Tag Archives: atramedes

How to heal: Atramedes (25H)

Atramedes is the first heroic I’ve done that doesn’t seem any harder to heal than normal mode. I actually found it a bit easier to keep people healed since the raid is so tightly grouped up. For a healer the mechanics are all the same as normal, they’re just a little more unforgiving. The most important thing is to get as little sound as possible.

The differences between hard mode and normal mode:

  • Periodically throughout the fight an Obnoxious Fiend will jump on a raid member’s back. They need to be killed quickly and Obnoxious casts need to be interrupted.
  • Most mechanics cause increased sound generation and damage.
  • Sonar Bombs fall much quicker.
  • Boss has more health.

This fight requires a ton of movement so it’s perfect for resto druids. Prepare to show off your fabulous healing-on-the-move skills.

Ground Phase:

When my guild does this fight we all group up togther (besides the tank of course) and move back and forth between 2 set spots every time sound discs spawn.

  • Keep full Lifebloom stacks and a Rejuvenation on the tank throughout the phase. Refresh Lifebloom with direct heals if the tank is not at full health.
  • Use Wild Growth after every Modulation or Searing Flame.
  • Keep a Rejuv on yourself which you can Swiftmend for optimal Efflorescence placement. Be aware of when you will have to move.  Don’t use Swiftmend right before discs spawn. The best time to use it is right after you’ve moved.
  • Fill in the gaps on raid members with Rejuvs and Regrowths.
  • Pay attention to the raid’s sound levels. Those who are highest take the most damage, so give them extra heals to top them up before Modulation.
  • It can be very tricky to get off a full Tranquility because of all the movement in this fight. Try to use it when you have 6-8 seconds before the next discs or Sonic Breath. If you have to move and interrupt your cast it’s not the end of the world. Better to get some heals out of it than none.
  • Use Barkskin before Modulation happens as much as you can.
  • Tree of Life should be usable once per ground phase. People will generally take the most damage from the last Modulation before Searing Flame is cast (before sound levels get reset). That’s a good time to have Tree of Life up.

Air Phase:

The most important thing to remember in air phase is to keep moving.

  • Shift into cat form immediately after Atramedes takes off. If you get targetted by Roaring Flame Breath you can use Dash. If someone near you is targetted you can help them out with Stampeding Roar.
  • If any healing is needed, cast only instants so you don’t have to stop moving. There should not be much healing required in this phase.
  • Stay away from Sonar Bombs. Stay away from the breath kite path and the area where the boss will be tanked so fire doesn’t spawn there.
  • As the phase is coming to an end make sure people are healed up as a Modulation will occur soon after Atramedes lands.

Happy healing!

Barkskin in Blackwing Descent

It’s that time again…time to talk about one of my favorite topics: damage mitigation! Druids of every spec have a fantastic damage mitigation ability in Barkskin.

The druid’s skin becomes as tough as bark. All damage taken is reduced by 20%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, feared or asleep. Usable in all forms. Lasts 12 sec.

Barkskin is not just for tanks or PVP. The ability to reduce your incoming damage is always a good thing. When I see a druid die in a fight and later see from the stats that they didn’t use Barkskin once, it makes me sad. Even if they don’t die, seeing druids who don’t use Barkskin at all makes me sad. If you aren’t using Barkskin, you are taking damage that is unnecessary and avoidable and taking heals away from others.

Barkskin costs no mana and triggers no global cooldown so there is really no excuse for not using it.

Here are some of the best places to use Barkskin in Blackwing Descent. This applies whether you resto or dps (I won’t presume to tell bears when to use Barkskin, as it’s one of their tanking cooldowns).


All of Magmaw’s raid damage happens while his head is up. Between Lava Spew and Magma Spit damage is a little unpredictable. Use Barkskin on cooldown.

Omnitron Defence System

The most predictable damage on this fight happens when Magmatron is up. Use Barkskin while he’s casting Incineration Security Measure. Alternatively, you can save Barkskin just in case you get Acquiring Target, but you’ll prevent more damage overall if you use it often.


Use Barkskin during the red cauldron phase to mitigate damage from Scorching Blast. Just remember that he doesn’t start using it until about 10 seconds after the phase starts, so wait a bit before you use it.

Once you reach phase 2, use Barkskin on cooldown to help out with any incidental damage from Acid Nova or Absolute Zero.


Assuming your Searing Flame interrupter is on the ball, Modulation will be the biggest source of damage taken. Try to have Barkskin up during as many Modulations as possible, especially as your sound gets higher.


Use Barkskin every time the Bile-o-Tron goes offline and the raid collapses and gets pelted by Caustic Slime.

Lord Victor Nefarius

Every time Nef’s health goes down 10% he casts Electrocute which does massive damage on everyone in the raid. Try to have Barkskin up for as many of these as possible. Hit it as soon as he reaches a new tier of health (90%, 80%, 70%, etc.).

You might want to save Barkskin for the transition into phase 2. Between Magma, Shadowflame Barrage, and any Blast Novas that get through while the interrupters are getting into position, there is a lot of damage going out.

In addition to all these uses, it’s also always a good idea to use Barkskin before you channel Tranquility to prevent you from getting spell pushback.

Coming next: Barkskin in Bastion of Twilight.