[0:00] This is a comprehensive dungeon guide [0:02] for all season 3 dungeons. It is [0:04] designed with healers in mind, but [0:06] you'll also get a lot out of it if [0:08] you're not a healer. If you're crazy [0:09] enough to watch the whole thing, I [0:11] appreciate it, but you can also use the [0:12] video chapters below to navigate toward [0:14] the encounters that you find [0:16] challenging. With all of that being [0:17] said, let's begin. The first dungeon on [0:19] our list is Arakara. It is one of the [0:22] more challenging dungeons and also one [0:24] with a somewhat tighter timer. In the [0:26] first pull of the dungeon, it can be [0:27] tricky to not draw aggro when the tank [0:30] just runs through to the first platform. [0:32] If you must heal, try to get ahead of [0:35] the mobs so you will not need to run [0:37] through them to continue toward the [0:38] platform. Use defensives here and blow [0:41] big cooldowns early. For example, as a [0:43] druid, just use convoke immediately to [0:46] get hots rolling on the group. In this [0:48] fight, the engorged crawlers apply a [0:50] poison debuff via venomous spit that you [0:53] can dispel if you can dispel poisons or [0:55] need to heal through if you cannot. [0:57] Meanwhile, the Trilling attendants cast [1:00] resonant barrage which must be [1:02] interrupted for it will otherwise deal a [1:04] big amount of groupwide damage. The mini [1:06] boss in this fight is Ixen. Dodge his [1:08] frontal cleave attack and interrupt his [1:10] horrifying shrill, which deals a very [1:13] high amount of group damage if it does [1:14] go through. If that should happen, be [1:17] prepared to use all of your cooldowns if [1:19] necessary. The first pull on the next [1:20] platform is usually also quite big, but [1:23] the only real danger stems from the [1:24] poison dots applied by the engorged [1:27] crawlers. If you can dispel poisons, [1:29] wait until someone gets two stacks and [1:31] then use your dispel. If you cannot [1:33] dispel poisons, make sure to be vigilant [1:36] to be ready to commit cool downs [1:38] whenever someone gets three or more [1:39] stacks. The next mini boss is rather [1:41] easy. Just make sure to dodge the web [1:43] spray and heal the AoE damage from Call [1:46] of the Brood. However, that damage isn't [1:48] as bad anymore as it once used to be, so [1:50] the fight should not be a major [1:52] challenge. Finally, you make your way [1:54] over to the third platform where you [1:56] will fight Attic, the poison spider. She [1:58] spawns poison clouds on the ground, [2:00] which will act as space denial for melee [2:02] DPS. From a healer perspective, however, [2:04] the fight is quite easy and you can [2:06] mostly focus on dealing damage as long [2:08] as the poison bowls are properly [2:10] interrupted. Once you have defeated the [2:12] spider, you will make your way back to [2:13] the large platform in the middle where [2:14] the first boss of the instance, Avenox, [2:17] makes its appearance. It has a [2:19] moderately powerful tank hit in [2:20] voracious bite. But from my experience, [2:23] tanks don't really demand that much of [2:25] your attention, if any, when dealing [2:27] with it. Shortly after being pulled, the [2:29] boss then casts Alerting Shrill, which [2:32] deals a lot of ticking group damage and [2:33] spawns in spiders at the locations of [2:35] the eggs in the room. Alerting Shrill [2:37] can be tough to heal through if you're [2:39] not ready for it. So, make sure to have [2:40] your healing properly ramped up before [2:42] it hits. After alerting Shrill, there is [2:44] no group damage going on whilst your [2:46] teammates will be busy killing off the [2:48] little spiders before they reach the [2:49] boss. If they ever do reach the boss, he [2:52] will consume them and get a 30% damage [2:54] increase for 1 minute. This must be [2:57] avoided at all costs, as it will be much [2:59] more difficult to heal through the [3:00] boss's abilities if it has consumed one [3:02] spider and almost impossible if it has [3:05] consumed more than one. Note, however, [3:07] that the spiders don't actually run [3:09] toward the boss. They run toward [3:11] individual players. This means that you [3:13] just need to make sure to not kite them [3:15] through the boss. This is made easier by [3:17] the unintuitive fact that once they [3:19] reach a player, not that much is [3:21] happening. One would expect that they'd [3:24] explode or otherwise deal some [3:26] catastrophic amount of damage, but they [3:28] don't. They just swing for relatively [3:30] moderate melee damage, which you can [3:33] quite easily heal through. So, if you're [3:35] ever