 explosions in phase 1. I assign at least one healer cooldown for each. The other thing to worry about is the Cry of Terror debuff. The person sho has this should go into a Dissonance Field so they don’t AoE the rest of the raid. However, when they’re in the field, they don’t take any healing. I put a Rejuv on whoever has this so I can Swiftmend them as soon as I see them step out of the field. It’s really important that they come out before the explosion, or they’ll probably die. The ranged should be spread out in phase 1, so I mostly use WG/RG/RJ on ranged and use Swiftmend and occasionally Mushrooms on melee.

During phase 2 a number of adds will come out who need to be picked up by the tanks. The damage on the tanks can be very heavy here, though the raid damage shouldn’t be too bad. I pick a tank to focus on and spot heal the raid when needed.

Phase 3 is where the damage really ramps up. The boss does a ton of damage to the raid and anyone affected by Visions of Demise who does not get out of the group will also damage everyone else. During this phase I keep HoTs on the active tank and use WG and Swiftmend in the group on cooldown. This phase is really mana intensive so I also use Mushrooms a fair bit since they cost so little mana. Also try to dispel when you can, as you don’t want people being feared to the opposite end of the room. Healing cooldowns should be chained as much as possible.

Talents

Level 60 – I usually go with Incarnation to help out with mana a bit, though SotF would be useful as well.

Level 90 – Either talent is fine.

Symbiosis

I generally use this on a Monk or DK for an extra damage mitigation cooldown that I use for Dissonance and in phase 3.

Cooldowns

Tranquility – Use just before one of the Sonic Discharges in phase 1. Use when available in phase 3.

Ironbark – I find the tanks need this most during phase two when they’re tanking all the adds. Use again in phase 3.

Happy healing!