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.
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.
I generally get a DK or Monk so I can use an extra damage mitigation ability during Force and Verve.
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.
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.
Use it on a Shaman. Spiritwalker’s Grace plus Tranquility as you are dodging tornadoes in phase 2 is amazing.
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 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.
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.
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.
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.