Sepulcher of the First Ones
This boss is fairly simple, especially for healers. In phase one, you will be mainly focused on killing the adds to charge up an Automated Defense Matrix. When it has been charged up, it will spawn a force field, which is very important. Once the boss reaches 100 energy, he will begin casting exposed core, which will do extreme damage if you are not inside the Automated Defense Matrix’s shield while it is going off. Once it is done casting exposed core (10 seconds), the defense matrix will drop up an unstable core. You will want to take this to the wall and use your extra action button on the boss to deal 20% of its hp.
On Mythic difficulty, the boss will be active while you’re fighting the adds in Phase one, so you can just run close to him and use it then instead. He will also spawn trap-like abilities on Mythic difficulty when he casts refracted blast. You may need to pop some small cooldowns if you pop too many traps at once. Typically, 2 at a time is fine to handle without anything significant. When the boss reaches 15% health, the nuke phase begins, and the boss will stop doing any melee abilities or other abilities than ‘core overload.’ This is a ramping damage ability, so you have to kill the boss fast, and if you are slow to kill it, you will need to cover this with high cooldowns such as tranq or convoke ramp with tree form, etc.
Another pretty simple boss fight for healers. There isn't much going on; however, it's important to note that you will need at least two 'bait' groups for Dust Blast's ability. This ability will fling dust at the three furthest players from the boss, which will deal a moderate amount of damage and splash to players within 10 yards. So, you need to be spread 10 yards away from the main range stacked camp; healers like druids are very good for this ability.
Once baiting is done (after you've been hit by it three times, you're safe to re-enter the stack. At some point he will cast Retch, which will be a substantial frontal aimed at a player (this is why you should be stacked whenever you're not baiting). You will typically want a Stampeding Roar or some sort of movement. Just move either left or right out of it, depending on your raid assignments. Continue and repeat this until you plan to reset your ephemera dust stacks.
If all players in your raid group are stacked, the boss will cast Ravening Burrow, which will inflict a large amount of damage usually covered by some cooldown such as link or devo or commanding shout. However, it will also reset your ephemera dust stacks back to 0. You must stack in this burrow; otherwise, it's basically a raid wipe if nobody is in it. This boss does heavy tank damage, so make sure you're using your ironbark on them if needed.
On mythic difficulty, there will be 3 platforms. Typically a druid healer isn't assigned to heal on these; however, if you are, it's relatively simple. Either at the start of the fight or after an intermission phase, you should run to the preplaced gateway and click on it asap to not bait the Dimensional Tear and cause it to be placed in the wrong position.
On the platform, there will be one big add tanked by the tank and a few small adds that need to die before their cast finishes, or it is a raid wipe. So it is important to weave in damage where you can as a healer while also keeping your group alive as there is ramping damage.
If you are not assigned to one of the 3 platforms, you should place Dimensional Tear on the outer edges, which is indicated by a world marker by your raid leader. If it's on you, pop travel form or cat sprint run there, wait, and you will be teleported to the other wormhole that the tank has placed, so if traps are incoming, make sure to run out the correct way not to bait them in a bad spot. Throughout the fight, you will have Continuum Stasis Traps spawning that only spawn around ranged players; it is essential that these aren't placed near any wormholes or where you are intended to go later with wormholes as these cannot be permanently cleared. However, you can temporarily remove them with an immunity, but they will re-arm themselves after a few seconds.
Throughout this phase, tanks will also get glyph of relocation, which does a large amount of aoe damage to the raid but has fall off damage the further the tank is from you when it detonates. This will also pull you to the tank and can be used to jump over incoming beams. During the intermission phases, there will be large damage intake; this is typically where you'll need to use your big hitting cooldowns like tranquility as genesis Supernova ramps up until all adds are dead.
Talents: You can also pick Inner Peace instead of Spring Blossoms
Notes: The main mechanic of this fight to be worried about, especially in mythic, is Disintegration Halo. This ability spawns a ring that will expand from each dominated reservoir, starting with one dominated reservoir and going up to 4 depending on how fast you kill the boss (typically, you will only have three pillars dominated by the time the boss is dead). On Mythic difficulty, you will splash 80k raid damage to anyone within a 1-yard range when you cross the halo, so it is essential to pre-position or be cautious of your surroundings when crossing the rings. Walking through the ring will apply a nasty dot for 6 seconds and make it so the next halo you take deals 500% more damage. So you need to make sure when crossing halos you do not have this debuff, or you will die.
You can use soulshape to get through the ring without taking damage, and this is typically where you will have your incarn ramp with convoke if possible. You will also have random players targeted by Staggering barrage throughout the fight. This ability is a line that will shoot three orbs at the selected player. You should have two teams to soak this ability which your raid leader would assign. For example, ranged soaks the first one and melee the second, and so forth. Even when splitting his damage, it still hurts, so make sure to use personal cooldowns if needed.
This will leave a debuff on you, increasing your damage taken by it by 500% for 45 seconds, meaning you can’t soak two beams in a row without immunities. It is important to note if you are targeted by the first beam and are assigned to soak the second beam, you can no longer soak the second beam as you will have the debuff on you. When the bosses reach 0 mana she will teleport to a reservoir and start siphoning it. There will be a barrier that absorbs 3% of her max hp, and there will be heavy raid damage during this, so this is typically where you’d want to use your tranquility and most likely have a convoke 4 set ramp here as well if needed. Once this barrier has been broken she will take 1% of her hp every 1 second for 10 seconds.
During phase one, there will be necrotic ritualists that spawn. In mythic difficulty, they will have a damage taken reduced shield on them unless broken by the ability night hunter, this will go on four players, and there will be four adds, so you will need to run to the assigned add with your beam and break the damage reduction shield off them if the night hunter hits them, it is extremely important you do this if the beam selects you. In phase two, the boss will spawn four withering seeds instead of ritualists, and the same deal applies here. They will have a healing reduction shield unless broken by a night hunter.
As a druid, you aren’t typically assigned to heal these; however, if you are, things like using ironbark to increase your hot is recommended on the first one to top it quickly because when you heal these seeds, you will get a healing increased buff, which stakcs 4 times, so it’s important you try and maximize this buff to the best of your ability. In phase one, there will also be two dispellable debuffs applied and two big AoE shields that you will easily see when you’re in the fight. If it is on you, simply run into the shield and then dispel yourself, making sure nobody else is around you. If you arent and you need to dispel your raider, just wait for them to call or look and make sure nobody is around them and they are in the shield before dispelling.
Talents: You can also pick Inner Peace instead of Spring Blossoms.
Notes: The main mythic mechanic is usually dealt with using a weak aura. It will assign you a debuff, either Melodic Alignment or Harmonic Alignment. When the boss casts Resonance Cascade you need to check what debuff you have. If you have the Melodic Alignment debuff, you need to align with a Harmonic alignment player and vice versa again this is typically handled with a weak aura that will assign you a mark/group to stand on and is relatively simple. Just pay attention to if the mark changes during the fight."
Similarly to heroic, you want to place your motes in a good spot. This can either be done by running far away from your typical play space or by having two assigned groups where you spread loosely around each other, making it easy for the bombs to clear the motes.
If you are doing the stacking strategy, it is crucial to move out ASAP when the mote has spawned to not cause unwanted AoE on the floor that can't be removed.
When the boss reaches 100 energy, you will need to go and kill an assigned add. Typically, all of you will go to the same add; however, you want to split the raid into two groups in mythic. During this phase, there will be high damage intake, so pop cooldowns like your 4 piece/convoke here if needed.
