Tag Archives: incarnation

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!

Healing Tips for Heart of Fear (Part 1)

Here some tips on how to heal each encounter in Heart of Fear, including the best time to use cooldowns and which talents, glyphs 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.
  • Unless I state otherwise for a particular fight, the major glyphs I recommend are Wild Growth, Lifebloom and Regrowth.
  • In 5.1 we’re going back to providing useful cooldowns when we use Symbiosis on tanks. So, for the good of the raid, using Symb on a tank is probably the best choice (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.

Imperial Vizier Zor’lok

This fight has three distinct phases, each with very different damage patterns and a final phase which combines all the abilities of the previous ones. It’s a single tank fight, so there’s only one person to keep Lifebloom rolling on.

The first three phases take place on different platforms around the room and can happen in any order. On one platform you will have to deal with Attenuation – this causes Sonic Rings to spiral outward from the boss, doing significant damage to anyone they touch. How healing intensive this phase is depends on how good your raid is at avoiding them. Some quick heals, like Regrowth or NS/HT, can save people who get clipped a couple times. Otherwise, I just toss out instants as I’m running around to heal any damage that happens.

On another platform you have to deal with Force and Verve. This is the most healing intensive part of the fight. The boss will spawn 3 noise cancelling zones which your raid must split up and get in and then do massive raid-wide damage for 10 seconds. This is where most healer cooldowns should be used. As the zones are spawning I will put up a RJ/SM on someone who is in the zone to get Efflorescence down. I use Tranquility on one Force and Verve and use an output cooldown along with Wild Growth and many Rejuvs and Regrowths on the next.

On the last platform you ave to deal with Mind Controls (Convert) on people in your raid. If they aren’t CC’d and broken out quickly, they can reack some havoc as they also get a damage buff. Be ready with Ironbark and some quick heals on those people being attacked. You’ll also want to dispel and particularly nasty lingering effects.

On the last phase you’ll see all these abilities again.

Talents

Level 60 – Incarnation
Being able to cast instant Regrowths while running in circles during Attenuation can save the lives of those hit by rings.

Level 75 – Mighty Bash
This will help to cc those who have been converted.

Level 90 – Nature’s Vigil
Since there are distinct, damage-heavy parts of the fight, having a poppable output cooldown is good.

Symbiosis

I generally get a DK or Monk so I can use an extra damage mitigation ability during Force and Verve.

Cooldowns

Incarnation – Use this during Attenuation so you can cast instant Regrowths while dodging rings.

Tranquility – Use this during every 2nd Force and Verve to handle the immense damage.

Nature’s Vigil – Use this during alternating Force and Verves when Tranq is not up.

Stampeding Roar – When the raid is moving to a new platform this will help to get everyone everyone there quicker.

Ironbark – Tank damage on this fight isn’t a big deal, but I will generally use this on the tank during an Exhale.

Blade Lord Ta’yak

This is a two phase fight. The first phase is more about tank healing and positional requirements, while the second phase is very raid healing intensive.

During phase one the majority of the time I’m healing the active tank. In addition I use Rejuv on anyone who gets hit by Wind Step. When a Tempest Slash is about to happen I use Rejuv and SM on a melee (where we stack up), then Wild Growth right as it hits. We also cycle healer cooldowns for each Slash.

In phase 2 the whole raid is taking constant damage. First you need to get through the tornado gauntlet, so you need to make extensive use of your instant spells. Once you reach a platform you can finally relax for a bit and just focus on doing as much healing as possible. I suggest keeping LB rolling on yourself so you don’t have to worry too much about your own health (the tanks don’t get hit by the boss in this phase).

Pro tip: When the boss hits 10% health in phase 2 he will fly to the other platform and you’ll have to run through tornadoes again. If you jump into the wind stream when he’s around 11% it will take you towards the other platform at super speed until DoTs take him down that last percent and the wind switches directions. Your raid can save a lot of running time by doing this.

Talents

Level 60 – Incarnation
The utility of tree form and having extra instants during phase 2 is very good for this fight.

Level 90 – Heart of the Wild
This fight has no real heavy damage portions (except for phase 2 which lasts much longer than 30 seconds) so the flat Intellect increase is the best bet. You will also have time to use the cooldown and do some damage at the start of the fight as there is very little damage going out.

Symbiosis

Use it on a Shaman. Spiritwalker’s Grace plus Tranquility as you are dodging tornadoes in phase 2 is amazing.

Cooldowns

Tranquility – You should be able to get two uses of this. In phase 1 I use it after a Wind Slash. In phase 2, use Spiritwalkers Grace + Tranquility as you’re running the tornado gauntlet.

Incarnation – In phase 1 I try to pop this when a few people get hit with Wind Step so I can roll LBs on them, in addition to the tank. In phase 2 I use it while running through tornadoes (on the one that Tranq is not used for). Cast Wild Growth on cooldown, many Lifebloom and Regrowth anyone getting dangerously low.

Ironbark – Tank damage can get very high due to Overwhelming Assault. Our tanks usually call out when they need an external cooldown to handle one of these.

Stampeding Roar – This is very helpful for phase 2 to help people reach the platforms a little bit faster.

