This is a relatively fun first fight for healers, the key abilities to be ready for are Incineration and Gale Blast. Individually, they do moderate raid damage but it’s possible for them to come very close together and combo you.
Phase 2 requires little healing; try to help the DPS break the Crackling Shard, because if they’re not destroyed it will create Lava Pools, which will give you stacks of Rising Heat that makes the encounter MUCH harder to heal.
Pro Tip - You can shapeshift the Creeping Madness debuff, which removes the stacks and the slow effect.
During Phase 1 there’s not too much healing to do; you should maintain tank hp and spot heal where needed, be absolutely certain to enter the Devoured Abyss, to avoid the 1 shot mechanic Stygian Annihilation. Avoid Black Wings.
Phase 2 is where this fight kicks off for healers, as Forbidden Ritual begins, where players need to soak orbs that’ll do raidwide damage. Ensure you have your cooldowns available for this and ramp when necessary, in coordination with your teams assignments.
Pro Tip - Ancient Curse when dispelled this will damage the entire raid team. Pre-assign this to have healers dispel in a specific order, before you pull the boss.
The Prophet Skitra
From what I saw in PTR this fight could potentially be a very fun healing fight, or more likely a fight based on pushing DPS… again.
You would do well here to time your ramp with the large AoE, then following through with Flourish, dealing with the continuing damage.
Help DPS during Phase 2 to reduce the amount of Dark Ritual stacks the raid gets.
Pro Tip - Use Mass Entanglement on the Image of Absolution, when they’re visible to you, and place raid markers where the safe zone will be.
Dark Inquisitor Xanesh
From PTR testing this was an exceptionally bad fight for healers, as the damage taken was ridiculously low. They may have upped it for the live patch, but you should just focus on DPS during this fight, including using DPS essences and trinkets.
The Soul Flay ability could potentially do high damage to the raid, though it just requires some smart movement.
Pro Tip - Get your football skills ready!
This boss was fun to test and really played into HoT healing. The main damage is from Devouring Frenzy and Psionic Resonance. You should ramp for these moments and try to pair your cooldowns, so you’re always pumping when it’s necessary.
Be aware there is also plenty of minor melee damage, as the Aqir Drone is not tankable.
Pro Tip - Put your dancing shoes on, as Spawn Acidic Aqir needs to be avoided, because it is potentially lethal.
Shad'har the Insatiable
This will likely be a DPS push fight, as it’s quite simple mechanically. Healers only have to focus on raid healing on one mechanic in each phase, which are Umbral Mantle, Entropic Mantle and Noxious Mantle.
Provided you ramp and use your cooldowns when the mantles are hitting, in coordination with your other healers, this boss should be comfortable to heal after a few attempts.
Pro Tip - Stay on your toes while healing, as this boss often throws out mechanics which require you to move quickly or be killed.
During testing this fight seemed to be a DPS push fight, but potentially with a large healer check.
The boss will cast Throes of Agony, which deals a large amount of damage over 10 seconds. Healing the ability on it’s own is okay and is relatively comfortable with cooldowns. However, it can overlap with Entropic Crash which deals a massive raidwide AoE.
If you’ve got the opportunity to handle this with your cooldowns, you should aim to do the wombo combo; which would mean using Innervate into Incarnation: Tree of Life, with Lively Spirit up, and ramping into a Tranquility and a Flourish.
Alternatively, you can spread your cooldowns more, depending on what your healing team requires.
Pro Tip - Be very cautious of LoS as it can be very punishing during your ramp.
Mostly a straightforward fight, for healers it’s plenty of movement and smart dispelling that decides how we heal the fight. Cursed Blood will be applied through the raid and needs to be dispelled as the circle shrinks, to a small size on each player. Dispelling it caused Cursebreak, which is the majority of damage on this fight. If not dispelled at the correct time, Cursed Pulse will increase raid damage unnecessarily.
As for healing this fight, you should manage your cooldowns in alignment with the large amounts of dispels that are happening, so you’re able to sustain raid hp through more and more damage.
Additionally, during stage two Blood of Ny’alotha, dying will cause Hemorrhage which may need to be covered by a raid cooldown - if you’re killing multiple over a short period of time.
Pro Tip - Rooting Blood of Ny’alotha can be done permanently, with a rotation of mass root and single root with 2+ druids.