out of space, choose the spiders [3:37] hitting you over choosing to let them [3:39] reach the boss. Shortly after spawning [3:41] the spiders, the boss then launches his [3:42] Gossamer onslaught, which is the most [3:45] challenging healer mechanic of the [3:46] fight. like alerting shrill, the [3:48] onslaught deals a high amount of ticking [3:49] AoE damage, but additionally spawns [3:52] puddles underneath players that they [3:53] need to move out of. One thing to note [3:55] here is that you don't have much time to [3:57] move out of the puddles. The timer is [3:59] shorter than it is on many other [4:01] puddlebased mechanics, so make sure to [4:02] not get tricked by that. Although you [4:05] can manage to fit in some casts like [4:07] regrowth into the puddle timer, it's [4:09] better to play it safe here. After the [4:11] puddle explodes, it will leave behind a [4:12] web area on the ground which denies this [4:14] space for the remainder of the fight. [4:17] This means the more erratically and [4:19] uncoordinatedly your team moves around [4:21] during Gossamer onslaught, the worse the [4:23] space restriction in the room will [4:25] become. Ideally, the group should [4:27] therefore stack on or near the tank and [4:29] then move around slowly and jointly to [4:32] minimize this area denial. Gossamer [4:35] onslaught is challenging for healers [4:37] primarily because you can't really cast [4:38] while it is going on. As a result, plan [4:40] to commit your cooldowns during this [4:42] mechanic and not during alerting shrill. [4:45] This will help you stay on top of your [4:47] movement and not make any mistakes with [4:49] it. When Gossamer Onslaught is over, the [4:51] boss is just rinse and repeat. So, tank [4:54] it, alerting Shrill, kill spiders, [4:56] Gossamer onslaught, and start a new. [4:58] After defeating the first boss, you will [5:00] get into probably the most puck [5:01] unfriendly part of the dungeon where [5:03] you'll be fighting packs of hulking [5:05] blood guards and blood stained web mages [5:08] on the platform. Going left is, in my [5:10] experience, the safer way to go with [5:12] fewer ninja pulls. But to be fair, ninja [5:14] pulls happen here all the time, [5:15] regardless of whether you're going left [5:17] or right. Immediately after being [5:19] pulled, the hulking blood guards begin [5:20] casting Locust Swarm, which puts a quite [5:24] nasty ticking debuff on the entire [5:25] group, which you need to heal through. [5:27] So, make sure to be ready to put out big [5:29] healing immediately after one of these [5:31] is pulled. They will then periodically [5:33] cast Locust Swarm again every 20 [5:36] seconds. The real wipe potential in [5:37] these pulls, however, comes from players [5:39] failing to interrupt revolting volleys [5:41] by the bloodstained web mages, which if [5:43] they do go through, deal a high amount [5:45] of damage and put a nasty damaging [5:47] poison debuff on players. If that ever [5:49] happens, and you can group dispel [5:50] poisons via, for example, revival or [5:52] poison cleansing totem, make sure to do [5:54] so. Especially when revolting volleys go [5:56] through while locust swarm is going on, [5:58] you'll likely wipe. So, make sure to [6:00] keep an eye out for them during Locust [6:02] Swarm and interrupt them yourself if [6:05] necessary. The spiders can be CCd, so [6:08] you don't need to have an interrupt to [6:09] cancel the cast. It's generally safe to [6:12] stand inside of the Paxia as there's no [6:14] cleave damage going on except for the [6:16] Hulking Blood Guard's frontal, which is [6:18] extremely well telegraphed. After this [6:21] area, you'll get to the second boss of [6:23] the dungeon, a noob sect, which like all [6:25] the other bosses in Arakara, can be [6:27] quite challenging in a park environment. [6:29] In principle, the fight is quite simple. [6:32] The boss periodically puts an [6:33] infestation debuff on a player, which [6:35] deals moderate ticking damage, and upon [6:37] expiration spawns a swirling cloud, [6:39] which will randomly move through the [6:41] room, and you must avoid getting hit by. [6:43] Over the course of the fight, the number [6:45] of clouds will increase, but they are [6:46] generally quite easy to avoid. This [6:49] however cannot be said for the boss's [6:51] second ability, borrow charge. He will [6:53] periodically target a ranged player with [6:55] the charge. If he targets you, you'll [6:57] get a red arrow over your head and then [6:59] have some time to prepare for the [7:01] charge. After that time, he will borrow [7:03] underground and charge toward you at a [7:05] very high speed. I was really