If your cooldowns are not needed, I'd highly recommend helping as much as possible with damage as it can be very tight, and if you don't kill the add, it will be a wipe. The cosmic shift in mythic difficulty is slightly different from the other difficulties. It can pull you to the boss or knock you away, so pay attention to what happens because the mythic mechanic will likely occur shortly after. As a druid, you may be assigned to root the adds that spawn due to you not killing them during its synthesize phase. This will be the Acquisitions Automa; make sure it is rooted if you are assigned and ensure that the root does not drop off or break.
This boss is very dependent on your raid group and your raid's overall plan as a healer. It is typically simple if you are not skipping reclaims. This is where big healer cooldowns are typically needed/wanted, like divine hymns, tranquility, 4p convokes, etc. As a druid you will typically want to play a 2-minute tranq as it makes you immune to knockbacks. This can be very handy during the intermission phases, especially if you have a paladin in the group that can BoP you on earthshaker missiles late in the intermission, call for BoP, stand still, and tranq to help top the raid during heavy movement. The most significant part of this fight is the bomb which you might not be assigned to. However, if you are, 3 bombs will spawn in phase one that will detonate after 10 seconds of no interaction, so you typically bounce this between two players.
It will leave a debuff on you, causing you not to be able to take another bomb for 16 seconds. This is why you need a second player. You will have to carry this bomb throughout the entire fight, ensuring it does not blow up. It is typical to go into a separate voice channel because if the bomb goes off at any point during the encounter, it will be a raid wipe. If you are not assigned to a bomb, then listen /keep an eye out if a back up is called; otherwise, you want to focus on blocking motes from hitting the boss wherever needed. If a mote hits the boss, it will also one-shot the raid.
During phase one, two, and the intermission, the boss will also throw out dispellable debuffs, prioritizing melee. Do not dispel this instantly because when it's dispelled it will leave a slow field on the ground that interacts with the motes, meaning you will need to block less if placed well. Once called to dispel, then you should dispel them asap as the damage ramps up pretty high, and as it favors melee they will be out of melee for a while trying to palace it correctly and want to get back in asap.
As a druid on mythic, it is fairly 'simple' as you will most likely be healing outside for the entire fight. If this is the case, you want to save your incarns and tranquilities for the big absorb barrier that spawns throughout the encounter. When the barrier spawns, it needs to be healed asap because if it's not healed in time, it will be a one-shot. Like other difficulties, the boss will cast Blasphemy, and you will have 8 seconds to find the opposite color. However, if you collide with a player who has no circle, you will die on mythic difficulty. So, once cleared, it is crucial to stay out of the main playspace area so that players can run and find their partners. You typically want to keep to the outer edges if you clear quickly.
If you are assigned to go in when the boss casts Kingsmourne you can just pixel on your raiders as on mythic difficulty you will be brought out by your raiders who will have to kill a soul you leave behind. If you are outside during this phase, you may need to take disorentating roar as an interrupt CC to the adds cast that if this cast goes off, it will kill the player.
If you are assigned to CC the upstairs add, try to do it as late as possible while not risking a wipe by missing your CC. If you are downstairs as a healer, there will be 4 adds that need to be topped up before they reach the edge of the room. You will typically want to prepare your 4 piece, and big heals such as wild growth when they are stacked up in the middle, so it hits all 4 adds because if you miss a single add it is typically a wipe. You can also use ironbark to help top a single add if it's not needed on another raid member.
There will also be stars targeting players in this phase. If a star collides with an add, it will be immune to CC, so you have to make sure you do NOT hit an add with the star. It will also silence and leave a nasty dot on any player hit by it. So, make sure to always be aware of these stars in every phase, or it could lead to danger.
You will phase into the intermission once you have done two kingsmourne phases. This is where you will want to do significant damage as the boss will spawn Lich King, and any damage dealt to him is increased and will even damage Anduin. There will also be many small adds, and you can place a vortex under the Lich King and then run away from the raid to bait the adds because when they die, they will spawn a circle under the furthest away player, and having this in melee is very bad.
There will also be slow-moving walls spawning (8 total) from each corner of the room throughout this phase. The tank or raid leader will mostly navigate your main positioning but be aware when baiting not to get trapped. You can soul shape over these if needed.
There will also be a Monstrous soul and once they reach a low HP, they will start a cast. If this cast goes off, it is most likely a wipe, so it is essential to try and help weave in DPS as a healer on this add during that cast. Once the phase ends, you will enter phase two, where the boss will spawn 4 adds that can be crowd controlled with things like trap incap, etc. You want to deal with these one at a time; however, when not cc'd, they will spam cast Psychic Terror, which, if not kicked, will cause you to get feared and take significant damage every 1 second. If this goes off on mythic difficulty, It is a wipe.
However, they will also gain a buff when an add dies that increases their haste by 250%; here, you might be required to cyclone specific adds to make sure the cast doesn't go off when unintended, so watch out for what your raid leader assigns. Other than that, this phase is basically the same as the first phase. If you get targeted by a star, make sure it does not collide with ANY add on the playfield, or it will also cause a wipe.
Once phase 3 starts, there will be a big circle in the middle. This is how you will clear your hopelessness (basically Blasphemy) in the final phase. When a player interacts with the circle in the middle (just by walking into it), it will spawn a circle on the ground behind them, put a dot on the raid and clear their debuff. This circle needs to be soaked by a raider, or it will deal damage to the raid; this circle will also clear a players Blasphemy, so you typically have pairs assigned.
In this final phase, the Stars are slightly different and will continue bouncing throughout the entire phase, so keep an eye out and keep dodging them as the dot they leave hurts a lot more in phase 3.
Lords of Dread
This fight on mythic is very similar to heroic, especially as a range. When the bosses phase, they will have a unique buff/ability for 50 seconds.
When Mal'ganis casts unto Darkness, he will have Aura of Carrion for 50 seconds, and this will spawn more insects and make the cloud ramp faster, so make sure to dodge it when you can. As ranged, this is easier to deal with because it will spawn from the boss, so you will have a lot of time to react.
When Kin'tessa casts Infiltration of Dread, you need to stand within 8 yards of another player for 50 seconds; otherwise, you will get feared. This debuff is very forgiving, and you can be further than 8 yards away from each other for a few seconds before the fear happens.
As a healer, it's essential to keep an eye out for the manifest shadows. This will spawn an add that will do raid-wide AoE damage every time it finishes its cast. The cast will happen at least 10 times or so if your DPS accidentally hits it. Shorter CDs can typically cover this, such as a mini druid ramp. Remember to keep an eye out for them because they will frequently spawn throughout the fight.
Another thing healers have to keep an eye out for is Unto Darkness. This will cause the boss to cast Swarm of Decay and Swarm of Darkness. You need to use your personal CDs and big healer CDs such as Tranq, Flourish, etc. Also, keep in mind that Kin'tessa will cast Slumber cloud throughout the fight. It's crucial to bait these clouds correctly because they will last for 15 minutes and grow in size. So, try not to be ahead of the raid group / where the raid group wants to go when baiting the clouds. If you get hit by one of the clouds, you will be put to sleep. However, it is dispellable, so keep an eye out if one of your raid members needs a dispel.
This boss is extremely similar to the heroic version; however, it hurts… a lot. You want to assign your cooldowns as best you can and use health potions and health stones. Unlike heroic, in the normal phase, there will be 3 sets of orbs that spawn 3 at a time.