Please note the talent build for this boss is based off PTR testing and is heavily directed at tank healing, as that was the only issue for healers to deal with. If it remains the same, resto druid will be exceptional here.
Tank damage taken was HUGE on this fight, even with 3 tanks, the spread damage was incredibly hard to deal with. I believe they will change this for the live version and direct it more towards raid healing, with slightly heavy tank healing.
Ra-den the Despoiled
Phase 1 of the fight is relatively underwhelming to heal, as it’s just individual players and tanks taking chunks of hp, better healed up by other specs.
Phase 2 is much more interesting as Ruin begins to smack the raid constantly, which is very interesting to tackle as a resto druid, being careful not to overlap your CDs with other healers.
Healing this is very much similar to how we usually play, with pairing cooldowns, to deal with separate damage instances, or using everything together to cover 30 seconds of intense healing. This is best communicated with your healing officer / raid leader to prevent as many wipes as possible.
Pro Tip - Track Corrupted Existence, either by making the raid frame a completely different colour or by making it glow. There will be no end to the flame of you murdering your teammates.
Carapace of N'Zoth
There was no mythic testing on this encounter and heroic provided very little insight on how to correctly approach the boss. I will be updating this once we’ve killed the boss, during heroic week.
N'Zoth the Corruptor
There was no mythic testing on this encounter and heroic provided very little insight on how to correctly approach the boss. I will be updating this once we’ve killed the boss, during heroic week.
The Eternal Palace
Abyssal Commander Sivara
Sivara is an interesting fight for healers, the healing requirements entirely depend on your raid team and when they proc Unstable Mixture. If you’re able to ramp for this timing you will see decent throughput.
Radiance of Azshara
The raid is split into two groups of 10 on this fight, you should have the raid topped each time Unshackled Power hits the raid group dealing a large amount of damage. Ensure you’re fast with dispels on Arcane Bomb as it’ll likely kill the player it is on.
It’s best to spread your cooldowns in coordination with your co-healer to ensure the raid won’t lose any players during the large AoE.
For this fight you should have assigned moments to use your ramp and cooldowns during Rippling Wave. The best way to spread your cooldowns is using Incarnation:Tree of Life and Flourish for one wave and Tranquility for another.
Take extra care of players with multiple stacks of Waterlogged as that in combination with other abilities can cause them to die very quickly.
During the intermission you should focus on DPSing the boss and ensuring players that have Arcing Azerite are healthy as it deals a large amount of damage.
This fight is interesting to heal as a druid as you’re able to switch up playstyle to a more sustained healing build where you should be applying Rejuvenation to as many targets affected by Incubation Fluid while maintaining Lifebloom on yourself.
The most dangerous moments of the fight happen when Arcing Current is hitting the raid as players can already be low health from the DoT. You should utilise abundance here and be casting regrowth on anyone that’s below 50% HP until they’re safe.
This fight is extremely scripted and there’s only a handful of moments where the entire raid is in danger and that’s during Potent Spark in combination with either Form Ranks or Deferred Sentence, which can be deadlier if players don’t drop their stacks before a spark explodes. Work with your healing team to have cooldowns assigned for these moments. Overlapping CDs here is fine.
Use Barkskin during every set of sparks.
You will need to be sharp with dispels on your raiders that have been inside the Delirium Realm as they can die within seconds if not dispelled. If you’re struggling with being in range of them when they exit you could consider taking Balance Affinity.
For the majority of this fight you’re going to be helping the raid with DPS while being wary of abilities like Charged Spear where you want to make sure the raid HP is stable. Take care of the tanks as Arcane Missiles damage gets higher and higher until they drops stacks.
During intermissions ensure you are following your decrees while also healing the players that have gathered Sanction stacks.
Be ready to dispel Arcane Burst on whoever gets it and ONLY do it once they are LoS from the boss.
As the fight progresses more and more, players will have stacks of Drained Soul, this means they have reduced HP and you should always be ready to pop cooldowns before incoming damage as some mechanics can easily do 80% of their available HP.
During the final phase you should have all healing cooldowns available for Overload as it’s vital everyone is alive here for burning the boss down as fast as possible.
Finally put a lot of focus into dodging beams and positioning correctly.
Crucible of Storms
The Restless Cabal
This fight is very similar from start to finish. You should use the standard talent build, but perhaps change into Balance Affinity to deal with the issues of players being out of range.
