Tag Archives: amber shaper un’sok

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!