You most likely need to soak this as a druid healer, so make sure to utilize barkskin if required and keep yourself alive. To soak it, just be the closest player to the orb. Another important thing here is stellar shroud; this will apply healing absorb to all players that you want to get rid of as soon as possible. A lot of damage comes from players entering collapsing quasar fields that inflict moderate damage when a player enters the field. Once the boss starts casting massive bang, you will need to kill the unstable matter.
Once killed, he will spawn energy zones around the matter that you need to stand in to not die from the massive bang. These are typically preassigned spots, so go to your assigned spot to avoid dying. Once you’re inside, there will be 3 orbs, this is usually done with melee + ranged on one each, and then everyone else helps soaking the last one.
There will be extreme raid damage here, so you need your tranq/big cooldowns when assigned. Then it is just a rinse and repeat; however, the boss gains more and more damage after each singularity phase.
This boss on Heroic isn't that difficult. In phase one, you want to spread with torment as it will cause damage to you and players within 5 yards. If you get targeted by Rune of damnation, you want to jump into a hole with 1.8 seconds left on the debuff. This will cause you not to splash damage onto the raid and spawn pillars in the hole you've jumped into.
This debuff will go onto three players in heroic (6 on mythic), so you want to go to separate the holes. Another thing to note in phase one is the tank mechanic, you will be split into 2 groups to help soak the tank mechanic, or it will be a wipe, so make sure you go in when assigned. It would be best if you also used these pillars that the Rune of Damnation spawns to line of sight' Relentless Domination'. If you don't line of sight Relentless Domination, you will be mind-controlled and forced to die or cause issues to your raid group.
Stage two is relatively simple if you have Rune of Compulsion on you. You want to run under the boss, get mind-controlled, and the boss will try to force you to walk off the edge. If it is not on you, things like ursol's vortex can be great to help make sure your friends don't run off the edge before the MC breaks.
In this phase, the boss will start casting 'Decimator'. This ability is crucial. You want to pay attention to where it is; it is a big blue circular ability that will do a knockback from the center of its location, so make sure you are positioned where you won't get knocked into a hole or off the platform.
Torment in phase two will also leave a puddle behind that will explode after 2 seconds, so make sure you preplan your movement so that you're in a safe zone after spreading.
In phase 3, you will need to soak a cast called desolation, and everyone needs to be in it so that Azeroth takes minimal damage; if she dies, it's a wipe. You can soak this by standing between the boss and Azeroth (In his frontal animation).
The boss will cast chains of anguish on a tank, and the three allies nearest will take any damage the tank takes; these chains can be broken by running 30 yards from the primary target; you can either do these one by one or if you have big healing cooldowns you can just make the tank run 30 yards and break all chains at once.
When you get Rune of Domination, you want to split into two groups during this phase. The two players with this Rune will have big circles around their character, and get a healing absorb debuff, depending on how many people soaked it. It would be best to heal players who soaked the runes ASAP because otherwise they will get mind-controlled and have to be killed off.
You will also get an additional decimator during this phase, so make it "scream" at you when it starts casting, so you don't get a knockback into one of the holes. Lastly and maybe most importantly, the boss will cast defile at a ranged player. Make sure to bait this away from the main melee camp or away from where you plan to run next, DO NOT stand in defile at any point for any reason. It will wipe the raid if you do.
Sanctum of Domination
There’s not a lot to this boss as it's the first boss in the raid. You will get given 4 Anima Powers by slaying the trash mobs on the outskirts of the boss room. These powers can be extremely powerful. I’d recommend going for utility powers first as there isn’t a lot of healing needed via good powers to kill the boss, so you can take anima powers such as ‘Ever-beating heart’, ‘Satchel of the Hunt’ and other utility picks. If you’re looking for fun and want to pick more DPS orientated powers I’d recommend things like ‘Erratic Howley’ and ‘Heart seeking Fang’, However if you want the most raid DPS ‘Twisted Samophlange’ Is probably the highest raid DPS increase power out there. If you’re interested in doing more HPS the stat specific powers are extremely good and for resto druid ‘Overgrowth seedling’ is incredibly powerful as it allows you to effectively not worry about your mana pool.
You’ve picked up your powers and now it’s time to fight the boss! This boss as it’s a first boss is relatively easy mechanically, The first thing to note is Chains of Eternity. This mechanic will target a random player and after 8 seconds it will fire a chain in their direction. This is where the ‘Ever-beating heart’ power is extremely useful and you should always have at least one player take it. The player that takes this power will stand in the bosses hitbox while the person that gets targeted by the Chains of Eternity will stand behind the player with the power and this’ll make the mechanic effectively dealt with for the entire fight and extremely easy.
Throughout the fight he will start casting Predator’s Howl, this is a dispellable debuff that will pulse every 3 seconds and fear anyone in the player with the debuff’s circle for 8 seconds. If you have enough priests you can just stack and mass dispel and ignore this mechanic. However, if you don’t have a lot of priests, healers will single dispel as much as they can and you’ll spend the fight in a loose spread formation.
As a druid if nobody has taken the ‘Disembodied Mystic Hands’ Power you will need to have your soothe ready as periodically through the fight the boss will cast Fury of the Ages which is an enrage effect that increases his damage done and haste.
The main damage taken in this fight is from the debuff called Grasp of death, this just puts a nasty dot on players dealing damage every 2 seconds for 40 seconds this will require a lot of spot healing and shouldn’t be underestimated.
Every so often during the boss fight he will cast hungering Mist, this ability basically covers the entire room in darkness that if caught in will one shot you with no powers to prevent it such as ‘Oddly intangible Key’. This mechanic however is very easy there will be clear safe zones that you need to run to in order to stay safe, just use things like stampeding roar here so it’s easier for people to reach the safe zone in time.
Lastly and probably most importantly the main mythic mechanic added, the Remnants. These will spawn throughout the fight and to remove them you basically want to stand in them to soak, the players soaking this will get a debuff for 10 minute depending on the remnant soaked. If Remnant: Upper Reaches’ Might is left unsoaked it will cause the jailer’s forces to deal 50% more physical damage, You can lessen this effect by soaking the circle but it’ll cause the player soaking to take 10% increased physical damage this debuff stacks.
If Remnant: Mort’regar’s Echoes is left unsoaked it will increase the jailers magical damage by 50% and again a player can lessen this effect by soaking the circle but it’ll cause the player to take 10% increased magic damage for 10 minutes, this debuff stacks.
If Remnant: Soulforge Heat is left unsoaked it will periodically deal 22k~ fire damage to the entire raid, however, a player can lessen this effect by soaking it but it will cause you to take damage every 5 seconds for 10 minutes again stacking.
Thankfully there is an insane power for this mechanic. ‘Unstable form’ This power whilst in combat will reduce your damage taken by 99% for 3 seconds and will remove a stack of a random debuff when it procs. So you want players with this power to soak as much as possible as they can clear the negative effect from themself, if you don’t have a lot of players with this power it’s not the end of the world you just get a lot of raiders to soak the remnant’s throughout the fight.
At 10% the boss will stun everyone for a few seconds removing people anima powers and becoming enraged, this part of the fight is basically the nuke before he melees your entire raid, so tanks will just kite. For resto druid you’ll want to just go moonkin form and just spam DPS here as there should be 0 raid damage going out and your tanks will most likely be kiting until the boss falls over.
Eye of the Jailer
This is only the second boss encounter in the raid meaning the difficulty level of the mechanics for a healer isn't too hard. For phase one you probably want to just HoTW convoke on pull and then start your healing. You can typically get two convokes off before you need to use it later on in the fight if you are using the new Celestial’s Spirit legendary.