surprised [7:08] by how quick the charging speed is. You [7:10] barely have any time to move out of it. [7:12] So, here's what you should do. If you're [7:14] in coms with the tank, he should not [7:16] tank the boss in the center, but rather [7:19] tank it toward the edge of the room. [7:21] This allows you to put more distance [7:22] between yourself and the boss when it is [7:24] charging. If done correctly, this will [7:26] take care of the problem by itself. Just [7:28] make sure to start moving laterally when [7:30] the charge is happening. If, however, [7:31] the boss is tanked in the middle of the [7:33] room, as you will often see it happen [7:34] when you're playing with pugs, you will [7:35] need a movement CD to dodge the charge, [7:37] and you also need to be moving laterally [7:39] already when the charge is happening. So [7:42] get as far away from the boss as [7:44] possible. Then run along the edge of the [7:46] room while it is charging and use a [7:48] movement CD as soon as the boss is [7:49] burrowed underground. If you're afraid [7:51] that you will get hit anyway, pop a big [7:53] defensive. After the charge is over, the [7:55] boss will then always cast impale at [7:57] your location, which is a frontal cone [7:59] attack. So be ready to move out of that [8:00] immediately. In addition, the boss [8:02] spawns smaller spider ads which need to [8:04] be killed. They cast silken restraints [8:07] which needs to be interrupted as it [8:09] roots players in place if it is not. If [8:11] you can contribute your own interrupts [8:13] and damage to the ads, as killing them [8:14] is extremely important and failing to do [8:16] so is one of the main reasons for wipes [8:18] on this fight. Then the boss casts eye [8:21] of the swarm and puts down a safe area [8:23] in the middle of the room which you need [8:24] to move toward as quickly as you can [8:26] because standing outside of it will kill [8:28] you almost instantly. Inside the area, [8:30] the tank usually stands at the right [8:32] side to bait the frontal while the rest [8:34] of the group moves clockwise. The phase [8:36] is quite easy. Just make sure to dodge [8:38] the swirlies and heal the players with [8:40] infestation on them. After the phase, [8:42] the fight sequences just repeat until [8:44] the boss is defeated. Next, you'll move [8:46] into the final trash area of the [8:48] dungeon. Here, you'll be greeted first [8:50] by one of the many blood overseers, [8:52] which have two mechanics. First, they [8:54] periodically cast venom volley, which [8:56] must be interrupted, for they will [8:57] otherwise deal a large amount of [8:59] groupwide damage. Second, they spawn [9:01] erupting webs on the ground that players [9:04] need to move out of. Moving out of these [9:06] webs is very easy unless you're being [9:07] slowed down by tainted blood. Tainted [9:10] blood is applied by reinforced drones [9:12] whenever they melee hit a player. So if [9:14] your tank is not losing any aggro, this [9:15] will usually be only on the tank. If it [9:17] stacks high enough, he will not be able [9:19] to move and get killed by the erupting [9:21] webs. To counteract that, you can dispel [9:23] the debuff from him. However, if he puts [9:25] many of the little mobs, this can be [9:27] quite challenging as your dispel is on [9:28] cooldown, but they reapply the debuff [9:30] really quickly. What I like to do is to [9:32] simply dispel exactly when the webs are [9:34] going out. I use Big Wig's voice to help [9:36] me with the timing here as it will [9:38] usually announce to me erupting webs [9:40] when they are coming and then this will [9:42] prompt me to use my dispel. Moreover, [9:45] winged carriers will periodically jump [9:47] at random players and deal a moderate [9:49] amount of damage. However, this damage [9:51] can become quite high if many of them [9:52] are pulled, especially when all of them [9:54] attack the same player at once. So, be [9:57] prepared for some major spot healing and [9:58] also to pre-commit your own defenses to [10:01] prevent them from one-shotting you with [10:03] their jumps. Finally, puddles of goo [10:05] will cover the ground during these [10:06] fights, and if you happen to walk into [10:08] one of them, you will spawn a little [10:09] blob that is going to root you in place. [10:12] This is dangerous due to erupting webs [10:14] as you won't be able to move out of them [10:16] while rooted. If you do get rooted, CC [10:18] the little blobs using an interrupt, [10:20] stun, or disorientation ability. and you [10:22] can also get out of them using freedom [10:24] abilities such as blessing of freedom. [10:26] Finally, the end boss in