You must come up with a dispelling strategy with your team as to not lose your players when Crushing Doubt is cast. We approached this by assigning 2 dispels to each healer and ensuring both our targets were dispelled before damage came in. The other source of un-avoidable damage is Witness the End again make sure your targets are dispelled or have some sort of personal before the cast is finished.
The Void Stone trinket is very helpful for this fight as it can enable your dps to keep stacks of Promises of Power through one raid AoE.
Lastly, ensure the entire raid is above 25% HP when Storm of Annihilation is active.
Talents for this fight can vary wildly based on your raid composition and how well your tanks are healed in the final phase. Balance Affinity is good here as you are often massively spread.
The build below is what I suggest running if you’re struggling to maintain raid health and if the tanks are fine. You should begin progress with this build and make a final decision on how you want to play after hitting Phase 3.
If your raid is unable to bring strong tanks or good tank healing specs into the raid you will have to compensate by dropping some raid healing for more focus on the tanks with the build below.
When Piercing Gaze of N’Zoth is going through the raid make sure you are covering vulnerable targets with Rejuvenation and using Wild Growth once the raid has been hit. If anyone gets two stacks you will need to give them heavy focus.
Gift of N’zoth: Lunacy will temporarily mind control your entire raid during Phase 3, if you already have HoTs active on the raid they will still heal during this time. It’s very important you are aggressive with HoTs here as this is always a dangerous moment for the raid.
Insatiable Torment should be tracked by changing the colour of the raid members frame as they can no longer receive healing and it would be wasted to cast anything on them. You can still give them absorbs from the Void Stone trinket which is strong here.
Battle of Dazar'alor
Champion of the LightBalance Druid Tal
A very simple fight that requires little healing, here you should run Cenarion Ward as the tanks are taking a moderate to high amount of damage while the raid is taking very little. Also use Spring Blossoms and maintain it on melee. If you’re slow killing the boss you may need to do a small ramp and use Tranquility.
Grong, the Jungle Lord
A challenging fight for healers, you should take Cenarion Ward and apply it to the tanks as they will be taking substantial damage during Bestial Combo and Bestial Throw. Also, when necessary, use it on the DPS holding Apetagonizer Core as it is crucial they survive.
A large portion of the raid will be stacked often so run Spring Blossoms and maintain it close to 100%.
The key to healing this fight as a Restoration Druid is ramping early with Incarnation: Tree of Life to deal with Megatomic Seeker Missile and Reverberating Slam which if done correctly will lead into a Tantrum where you’ll have plenty of HoTs out and then you finish with Flourish and/or Tranquility.
There’s a couple of dangerous moments during this encounter, the first being when you are clearing the Living Bomb mechanic. You’re able to immediately start ramping after dealing with Multi-Sided Strike which will give you a healing bonus. You can cover the raid in Rejuvenation and Wild Growth then Tranquility into Flourish to maintain health pools.
After this there is the maze mechanic where you’re required to be highly mobile and maintain raid health as you move to the opposite site of the room while dodging mechanics. It’s advisable to save Incarnation: Tree of Life for this moment as the raid will require a relatively high amount of healing while needing to be mobile.
Searing Embers is dispellable and will apply to 4 raid members, make sure that you dispel it.
When moving through the tunnel you should try to help dps the mobs as much as possible as heavy healing is not required until small mistakes are made. Cast Wild Growth liberally and maintain Rejuvenation on the tank and targets that require healing, also keep up Efflorescence where possible.
Hex of Lethargy should be dispelled immediately as it can easily kill your raid members over a few seconds.
If you’re assigned to take the Amethyst of the Shadow King ensure you are tracking Shadow-Touched within your raid frames. This is very important because if that buff drops off at the wrong time you will lose a raid member. This is easy to keep up with Efflorescence and Wild Growth while using Rejuvenation on the odd target not caught by those spells.
During the main boss room it’s important you are tracking Liquid Gold and spot healing those players as they will be taking high damage when crossing other pools and ticking damage from the mechanic itself. Coin Shower is a massive damage dealing ability that can be shared with all party members in range of it, you’re able to precast Wild Growth for when it hits.
Wail of Greed is the hard hitting AoE mechanic during this phase, all players must have the Shadow-Touched debuff or they will be one shot. Use Tranquility for this mechanic to safely cover the raid HP and ensure they are all protected.