So for the first phase you will throughout the fight 3 people at a time will get a debuff called Hopeless Lethargy this will slow all players within 8 yards of the target that got the debuff and cause them to take damage every 1.5 seconds. This mechanic is pretty easy; you just run away from the raid if you get this and make sure you’re not hitting anybody.
Throughout the fight an ability called Fractured Soul will spawn at the players feet and this is basically a big white circle effect that you want to move away from. If you are hit by this ability you will take an initial hit of around 15k~ and get a debuff that will reduce your movement speed and reduce your damage and healing done while under the effect. If you are unfortunate enough to get hit by this mechanic, you can do the following to remove it: The debuff will spawn 3 souls that look exactly like your character when you got hit by the mechanic so, if you are in bear form it’ll look like 3 bears in a triangular formation. You want to run over these souls to remove a stack (there will be 3 stacks typically so make sure to run into all 3).
During this phase there will be an ability called Dragging Chains. If you get this debuff on you, you want to stack with other players so you don't get dragged off the platform. The initial damage is divided evenly among the people soaking the circle, the more people you have soaking the less damage you will take and the drag from the add will be less as well. It’s very good to use things like stampeding roar here to help your team stay on the platform. After 6 seconds this will spawn a large add that will hit the tanks, this isn’t so important for healers just be mindful of the tank that has to tank the add and the boss.
During this phase the boss will also cast Annihilating Glare that will start casting a beam from one end of the room to the other, during the trash you’ll notice you use these grappling hooks to get over to clear the trash, you will use the same chains here to avoid this gaze and then typically regroup in the middle of the room.
Now onto the intermission or stage two of the fight. When the phase starts you want to split your group into two sections more often than not a melee group and a ranged group. This is mainly to deal with the mythic mechanic caused by the adds. The adds will give players a debuff if they are within 70 yards of the add and you cannot change its debuff once you are in range of both. So here as a Restoration druid you want to typically go to the left add (depending on strategy) outranging the right add until you get the debuff ‘Scorn’ whereas the melee add will get the debuff ‘Ire’. These effectively do the same thing inflicting 1.5k damage at first but stacking over the intermission phase so you want to get out of this phase as soon as possible. If a Scorn debuff target collides with an Ire debuff target this will wipe the raid, this is why it is important to have a mlee camp and a ranged camp so that you will never collide.
After you’ve gotten the debuff down you have to kill the two adds at the same time so it’s important to even out the damage. During the phase the boss will periodically cast Titanic Death Gaze and this inflicts 22k shadow damage to all players, this on top of the stacking damage you get from the eye’s Scorn and Ire debuffs will cause a lot of damage and this is typically where you’ll use big healer CDs such as tranq or tree/convoke/flourish.
During this phase there is also a Desolation Beam that will put a circle like animation around your character. If you get it you want to move out and make sure nobody is in this circle when it goes off or it will most likely be a wipe, if someone else gets hit by your circle you will start a chain effect that deals 20k damage at first but ramps u p after each hit. It is extremely important you move away from players with this effect on you or you will wipe the raid.
For healers there is also a dispellable debuff that comes out throughout this phase called Slothful Corruption, this deals a small amount of damage however, it will reduce spell casting and ranged attack speed and movement speed by 40% so you want to prioritize dispelling ranged players first with this debuff.
Lastly for the intermission phase there will be a debuff called Spreading Misery this will target two players on each side and deal around 4-5k damage every 1 second for 5 seconds, when this debuff runs out on the player it will spawn a pool on the floor called Jailer’s Misery. This pool lasts 10 minutes (so the entire fight) and will limit your play space it also does 14k damage every 1.5seconds so you can stack pools on top of each other just be careful about stacking too many, you want to take these to the edges of the room and places that you aren't using in the non intermission phases.
Once you have done the intermission two times you will enter phase 3. This is effectively when the soft enrage of the boss starts. When entering this phase he will cast Immediate Extermination and that will make him attack faster deal aoe damage to the raid when it pulses and reduce healing received by 10% and this stacks, so at a certain point you will do 0 healing. During this fight you will still get all phase one mechanics and Desolation beam too. You will want to try and use your healing cooldowns earlier in the phase as a resto druid due to the healing received debuff leaving the DR’s to be used at a later point in the phase. Once you’ve used your healing cooldowns and are at around 5-6 stacks I would recommend trying to squeeze in as much damage as you can before he eventually kills you due to receiving no healing.
This boss encounter has a very important mechanic for healer’s called Fargments of Destiny. On mythic difficulty it will apply to 4 players inflicting frost damage every 1 second and when dispelled it will jump to the nearest target, To remove this debuff from the encounter you will want to get all 4 debuffs on to one player. When this mechanic comes out the 4 players that get this debuff will run to the edge of the room and position so that when they are dispelled it’ll go on one player. Once in position dispel the player wait for the other players that have just been dispelled to move away so that you can then do your dispel until they all go on one player, once successfully on one player the debuff will disappear and form a shard of Destiny on the floor if within 10 yards of this you’ll be slowed and take some ticking damage, you typically wont be near this shard but this is why it’s important to run to the edges of the room with the debuff before dispelling.
Now that we’ve gotten that part out of the way we can move on to more of the generic mechanics of the boss. When you start the encounter you will be fighting two bosses. Kyra and Signe. For restoration druids the main thing you need to worry about with these adds is when they reach 100 energy. Kyra when reaching 100 energy will pull you towards her, you want to run away from her during this as if you are caught within 10 yards when the cast ends you will either be one shot or if you do survive be stunned for 10 seconds. This is a good place to use your stampeding roar to help the raid move away from the pull in.
When Signe reaches 100 energy she will attempt to push all players away from her, if you are not in her circle when this cast ends you will be one shot and if you do survive with a personal feared for 6 seconds. You can despell this debuff but it is fairly easy to get into the circle, however, if someone misses it and survives it make sure to dispel them so they aren’t running around the place for 6 seconds.
Throughout this fight the boss will cast call of the Val’kyr. This will cast different abilities at different points so I will explain how to deal with all of them. The first one is called Agatha’s Eternal Blade. This will cause line’s through players that you will need to side step and avoid if you do get hit it is 100k physical damage and will knock you back (if you manage to survive the initial hit) They are very easy to dodge and you should never greed casts, just move out of the line.
Daschla’s Mighty Impact. This ability puts a debuff on two players at a time that inflicts a large hit when it expires. You want to spread out with this so it only hits the player affected because it deal damage to everyone within 20 yards of the debuff when it expires.
Annhylde’s Bright Aegis. This is mainly for tanks to worry about but make sure you don’t convoke when this ability is incoming. When the boss casts this ability, create a protective shield on the floor that tanks will need to move the boss out of because it reduces the boss damage taken by 90%.
Ariadne’s Falling Strike. This ability is extremely important, the boss will mark several locations with a purple looking circle on the floor around the room and after 8 seconds they will pop and deal 19k damage to players soaking the circles, however if nobody is in the circle when she slashes it, it will do raid wide damage almost killing the entire raid. So, to deal with this mechanic you need people to go out and soak it, as a restoration druid you can use soulshape, cat form dash etc. You want to try and take the far out ones, stand in the circle wait for the damage to hit you as the animation of this mechanic can be very misleading, and then move out it is extremely important to NOT move out before you’ve taken the damage and the circle has gone as again the animation can be very misleading if it’s the first time you’ve seen the mechanic.