Garalon

Garalon is a single phase fight that is quite healing intensive. Unlike most fights, the tanks aren’t really tanking the boss. They just need to stand in front of him and get hit with Furious Swipe every so often. As a result, the tanks don’t take anymore damage than the rest of the raid – damage is fairly evenly distributed between everyone.

On this fight I generally heal the kiters. This means keeping LB and Rejuv rolling on them, along with fairly frequent Regrowth use as the stacks get higher. In addition to this, I try to keep Rejuvs on the tanks and use Wild Growth on cooldown (targeting Garalon for the cast so it can reach almost anyone). I also try to keep Efflo down in the ranged stack, though sometimes I feel Swiftmend is needed on a kiter or a tank.

I assigne healing or mitigation cooldowns to be used after every Crush.

Talents

Level 60 – Incarnation
The damage during this fight is non-stop, so I find it very mana taxing. Being able to spam cheap Lifeblooms is helpful (as is Wild Growth hitting extra targets).

Level 90 – Heart of the Wild or Nature’s Vigil
I’ve used both HotW and NV on this fight and don’t notice a lot of difference between them. If you’re healing the kiters or kiting yourself it can get hectic, so you may want one less CD to worry about and just go with HotW.

Symbiosis

I generally use Symbiosis on a Monk or DK for the extra damage mitigation. You want to mitigate damage from as many Crushes as possible.

Cooldowns

Incarnation – Use it early and often. Take advantage of the cheap Lifeblooms.

Tranquility – I use this immediately after a Crush happens.

Ironbark – I use this on the kiters, focusing on the classes that don’t have much damage mitigation of their own.

Happy healing!

Healing Tips for Mogu’shan Vaults (Part 1)

Over the last few weeks I’ve had a chance to defeat the normal Mogu’shan bosses in a 25-man setting. I have some tips on how to heal each encounter, including the best time to use cooldowns and which talents, glyphs and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Nourish isn’t really worth casting anymore. In Cata I used to spam Nourish on tanks when there wasn’t any healing to be done. It is no longer mana neutral, so this is a habit I had to break. After talking about it with another resto in my raid, I’ve unbound Nourish from my click-bindings.
  • Mushrooms are also generally not worth casting. The only times where I’d consider setting them up pre-pull, when there is no damage going out or it you are completely oom.
  • 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.
  • Unless I state otherwise for a particular fight, the major glyphs I recommend are Wild Growth, Lifebloom and Regrowth.
  • In 5.1 we’re going back to providing useful cooldowns when we use Symbiosis on tanks. So, for the good of the raid, using Symb on a tank is probably the best choice (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.

The Stone Guard

On this fight, the damage is concentrated on the tanks. Raid damage, if things happen as they’re supposed to, is relatively low. I’ve been assigning myself to tank healing on this fight and it’s been going very well for me. I keep LB and Rejuv rolling on my tank, along with a fairly steady stream of direct heals. When the tank is safe I’m usually using Rejuv on the other tanks (if they’re in range), or people who have been hit by Jasper Chains or Amethyst Pools. I also use WG when I see that multiple people not at full health. Since people are usually quite spread out on this fight, I prioritize using Swiftmend on either melee or my tank.

Talents

Level 60 – Incarnation
If things don’t go smoothly, this fight can be a bit of a mana squeeze, so I think Incarnation is the best talent for this fight. Use it early and often. It will let you get up stacks of LB on multiple tanks and the raid if it’s needed, and give you a lots of free, instant RG casts to use.

Level 90 – Nature’s Vigil
Another cooldown to use early and often. The extra 20% healing is nice on both tanks and the raid. The damage component likely won’t do much, but even half a million damage will help out a little.

Symbiosis

If the tanks are covered, I’d recommend using Symbiosis on a Shaman. It seems every time I start casting Tranquility on this fight an Amethyst Pool lands on me or Jasper Chains go out and I have to move. Pre-empting your Tranq with Spiritwalker’s Grace can save you some frustration and wasted cooldowns.

Cooldowns

Tranquility – If the Overloads are properly handled, there’s not  a whole lot of raid-wide damage in this fight. I will generally save my Tranq to use if a bad Overload happens, or I will use it when a combination of Mines, Chains and Pools have started taking a toll on the raid.

Nature’s Vigil – You should be able to use this twice on this fight (of course it will depend on how long it takes to kill them). Since there’s really not a period of higher raid damage, I just pop this ~1min into the fight and then when it’s up again.

Incarnation – Same as NV. You can use them back-to-back so you have 1 minute of increased healing for every 3 minutes of the fight.

Ironbark – Don’t forget to use this on a tank multiple times throughout the fight. If you are assigned to a particular tank a good time for Ironbark is right before you start chanelling Tranquility – the damage mitigation will help compensate for the lack of direct heals from you.

Feng the Accursed

Unlike Stone Guard, Feng does a ton of damage to the raid, wheras the tank damage isn’t too bad (and only one tank is taking damage at a time, rather than 3). There are periods during phase 2 and 3 where raid damage is intense and you may feel like your mana bar has forsaken you. My guild struggled with this fight for a while and the best advice I can give is that if you’re getting to phase 3 and all your healers are running out of juice, go up to 7 healers. It will make a big difference.