Conclave of the Chosen
Taking Inner Peace or Spring Blossoms here is dependent on what cooldowns your raid leader or healing officer has assigned for Pa'ku's Wrath. The stronger talent is Spring Blossoms but it may workout for your raid team that putting Tranquility on a 2 minute cooldown suits progression better. Take Cenarion Ward or Abundance, it’s entirely down to preference.
As a Druid you’re able to dispel Curses here which is very important, be sure to track Bwonsamdi's Wrath preferably by changing bar colour within your frames as you will need to dispel this when the person holding it is on low hp or in danger of dying.
When the Loa reach 0 hp they apply a raid-wide debuff called Cry of the Fallen you can begin to ramp for this when they are on low hp with Incarnation: Tree of Life or Innervate and once they fall you follow it up with Flourish. Save Tranquility for Pa’Ku’s Wrath.
The second and third phases are very similar for us, make sure the tanks are topped by maintaining Rejuvenation on them and using Cenarion Ward on cooldown. Look out for Scorching Detonation and pre cast Wild Growth for when it is going to hit. Also use Ironbark to prevent player deaths during Caress of Death.
The final phase requires the most healing as there will be plenty of orbs floating around the room in addition to Scorching Detonation and Plague of Toads. Attempt to ramp for the detonation and use Tranquility into Flourish to maintain raid hp.
High Tinker Mekkatorque
For this fight you will want to take Mass Entanglement to root the robots, you can rotate Entangling Roots with this along with a DK Grip to keep all of them CCed. You will want to take Wild Charge to prevent death while falling from the knock up mechanic (Miscalculated Teleport). Balance Affinity is strong here for the 5yrd range along with the use of Flap while in Moonkin Form if you get knocked up.
The main threat within this fight is Gigavolt Blast which is applied to members of the raid hit by the explosion from Gigavolt Charge. You should aim to have Rejuvenation on any target affected by either of these debuffs. Now these alone won’t kill anybody but the damage they deal in combination with other mechanics such as Crash Down or Spark Pulse from the robots will.
You should rotate cooldowns to deal with Crash Down.
The only relevant healing on this fight is during the boat phase where you’d take Abundance for strong spot healing across the party with Regrowth as you will likely have a high amount of Rejuvenations out across your raid. Secondly take Spring Blossoms and maintain Efflorescence down at all times during the 1st phase. Use Wild Growth as much as necessary because mana is not an issue once you arrive on the main platform.
You should coordinate with your healing partner as to where you will both use cooldowns so you don’t overlap and run out before you head to the main platform.
Mastery: Harmony excels for us when healing within a smaller group. You may gain a lot of healing by prioritising this stat for the encounter.
Lady Jaina Proudmoore
Tank damage is high during this fight, take Cenarion Ward to help with this. Also take Spring Blossoms as the raid is stacked and there’s little use for a 2 minute tranquility. You may want to consider using Wild Charge as you can jump to an ally to prevent being frozen by Freezing Blood.
During this phase you should dispel the Grasp of Frost and maintain Efflorescence and light healing while helping to contribute to DPS as much as possible. Use cooldowns early just to get them on cooldown for they’re needed in phase 2.
Intermission: Howling Winds
This is where druid will excel as you’re required to move fast across the room with the raid while taking stacking damage. You should be using Rejuvenation as much as possible and casting Wild Growth when you’re able to stand still. Don’t risk getting frozen for a little more healing.
The Proudmoore Flagship is overhead and will periodically use Broadside and Siegebreaker Blast. You should track these debuffs and apply Rejuvenation to the targets. Maintain healing on tanks as they will be taking high damage from Ice Shard and use Cenarion Ward on cooldown. Maintain Efflorescence.
Over the course of this phase the raid will be breaking Unexploded Ordnance to remove stacks of Chilling Touch. While in-between barrels you will need to use your cooldowns as assigned by the raid leader or healing officer. Be sure to ramp early and use CD combinations to get the most potent healing.
Intermission: Flash Freeze
Light healing during this phase you should focus your efforts on helping the dps take down the wall and then dealing with Nathanos.
The hardest healing phase as it requires an immense amount of throughput and meticulous movement. Maintain plenty of Rejuvenation on the raid along with Efflorescence while also using Wild Growth as necessary and keeping the tanks topped. Ensure you know where your cooldowns are assigned and ramp for them appropriately.