Brynja’s Mourndful Dirge. This will put small circles on several players that do a small amount of damage to the person affected by it. After 6 seconds it will expire and deal a large amount of damage to other players if they are caught within it. The circle is very small (5 yards) so, it’s very easy to spread out and avoid hitting other players with this ability.
Arthura’s Crushing Gaze. This ability is very important. It will go on one player and after 8 seconds it will deal 220k frost damage divided evenly between all players within 10 yards. You typically want to raid soak this or use one of your immune abilities if you have one. This is typically a good time for healing cooldowns, but be careful as a resto druid using tranqing as there can be some nasty overlaps.
Upon either Signe or Kyra reaching 20% HP a new boss will spawn and this will start stage two of the encounter. You typically want to balance damage in phase so that both Signe and Kyra are at 20% HP when the new boss spawns so that you aren’t dealing with an extra boss for most of the encounter.
During this phase Skyja will start casting Word of Recall which will instantly call her previous commands for call of the Val’kyr so be ready to dodge, soak whatever it may be that she casted previously. It’s important to note in mythic difficulty she will also call the spirits of Kyra and Signe, this means the runaway mechanic when you are getting pulled in and the run towards mechanic when you're being pushed away.
The only other main mechanic to take note and be wary about is Link Essence. This will link several players together that will radiate 60% of the damage a player takes with this debuff to all other linked essence targets so, you typically want to avoid soaking things when you can, however, the damage isn’t massive enough to be worth wiping over by not soaking.
Remnant of Ner'zhul
The biggest mechanic here to take note of especially from heroic to mythic is an ability called Shatter. At 80%, 60% and 30% the boss will inflict a large amount of damage to all players. In mythic difficulty when an armour piece is shattered it will drop to the ground and start replicating one of the bosses abilities. So, let's talk about what armour piece drops when during the fight.
Helm of suffering. This will spawn when you push the boss to 80%. This will replicate the tank frontal Suffering, so you want to be careful where you are standing in terms of where the helm is located, so you don’t take avoidable damage.
Gauntlets of Malice. This will spawn when the boss reaches 60% HP. This will copy the Grasp of malice mechanic which are the lines that erupt after a few seconds dealing a large amount of damage and knocking you back if caught within it. It’s typically very noticeable and easy to avoid.
Rattlecage of Agony. At 30% health this will start copying Malevolence. This is the dispellable debuff that knocks you away from players with the debuff. To deal with this you typically want to have the players with the original debuff move to the opposite side where the rattle cage is when getting dispelled, so you get knocked towards the rattle cage and then knocked away from the rattle cage when the debuff expires.
Now we’ve dealt with the important break points of the fight, let's talk about some abilities. Typically in this fight you want two priests so that they can deal with malevolence the easiest way possible by rotating mass dispels. Malevolence will debuff two players that after 21 seconds will expire and knock players back from where the target with the debuff is. To deal with this mechanic, the person with mobility abilities such as stag/moonkin form wild charge will typically go on the outer edge of the room with this debuff and the second player will be a few yards behind the outer edge player facing out of the room when being dispelled. This will cause the inner player to be knocked onto the platform whilst the outer player will use their movement ability to stay on the platform. Your raid leader will typically assign the player with the mobility to the outer edge but if two players have mobility listen to their call and just be ready to face outwards if you are the inner player when being dispelled. Once dispelled the players will leave behind a patch on the floor that’ll deal a large amount of damage every second. So when using your movement abilities you want to try and aim it away from the patch you just left behind. When the debuffs are dispelled it’ll deal raid wide damage so make sure these are typically covered with raid cooldowns.
The other notable thing for healers happening in this fight is Aura of Spite. This is periodic damage throughout the entire fight, when an armour piece is broken it will spawn an animation under your feet that you need to avoid because otherwise you’ll take a sizable hit whilst also being silenced for 4 seconds.
During the encounter the boss will spawn orbs of torments that the tank will need to hit with the frontal Suffering in order for you to kill them. On mythic difficulty the orbs have extremely low health so they should die relatively fast. Once killed you can pick up these orbs and run to an edge and use your extra action button to throw them off. This is important to do quickly, however it will typically be demon hunters/warrior’s or even the tanks who are getting rid of the orbs. Druids are extremely good at doing this mechanic too as you can just stag form wild charge and you are basically in perfect position to throw them off. It is important high mobility classes deal with these orbs as once you pick them up your movement speed gets reduced and you take damage over time. Whilst on the platform orbs will torment players that inflict 8k damage every 3 seconds for 15 seconds. So it is important to remove them as soon as possible as the fight already has a lot of damage going on throughout the fight.
One of the biggest mechanics you have during this encounter is Warmonger Shackles. This mechanic will happen periodically throughout the fight. 3 chain’s will spawn near where garrosh is located, and 3 assigned players will have to break these chains in order to interrupt Hellscream. This is typically where big cooldowns will be places like your tranquility or Tree of Life as snapping these chains will cause large raid damage to the group.
Throughout most of the fight the boss will also cast Tormented Eruptions. This will limit your space in the room, the room is cut into 4 ‘pizza slices’ and all but one slot will get filled with this ability and you simply just run to the empty space in the room to avoid it, being hit by this is very bad so try and get to the safe spot as soon as possible.
Another extremely important mechanic during this boss is Brand of Torment, it will put a sort of red circle around your character and inflict large damage to allies and enemies within 5 yards of you. You typically want to stand and follow the adds that spawn if this debuff is on you as it will also increase the mawsworns damage taken by 50% if they are in the circle meaning the adds become a lot easier to deal with.
There are two types of adds that spawn during this boss but the important one as a healer to keep an eye on are the mawsworn Agonizer’s. These will slowly path towards Garrosh and if they reach him they will become immune to any form of crowd control including interrupts and deal 200% increased damage. You typically want to Crowd control these when they spawn and focus on the mythic add that spawns called the Mawsworn Overlord. This add has a large circle that makes any other add in it uninterruptible and unable to be CC’d within a 16 yard circle. The way you deal with this add is you crowd control all Agonisers and focus down the big add first. You typically need a knock back, ring of peace works excellently to deal with any adds that spawn in the big add’s circle. Once the Overlord is dead you can break CC’s on the other and try and stack them together for the branded torment to help you AoE and cleave them down.
During the encounter you will also deal with a pretty heavy damage over time effect called Echoing Screams. This is a simple mechanic to understand but important to note that you will be taking a lot of damage throughout the fight.
Also every so often during the encounter white circles will spawn in the arena and this will deal around 44k damage to anyone caught within it, so if you see them under your feet try and move away from them as soon as possible or you risk dying.
During this encounter the boss will phase into an intermission at 70% and 40% health. This is important to take note of because if your guild doesn't stop doing damage to the boss your cooldown will line up a bit differently.
During the fight ranged players will have the chance to be targeted by shadowsteel chains. This ability is probably the most important ability to understand in the mythic encounter of this boss. Similar to heroic, you will take damage every 1 second and hurt people/knock them back if they’re within 4 yards. However, in mythic there is a mechanic called ‘Echoes of Pain’. This will cause all chains to erupt with spikes in four directions when the tank is hit by any of the weapons. This means positioning is key for chained players and for players without a chain to be aware where the chained players are positioned. This will typically be assigned by world markers on the floor and can depend on how your guild wants to tackle the fight.
Throughout the fight the boss will throw a weapon at the tank and this can either be an axe, a hammer or a scythe. The Cruciform axe will deal a large amount of damage to the tank and large fall off damage to the raid as well. This is important to note because it will cause spikes to erupt in four directions from where the target is hit. This will happen to the chained players on every weapon (axe, hammer and scythe).