In phase 1, the damage isn’t too bad. I keep LB and RJ rolling on the active tank, along with a few direct heals when needed. My raid has everyone stack up in melee range so we take as little Epicentre damage as possible. Every second Epicentre should be interrupted so the raid takes no damage. Nullification Barrier should be put down in melee for the others. The raid will still take a couple ticks when this happens, but it should be easy enough to deal with. Make sure your SM and WG are up so you can pop those on the raid as soon as the damage happens. You could also use Mushrooms during this.

In phase 2, the raid damage gets higher. My raid uses Nullificaiton Barrier on the 1st and 3rd Draw Flame, so we only have to worry about the Wildfire Infusion damage on the 2nd. When the raid damage starts happening, this is a good time for cooldowns. I generally call for 3 during this time – a couple mitigation cooldowns like DA and one output cooldown like Tranq. I try to skimp on the CDs during this phase so we have a lot available for phase 3. Go into heavy raid healing mode while the Wildfire Infusion is happening – SM and WG on cooldown, RJ and RG to spot heal. There’s not much happening at the beginning of this phase so I will often set up Mushrooms then and pop them during Wildfire Infusion.

Phase 3 is where the raid damage gets hectic. Again, using SM and WG on cooldown is a good idea. Those who are afflicted with Arcane Resonance while Arcane Velocity is happening will need the most healing.

Talents

Level 60 – Soul of the Forest
Initially I was using Incarnation on this fight to help out with mana, but when I tried out SotF, I found the extra healing too powerful to ignore. Since this is a fight where the raid damage is predictable and spread fairly evenly over everyone in the raid, SotF provides a lot of extra healing. I make sure that I can follow up a SM with a WG whenever the raid takes damage from Epicenter, Wildfire Infusion or Arcane Velocity.

Level 90 – Nature’s Vigil
The 20% extra output is nice for phase 3.

Symbiosis

Since the raid damage is so high on this, I like using Symbiosis on a Monk for Fortifying Brew so I reduce my damage taken as much as possible. A DK is also a good choice.

Cooldowns

Unfortunately, the damage patterns in this fight don’t play nicely with 3 minute cooldowns, so we need to compromise.

Tranquility – The most important place where I use this is in phase 3 while Arcance Velocity is happening. In phase 1 it isn’t really needed, but I’ll also use it during an Epicentre where a Nullification Barrier is used and the raid takes a few ticks. May as well make the most of it.

Nature’s Vigil – I use the same strat for this as for Tranq. One use early in phase 1, and another when raid damage gets heavy in phase 3.

Ironbark – You should be able to get at least 3 uses out of this, one in each phase. Use on a tank when they are affected by multiple stacks of Lightning Last, Flaming Spear or Arcane Shock.

Gara’jal the Spiritbinder

First, I have to admit that this fight has always been very easy for my raid. Apparently, healing people gives stacks of Spiritual Innervation, which stacks and increases the damage they do to the boss. I (or the other healers, as far as I know) have not gone out of their way to build stack on people in the Spirit World, we just heal them to full then leave.

While you are topside, most of the damage is on the tanks and the other people who are afflicted with voodoo doll. It’s really not at all challenging to heal for most of the fight.

If you go down into the Spirit World, you want to get your group topped up quickly. I will generally use Tranquility the first time I go. After that, spamming Regrowth is the best way to go. You get a huge buff to your mana regen while you’re down there, so don’t worry about being inefficient. Once everyone is healed to full, you can return to the fight.

Talents

Level 60 – SotF or Incarnation
If you’re assigned to go into the Spirit World, I’d take Soul of the Forest. If you’re going to be hanging out upstairs for the majority of the fight I’d probably go with Incarnation, as you won’t be getting the huge mana regen buff.

Level 90 – Nature’s Vigil or Heart of the Wild
This choice depends on how well your raid group is doing dps-wise. Generally, NV is a safe choice, but if you are getting to the end of the fight and your raid is dying before the boss, HotW could help more.

Symbiosis

I’d go with a Monk or DK for the damage mitigation spell. Use it when you are affected by Voodoo Doll.

Cooldowns

Incarnation/Nature’s Vigil – You should be able to use these twice during the fight. I’d use them once around the 2 minute mark, and then have them up again for when the boss Frenzies at 20% health.

Heart of the Wild – If you go with this talent I’d use it at the beginning of the fight when there isn’t much damage going out and all the healers are upstairs. Go kitty and tear things up. Just be sure to let the other healers know you’ll be doing this.

Tranquility – You should be able to use this twice during the fight. If you’re going to the Spirit World, use it the first time you go in. Then use it again after the boss Frenzies at 20%.

Ironbark – When a tank is afflicted by Voodoo Doll, the damage done to them is also done to other members of the raid with Voodoo Doll. Use Ironbark to help relieve this damage. Communicate with your tanks so you can cover when they are running low on their own cooldowns.

If anyone has questions I’d be happy to answer them. I’ve also got tips posted for the last 3 bosses.