In Phase two the tank will get hit by the Reverberating Hammer dealing even more damage to the tank than in phase one. This will also deal a larger amount of fall off damage, however unlike in phase one this will cause spikes to ripple outwards from the tanks location that will slowly creep towards the raid and that you’ll have to dodge later. Lastly the Dualblade Scythe in phase 3 will once again deal a large amount of single target damage and then even more fall off damage than the previous two weapons. Now, when this hits your tank it will cause spikes to erupt in four directions and spikes to ripple towards you, this is where positioning is highly important and the thing you need to get down as soon as possible.
During the encounter the boss will summon a line of Spiked balls that creep towards you. If you don’t kill them or get to the other side with mobility such as Soulshape they will one shot you, if you collide with them directly. The way to deal with this is typically to go to the ball on the outer edge of the room closest to the raid and nuke it down and then run through the opening. This is typically safest due to the echoes of spikes happening from chained players.
After phase one and two, there will be an intermission phase that will get rid of any chains currently on a player and put a gap in the wall of spiked walls if they happen when you transition. During this intermission there will be spiked balls coming from the left or right of you, however, there will already be gaps in the wall that you can run through, There will also be a line of spikes creeping towards you but will also have a gap here, so, typically you need movement speed throughout the entire intermission phase to keep up. Depending on how your raid does it you will usually want to stack on one player and follow them for the intermission. You want to use stampeding roar during this phase so keep an eye out for when its assigned or when your raid leader calls for it. It's also important for healers to note a stacking debuff that happens throughout the phase, so try and maintain hots on players in trouble. A good trick can be to place things like your effloresence down inside windrushes as the raid want to keep dipping into the totem and thus will get a stack of your effloressence hot (if talented). Periodically through this phase players will spawn Shadowsteel Embers below them, and randomly around the room. If you get caught in this you’ll take 44k damage so it’s highly important you dodge these fire patches and this is why its important to play the phase stacked so you don’t spawn patches ahead of other players. At the end of the phase you willow ant to all be stacked typically gatewaying the last spike set or by just stacking on top of each other to spawn the last fire patches as they will summon adds that need to die before their cast goes off or it will wipe the raid without cooldowns.
Guardian of the First Ones
In the middle of the room you will see 3 Energy Cores placed in a triangular formation where the boss stands. When the boss enters this energy cores circle it will activate Energizing link causing the guardian to link to it, granting it 5 energy every 1 second. While an energy core is active it will cause Unstable Energy which deals 42k damage every 1 second to the entire raid. To help counter this ability simply stand within the core’s energy circle because it will activate Radiant Energy which will make you to take 80% reduced damage from Unstable Energy. After the energy core reaches 0 energy it will cause Meltdown, which causes the energy core to erupt and deal 77k damage to players within 15 yards of the energy core and 30k damage to those further than 15 yards.
This fight for Resto druids is pretty simple as it is basically the patchwerk boss of the raid. I will start off by mentioning one of the most important ability mechanically on this fight which is called Threat Neutralization. The boss will lock onto 3 targets and after 4 seconds deal a large amount of damage to the 3 players and to anyone else caught within 10 yards of that player. In mythic difficulty this ability becomes very important as if you strike the energy core with it, it will give that core energy meaning the core when moving the boss into the core’s energy circle will be in that phase longer and you will have more time to kill the boss.
For healers it’s important to take note of Form Sentry. This will cause a servitor to orbit around the room. There will be a suppression field under the sentry and anyone who stands under it will be silenced and take damage every 2 seconds, so you typically never want to be below it. However, sometimes when you are being targeted by threat neutralization you will have to stand in the suppression field in order to hit the energy core, so pop a personal if needed. Form sentry will also cause Sentry fire which will cause the sentry to periodically that’ll unleash a barrage of energy at random players that inflicts 10k damage, it’s important as a healer to have some sort of glow/weak aura that shows which targets are being hit by this as they will require a lot of spot healing and attention.
The other important mechanic in this fight is Purging Protocol. When the boss reaches 0 energy it will start to unleash pulses of energy that inflict 30k damage to all players and each subsequent cast will increase your damage taken by purging protocol by 100%. To stop this being cast the tank needs to move the boss into an Energy Core. Your cooldowns will most likely be assigned either here or on meltdowns.
The boss will transition into phase two at 70% and 40% health.
This fight is all about control and spot healing. During phase one the boss will cast Twist of Fate throughout the phase but it will happen pretty early on. This is simply just a damage ability that goes on the whole raid and is pretty easy to deal with. Throughout the fight you will also have to deal with ‘Call of Eternity’ which will put a dot on a few players in the raid. This dot will deal damage to the players every 2 seconds and when it expires the players will explode, dealing 66k damage to anyone caught within 20 yards. This ability will also leave behind an Echo of Eternity which will replicate the call of eternity and explode on anyone hit in 20 yards of where they left it. This echo will disappear after exploding and new ones are placed. Furthermore Fate Fragments will spawn from the target/the Echo of eternity locations which are slow moving balls. If they collide with a player they will deal a large amount of damage and reduce the target’s movement speed for 7 seconds. You can simply dodge these or if you have things like hand of freedom from a paladin you can run into these without taking damage and making them easier to avoid.
During the phase you will also have to deal with Fated Conjunction. This ability will cause several beams to appear that erupt in a straight line after a 6 second delay and they are very easy to see and avoid. If you are unable to avoid it, try and pop a personal. Sometimes Call of Eternity might overlap with the beams and you may be forced to walk into them so you don’t bomb the raid. Keep in mind that you will need a personal such as barkskin and bear form to survive this.
During this phase there is a new mythic mechanic called Grim Portent. This will bind several players to specific runes and it's important to remember which rune is yours. An animation like the one from Nerzhul’s malavelance will appear above the rune you need to run into. It’s very easy to see which rune is yours, you need to stop casting and move there as soon as possible. After 9 seconds if a bound player isn’t inside their rune it will wipe the entire raid. If all bound players are in their rune they will take a small hit of 14k damage. Stay in the rune until you have taken the damage as the animation can be very misleading.
Now to the fun part of the fight, phase two. This fight is usually handled by a Weakaaura that your entire raid should have and it should be the same weak aura for it to work. The boss will cause Runic Affinity which will happen on several players allowing these players to interact and manipulate the rings. To move the ring clockwise You’ll need an odd number of players (1,3,5)
And to move the ring counterclockwise you’ll need an even number of players (2,4,6).
During phase 2 on mythic difficulty all players will move the rings in the same direction, this should be clockwise so you will only need one player to move the ring. It's important that everyone enters the ring at the same time because on mythic difficulty there is a mechanic called Exposed Threads of Fate. This means when someone is moving the ring it will cause a beam from the active rune to the loom’s center causing anyone struck by this beam to take 27k damage every 3 seconds. As a healer you should try and spot heal the players assigned to moving the ring as if they die it could cause a wipe without a quick back up call. After 40 seconds if the rings are not returned to their target positions it will kill the entire raid.
Whilst all of this rune movement is going there will be two adds that spawn that the tanks will have to take. They will take a large amount of damage and likely need your Ironbark here. Whilst also smacking the tanks the adds will cast Despair dealing 13k damage every 2 seconds for 6 seconds to all players within 25 yards of the add. As a restoration druid you want to outrange this cast because on mythic it's not interruptible. During this the boss will also have Fate fragments going on throughout the room going back to the loom’s center and then back out around the room there will be a lot of these that you will need to stay focused to dodge, again a paladin can use hand of freedom to reduce the amount around the room and make this mechanic a lot easier to deal with.
Once you have gotten the boss to 40% and dealt with the last phase two you will enter phase three of the fight this is basically the same mechanics happening as phase one and two combined however there will be less runes active but you will have 30 seconds to make them reach their end location instead of 40 seconds, this means you may need to call for a backup if handling the runes to make them move counterclockwise instead of all moving clockwise.
The way you deal with this boss in terms of holding DPS and making the boss transition at certain times makes this fight as a healer very frustrating. The tldr of this for healers is that you will pop all your healing cooldowns when the spikes explode and then basically throw out some light heals whenever there are no spikes.
As this is a healer guide let's start with the Glacial spike mechanic. This will target random players and leave behind a glacial wrath after a few seconds that will inflict 38k damage to players within 6 yards of the impact, on top of that it will also summon a glacial spike. You will most likely be assigned a marker to run to if you get the debuff because you want the glacial spikes on top of each other. When they die it will cause a large amount of damage and leave a nasty dot as well. This effect stacks and this is why you want to pop all healing cooldowns during this moment, so you can make them all die at the same time.
Throughout the fight random players will be targeted by Oblivions Echo which lasts for 6 seconds and this will silence players within 10 yards. You will most likely be assigned a marker where all players with this debuff will go because on expiration it will drop a silence field that will summon an add after 6 seconds. As a druid you want to keep them cc’d until they need to be killed (if you have no balance druids you might need to take mass root.
During the encounter, a player will be effected by Frost blast. This will cause a large amount of damage divided evenly among players. Similar to the other 2 abilities you will most likely be assigned a marker where you have to run to. As a druid you will help people soak this mechanic with barkskin and bear form, however, if you aren’t assigned to soak these you can just heal and dispel the players that are.
As a restoration druid you don't want to enter the Phylactery in phase 2. You want to stay outside and deal with the adds - Unstoppable abomination and Soul reaver’s. The unstoppable abomination are large hitting big adds that your tank will need to tank. Every so often these adds will cast Demolish which is a big line in front of them and you just want to move out of this or it will hit you for 41k and you risk dying. The soul reavers are slow moving casters that periodically cast an interruptible banshee’s cry if this isn’t kicked it’ll hit random players for a large amount of players do be ready to top people if your raid is slow to interrupt.
After the adds outside the Phylactery die they will respawn after 10 seconds. This is important to note as you want to sync the adds dying up with the phylactery reaching its % breakpoints. This is when the remnant of Kel’thuzad takes 40% of its hp or dies so 60%, 20% and 0%. If any adds are still alive when the remnant reaches the breakpoints it will cause the adds to deal 500% increased damage and soul reavers to be un-kickable so it is extremely important and likely a wipe if you do not sync this phase correctly between the inside realm and the outside.
Once the Remnant dies Kel'thuzad will become fully killable, meaning this is the nuke phase where you want to pop bloodlust and heart of the wild and convoke for damage (if talented). You will slowly run out of room in this phase and there is a stacking debuff that will happen every 2 seconds starting at 826 damage and stacking this so why it's important to do as much damage as possible as eventually you’ll either run out of room or die to the stacking debuff. This phase is fairly easy to deal with and shouldn’t take too long so overload cooldowns where needed.
This is an extremely long fight with a lot going on, however, a lot of it is simple to pick up so I will talk more specifically about important things to keep an eye out as a healer rather than the fight as a whole.
A big contestant for healer cool downs in phase one is Shadow Dagger’s which inflicts 6.6k damage every 1 second for 9 seconds on all players struck by it. So, this will need heavy throughput cooldowns to deal with.
There is also Black Arrow’s happening during this phase on mythic difficulty. It will hit players for 22k and then deal 55k to all other players decreasing in damage the further away players are from the target. Upon impact it will summon 2 adds that will fixate players in the raid and these need to be killed before they hit the target, thing slike vortex can help out massively in kiting the adds.
After getting the boss to 83% HP Sylvanas will take 99% reduced damage. You have to dodge abilities that spawn on the floor and Rive which are straight lines which are easily avoidable, it you stand in these you will end up dying. This intermission is typically where you want to try and hold off spending mana and regain as much as possible.
During phase two there will be a lot of running across chains and a lot of adds that you have to deal with. It's important to dodge Haunting Waves and you also want to keep an eye on anyone who is hit by this mechanic because they will take a lot of damage. You can pop barkskin if you accidentally get hit. Each of these add will do different mechanics but the important one to note for a resto druid is the Mawforged Summoner. They will cast Curse of Lethargy that you want to dispel because it will reduce a lot of the raid-wide damage going out.
After you dealt with your side of the chains the NPC's will spawn a bridge that you have to run across to fight Sylvanas. After a while she will become attackable and take full damage. As a boomkin druid you want to play Heart of the Wild and convoke because you want to deal as much damage as you can. She will also throw Shadow Daggers on the entire raid which needs to be covered by a cooldown. After this she will take 99% reduced damage and cause Banshee Wail on the entire raid dealing 8k damage at full health and increase to 27k damage the lower you get. This will also interrupt your cast for 6 seconds and also hit players within 6 yards, so you want to make sure to stay spread out.
After this you have to deal with another set of adds and then once again deal damage to Sylvanas until you transition into phase 3.
In phase 3 you will have 4 platforms that you can jump between by running over the edge. During this phase the most important mechanic as a healer is a debuff that you have to dispel which your tanks will have. Throughout the phase the boss will cast Banshee's Fury which deals 13k damage every 4 seconds to the entire raid. After 4 seconds the boss will inflict 27k damage to the entire raid per stack so if you have more than one stack it will most likely wipe the raid when the cast ends. So this is why it's so important that you dispel the tanks when they ask for it or when Bashee's fury is about to end.
During the 3rd phase there is also an ability called Merciless. If you stand in it you will take 33k damage and be knocked away from the center of the impact, however if nobody stands in it the entire raid will take 82k damage if they are within 38 yards of the soak. So typically, boomkins or people with immunities will be assigned/positioned to soak these however, as a resto druid you also can soak with barkskin if needed.
After a certain amount of time the boss will cast Raze and this is when you as a healer want to make sure nobody has a stack of banshee’s bane and that you take the Invigorating Field across to a new platform because the boss will blow-up dealing 30k damage, making the field disappear and cover the platform which deals 11k damage every 0.5 seconds. It's important to take the invigorating field when the cast reaches 0 or even a little earlier if you have high DPS.
The other important mechanic during this phase is Death knives. This will cause lines to come from players affected by death knives and if anyone is in caught in these lines they will take 19k damage every second for 9 seconds so its important to make sure to stop moving after you move out of a line if you have death knives so others can avoid taking the line.
Lastly, throughout every phase there will be a veil of darkness cast which is a big shadowy effect which leaves a healing absorb debuff on the target starting at 6 stacks. To reduce the stacks you want to move to players within 5 yards to spread it so, its easier to heal and remove as soon as possible.
This fight is all about positioning, it is highly important you are aware of your surroundings. If you start to lose track line of sight becomes a big factor and can get very frustrating.
The healing requirement isn’t the highest on this fight so you can most likely focus a lot more on optimising your DPS.
You can also either pre-place your Efflorescence behind a pillar when you need to line of sight certain boss mechanics or if you're at a different pillar to the larger group you can place it around the corner so the edges can still hit those that are hiding.
For this fight, you will need to try and fix your UI so that you can see friendly NPC’s when they spawn; there are some mechanics on this fight that will require you to heal friendly NPC’s to max health before they reach the boss.
You will have to communicate defensives and externals with your tank here for Barghast’s Rip Soul. This will target a tank and deal a large amount of damage that will spawn an add you need to heal to full based on the tanks missing HP when struck by Rip Soul. You can save things like Nature’s Swiftness and Swiftmend to try and top this quickly.
In the Mythic version of the encounter when Barghast has entered the encounter, Sinseeker will create NPC’s that will need to be topped up before reaching the boss, some neat tricks if your raid can group these up when spawning can be to pre Efflorescence or save a Wild Growth for these adds to top them swiftly.
Sun King's Salvation
This boss changed a great amount on testing so we had to play the fight differently every time, as an example during early testing restoration druid couldn’t heal Kael’thas, whereas other healers could, so this changed how we played the fight a lot.
You will need to make sure your UI shows NPC’s, when some adds die they will spawn lanterns that you will need to heal and top up throughout the fight. There are many ways you can heal Kael’thas to phase him.
A lot of the time the most healing came from those NPC’s we had to heal, or just directly healing Kael’thas himself. However, there are other mechanics like players channelling into a font in front of the boss to sacrifice their HP to heal the boss. These players on testing needed a lot of healing so you need to keep an eye out for when they are sacrificing their HP.
In Phase two of the boss Kael’thas will come down and you will fight him, here there is a lot of stacked AoE healing needed so keep an eye on refreshing your Efflorescence and not wasting it as much as possible.
This fight requires a lot of AoE healing as there is a large amount of passive damage going out. You’ll most likely be stacked a lot as a raid during this fight so positioning Efflorescence correctly will be a huge healing increase.
Later in the fight players will start getting Withering Touch when they are moving the seeds out of the raid. This did a lot of damage and will require you to pre-hot and maintain HoT’s on these targets so they don’t die when moving the seed or when coming back from moving them.
There are a lot of different damage patterns throughout this fight so just keep an eye on the pace of the fight and when you’ll need more AoE healing or to prioritise more ST focused heals.
This fight is fairly simple, you’ll need to make sure that Gluttonous Miasma is on your raid frames and is very noticeable, this debuff means the player can't be healed, but will have to use the mechanic to leech health from players around them. Here’s where shields are very useful. Restoration Druid doesn’t have any built-in shields for its kit but we can just make sure to top up people as soon as the debuff runs out.
At some point, the boss will start to cast Consume, here you’ll want to get as far away from the boss as possible as it’ll leech your HP and heal the boss, the further you are away, the less damage you’ll take. You'll most likely be stacked so here's where your AoE healing can shine.
Lady Inerva Darkvein
This encounter had a lot of rot damage throughout the fight, which druid is extremely good at handling.
Whilst there isn’t anything special healing wise to the fight there is a lot of movement, either to soak swirlies on the floor so the raid doesn’t take explosive damage or to break jars with other raid members you're chained to. These are pretty obvious to see when they’re coming so just make sure to look at your boss timers to see when you’ll need to move, and try to make sure you’re not hard casting things like Tranquility when you do need to be moving.
The Council of Blood
This fight has a lot of damage happening constantly, which can make Restoration Druid really shine with its high uptime on Efflorescence and strong HoT’s.
Throughout this fight, there are 3 break periods where you’ll be forced to ‘dance’ and will get a haste buff for successfully doing so. There is no damage during these break periods unless one of your teammates make a mistake. As a Druid, you can easily heal them with Rejuvenation etc. being an instant cast. But generally, you want to try and save and regenerate as much mana as possible during this phase.
Throughout the fight there will be an ability called Drain Essence, this did a lot of single target damage to the players it was on and should be a high focus on keeping them alive when it happens.
This is going to be the classical patchwork fight of this tier.
Throughout the fight, you will need to keep an eye out for who you’re linked with when Chain Link happens. If you are too far away or break the chain at any point it is in most cases lethal damage to you and your partner.
This boss as with most patchwork bosses will have a very tight damage check. When the boss reaches 100 rage he will focus a charge on the tank, the tank should position behind a pillar and the pillar should break and the boss will be stunned. During this time the boss will take extra damage, here is a great opportunity for you to use Heart of the Wild with Convoke the Spirits to boost a lot of the damage required. This should happen 4 times throughout the fight as there are 4 pillars.
Something to note the damage taken will ramp up throughout the fight so it is better to try and get as much damage done as you can early as the healing requirement, later on, gets harder.
Stone Legion Generals
This encounter can be very tricky to navigate as there is a lot going on.
One of the biggest things you’ll want to note and keep track of is the Stone Legion Goliath. When this add reaches 20% HP it will trigger a healing reduction effect which will stack up quickly up to a maximum of 80% healing reduction. Here you will most likely need to co-ordinate with tanks to make sure they don’t die by giving them externals such as Ironbark.
Throughout the fight, the boss will cast an ability called Crystalized. After a few seconds, this will stun the player and anyone else in the circle clearing all bleed effects. This is very important and if you have too many bleeds on you it is important to stand in this. After a few seconds, it’ll cast a pulverising meteor. You need to all stack at this point to split the damage between the raid.
Some adds when reaching 20% will also start to do a wind effect trying to push you off the platform. Here is a great opportunity to Stampeding Roar to help keep your raid on the platform.
So a lot of this fight will depend on how your guild assigns and approaches the fights so for this boss I’ll just give some generic pointers.
Phase one has high damage being done to the raid, with a large portion of your HPS coming from here. It's likely that your cooldowns will be assigned, so just make sure that your HoTs and pre-ramp come in before blood price.
You also need to plan accordingly when you want to use tranq. During phase one there is a lot of movement and you will likely have to clear stacks so pre positioning for this CD is highly important.
There is a neat trick on this boss with Stampeding Roar. If you have 0 stacks when you get pulled in for the transition you can roar mid air to give the entire raid the movement speed. If this is your job it's important to run the stampeding roar conduit and to clear ALL your stacks during P1 otherwise it won’t work.
Once you transition you'll be sent down. There will be adds and you’ll most likely be assigned to heal certain players. Its important to note that as a druid you can go to any platform at any time without even needing to use a gateway due to the Wild Charge talent. When the adds die they will spawn things under your feet that will deal damage and knock you back, so it is extremely important not to get hit by these.
Every so often the boss will cast Hand of Destruction pulling you towards him, this can overlap with adds dying so you’ll have to be fast and move through the mirror as Hand of Destruction deals less damage the further you are away from it when it detonates. You’ll be following the boss a lot during this going to each adds so again plan your tranq accordingly with the movement and the adds dying.
The boss will typically transition into phase 3 when he reaches 40%. Note that it can automatically transition into the 3rd phase if you don't have the DPS during the 2nd phase. Here is where the secret phase for mythic starts. You will be split off into two groups typically melee and ranged. Your raid leader will most likely assign you to a group. If you’re in the melee camp when you transition you want to run through the mirror, whereas if you’re in the ranged camp you have to get to the middle where the boss is.
Positioning is really important for this fight because if you step over the melee camp if you are with the ranged players you will instantly kill the person you walk over and yourself and vice versa. You’ll get seeds spawn on you throughout this phase that you'll want to position so that the melee camp can soak the ranged seeds and the ranged camp can soak the melee seeds. This will cause a lot of spot healing to be needed on the targets that get the seeds so keep an eye on them. In Mythic Blood Price will also occur here so make sure you prehot/ramp this as it’ll be a lot of damage.