Arakara, [10:28] Kikatal, the harvester, features a [10:30] number of not super difficult but very [10:33] unforgiving mechanics. First, the boss [10:35] will periodically put cultivated poisons [10:37] on players, which is a poison debuff [10:39] dealing a high amount of ticking damage. [10:41] This is the only real damage you'll need [10:43] to worry about during this fight, and it [10:45] doesn't happen super often. So, don't be [10:46] afraid to use your cooldowns to heal [10:48] through it, as you won't need them [10:50] later. You can also dispel the poisons [10:52] if your class has the ability. When the [10:54] poison debuff runs out or when it is [10:56] dispelled, the targeted player will [10:58] spawn two poison waves moving away from [10:59] them, and you must avoid getting hit by [11:02] these waves. The second mechanic of the [11:03] boss fight is cosmic singularity, which [11:06] pulls players toward the boss after a [11:08] short preparation period. If you do get [11:10] pulled to the center of the room while [11:11] this is going on, you will die. So, make [11:13] sure that that doesn't happen. To do [11:15] that, you need to walk into one of the [11:16] goo puddles on the ground, which you [11:17] already know from the previous trash [11:19] mobs to root you in place while the [11:20] pulling is happening. Here, it is useful [11:23] to know that you can spawn these goo [11:25] puddles yourself by attacking the little [11:26] blood workers that are aimlessly running [11:28] through the room during the fight. [11:30] Simply hit them with an instant cast [11:32] ability like shadowed pain or flame [11:34] shock. They will die instantly and leave [11:36] behind the puddle. As a healer, you can [11:38] drastically improve the chances of your [11:39] group not failing the pull mechanic by [11:41] doing that a lot. Spawn as many puddles [11:43] as possible. so that each of your [11:45] teammates has a safe spot to go to and [11:47] it's less likely that multiple players [11:49] will try to get to the same spot or that [11:51] the puddles despawn right when a player [11:53] tries to move into them. After the suck [11:55] is over, the boss will spawn erupting [11:57] webs. However, you're still rooted, so [11:59] you need to be quick to interrupt or CC [12:01] the little mob that is rooting you and [12:02] then move out of the puddles. The boss [12:05] also spawns these web puddles during the [12:07] fight, so you need to do a little bit of [12:08] dodging throughout. I think a good way [12:11] to approach the fight is to go in [12:13] knowing that you don't really need to do [12:14] that much at all. The encounter can feel [12:17] daunting because seemingly so much is [12:19] happening, but it's really not. All you [12:21] need to know is that you have to heal a [12:23] lot during the poison debuff phase and [12:25] attack the little mobs to spawn the [12:26] puddles. Then move toward the puddles [12:28] when the pull mechanic is happening. And [12:30] after it is over, interrupt them and [12:32] move out of them. And that's it. That's [12:34] Arakara for you. We're now moving on to [12:37] Dawn Breaker, with which one of the [12:38] easier dungeons from season 1 returns to [12:41] the fold in season 3. However, despite [12:44] its apparent simplicity, it's not [12:46] without its challenges. The challenge in [12:48] the first pack of the dungeon comes [12:50] primarily from the Nightfall Ritualists [12:52] casting tormenting ray at two randomly [12:55] chosen players in the group. The cast [12:57] cannot be interrupted and deals a [12:59] moderate amount of damage. The ritualist [13:01] also periodically puts a stigian seed on [13:03] one player which needs to be dispelled [13:05] before it runs out. If your group does a [13:07] good job at interrupting the night balls [13:09] from the nightfall shadow mages, then [13:10] groupwide damage in the pool is low. [13:12] Otherwise, be prepared to spot heal [13:14] individual players taking damage from [13:16] these casts. Ideally, you want to use a [13:18] weak aura such as targeted spells to be [13:20] able to see who is being targeted before [13:23] they get hit. The second pull in the [13:24] dungeon is usually the bloodlust pull. [13:26] Like the first pull, it also contains [13:28] Nightfall ritualists, but also a [13:31] Nightfall Commander, which deals a [13:33] moderate amount of damage to the tank [13:35] via tainted slash. So, focus a little [13:37] bit more strongly on tank healing during [13:39] this pull. Also, feel free to blow all [13:42] of your cooldowns here as the succeeding [13:44] pulls on the two airships are super easy [13:46] to deal with. On the airships, just make [13:48] sure that you give a bit of priority [13:50] healing to the player being targeted by [13:52] bursting cocoon. Bursting Cocoon deals [13:54] ticking damage, but also explodes for [13:57] high damage when it runs out. So on high [13:59] key levels, you need to make sure to top [14:01] off your target before the debuff ends. [14:04] The first boss in the instant is Speaker [14:06] Shadow Crown. The fighting of whom is [14:08] relatively straightforward, but does [14:10] have some nuance. The boss has three [14:12] abilities. First, it casts Obsidian [14:14] Beam, spawning a rotating three-spoked [14:17] star of void magic around it that you [14:19] need to dodge. However, even if no one [14:21] gets hit by the beams, the group takes a [14:23] moderate amount of damage when they [14:24] spawn. This is where the fight can get [14:26] tricky due to how this damage event [14:28] interacts with the boss's second [14:29] ability, burning shadows. It puts a dot [14:32] on a random player that also slows them. [14:34] Ideally, you want to dispel it before [14:36] obsidian beams hit so that the player [14:38] can move around freely. However, [14:40] dispelling it applies shadow shroud to [14:42] your group, applying a large healing [14:43] absorb and dealing ticking damage until [14:45] the healing absorb is healed off. This [14:47] can be quite dangerous if it overlaps [14:49] with the initial damage from obsidian [14:51] beams. Sometimes the burning shadow [14:53] casts and obsidian beams will awkwardly [14:56] overlap and you may be better off [14:57] waiting with the dispel until you have [14:59] healed the initial damage from obsidian [15:01] beam. However, mostly you can simply [15:03] dispel burning shadows instantly. Just [15:05] make sure that you commit a healing [15:06] cooldowns to quickly get rid of the [15:08] healing absorb. The boss also casts [15:10] collapsing knight spawning slowly [15:13] growing void zones underneath two [15:15] randomly chosen players. The tank will [15:17] then move the boss away from these zones [15:18] and position it in such a way that the [15:20] group can comfortably dodge the obsidian [15:22] beams. If you have a ranged interrupt, [15:24] make sure to use it to interrupt the [15:25] boss's spellcast when she's standing [15:27] inside of one of these void zones to [15:29] make sure that the tank can move her to [15:30] the correct location. Finally, and [15:32] perhaps the biggest problem that can [15:33] happen in this fight with Parks is the [15:35] scenario in which the group has the [15:36] shadow shroud debuff, but the boss hits [15:39] 50% or 0% and begins casting darkness [15:42] comes. When that happens, the entire [15:45] party needs to mount up and leave the [15:46] platform, but they will then slowly rot [15:49] down from the shadow shroud while [15:50] flying. This can be avoided if people [15:52] just wait on the platform until they are [15:54] healed up, as there is a lot of time to [15:56] mount up and get out of there. However, [15:58] many packs won't do that, so you may [16:00] need to commit big healing CDs during [16:02] this phase to heal up your party before [16:04] they hastily fly away. The next couple [16:06] of trash pulls depends slightly on how [16:08] your tank chooses to play the dungeon, [16:10] but they are overall more of the same [16:11] Nightfall ritualists, commanders, and [16:14] also Nightfall tacticians who cast a [16:16] black edge, a frontal cone attack. [16:19] Despite their name, they are not very [16:20] tactical about it, casting their frontal [16:23] always at the location of the tank. So, [16:25] you don't want to stand behind the tank. [16:27] You'll also come across Nightfall Dark [16:29] Casters, which aren't more than wannabe [16:31] Nightfall ritualists casting an [16:33] interruptible form of tormenting ray in [16:36] tormenting beam, which is targeted only [16:38] at a single player rather than at two of [16:40] them. The first out of the three mini [16:42] bosses then is Excreten the unbreakable. [16:45] She cast terrifying slam, which is a [16:47] tank hit where you must not stand near [16:49] the tank. Additionally, she and all the [16:51] other mini bosses cast abyssal blast, [16:53] which deals moderate to high amounts of [16:55] ticking damage to the targeted player, [16:57] so some spot healing is in order. Next, [16:59] you will fly over to Ascendant Viscoxa, [17:01] which is a more challenging mini boss. [17:03] She's paired with two Nightfall [17:05] tacticians, so upon landing on the [17:07] platform, you'll want to briefly look at [17:09] where the tank is standing and not stand [17:11] behind him to avoid getting hit by black [17:13] edge. So, essentially, you will want to [17:15] do exactly the opposite of what I'm [17:17] doing here. This Coxria casts Abyssal [17:19] Blast, requiring spot healing. But more [17:21] importantly, she periodically casts [17:23] Shadowy Decay, dealing a high amount of [17:25] ticking AoE group damage. Make sure to [17:28] ramp up your healing each time before [17:30] shadowy decay hits, as it can get [17:32] dangerous really fast if you're not [17:34] prepared for it. Finally, you'll fly [17:36] over to the last mini boss in Death [17:38] Screamer, Eken Tuck. He's the most [17:40] likely one to be the bane of pucks due [17:42] to his dark orb ability. with it. He [17:44] aims an orb of void magic at a randomly [17:46] chosen player who can then choose where [17:48] the orb is going to fly by moving around [17:51] while the orb is forming. When the orb [17:53] is fully formed, it will fly in a [17:54] straight line away from the boss. The [17:56] target player must aim the orb in such a [17:58] way that it flies away from the boss [17:59] without hitting anything. Because the [18:01] amount of group damage the orb deals [18:02] upon eruption depends on how far away it [18:05] is when it explodes. If it is aimed at a [18:07] wall directly on top of the group, [18:09] everyone except the tank is likely going [18:11] to die instantly. You can try to save [18:13] the group with massive defensive [18:14] cooldowns when you see that happening, [18:16] but it might not be enough. As a healer, [18:18] simply stand at the entrance of the [18:20] tunnel when the orb is aimed at you and [18:21] then let it fly past you. Watch out for [18:24] players getting clipped by the orb while [18:25] it is flying, as that will apply a nasty [18:28] ticking debuff to them, which in [18:30] combination with the orb explosion can [18:32] be lethal really quickly. If you see a [18:34] player take the debuff from getting [18:35] clipped, focus your healing on them more [18:37] strongly and apply an external. The same [18:40] goes for players targeted by Abyssal [18:42] Blast, who will also require some [18:43] additional healing. Depending on the [18:46] route, some tanks will clear a bit more [18:47] of the trash in the courtyard area, but [18:49] you'll often just fly to the next boss [18:50] right away. The boss combines all [18:52] abilities from the three mini bosses, [18:54] except for the abyssal blasts. Bait the [18:56] dark orb to an unobstructed area and [18:59] chop up the group when its damage comes [19:00] in. Likewise, be prepared for ticking [19:02] AoE damage from shadowy decay. The boss [19:05] will cast two dark orbs and two shadowy [19:07] decays which you simply need to heal [19:09] off. However, the third time is more [19:11] tricky as it is an overlap of the dark [19:14] orb explosion damage and shadowy decay. [19:16] That is, the boss will fire the orb and [19:18] cast shadowy decay immediately after it [19:20] explodes. This is where you commit your [19:22] cooldowns as a healer. Also, if you have [19:24] Lumas living silk, this is an excellent [19:27] usage scenario to absorb the initial [19:29] dark orb impact damage. The boss also [19:31] periodically spawns ads on top of [19:33] players that need to be cleaved down. So [19:35] make sure to stand close to the boss and [19:37] not spawn them in Narnia. Finally, [19:39] you'll fly back up to the Dawnreaker to [19:41] meet its dark architect. The architect [19:43] casts one of the hardest hitting channel [19:45] damage abilities of the current season [19:48] in tormenting eruption. Essentially the [19:50] previously encountered tormenting beam [19:53] on steroids. It also spawns a zone [19:55] around the targeted player, so everyone [19:57] must be spread out. Otherwise, this [19:59] damage can get real dangerous real fast. [20:02] Be prepared to blow cooldowns on [20:04] tormenting eruption as its damage is [20:06] hard to overstate. The architect also [20:08] periodically spawns some additional ads [20:10] that need to be cleaved down, but they [20:12] are not that much of a concern for you [20:14] as a healer. After, like Neo from the [20:16] matrix, you have defied the architect. [20:19] Rashaman, the final boss of the [20:20] instance, will spawn. It's a two-phase [20:23] encounter with the first phase taking [20:24] place on the deck of the Dawnreaker. [20:26] First, the boss spawns Arafi bombs [20:29] trying to blow up the ship. To prevent [20:30] it from doing that, you need to go to a [20:32] bomb, click it, and then move back to [20:34] the boss and use your extra action [20:35] button to throw it in its face. Sounds [20:38] easy enough, but it can be quite [20:39] challenging due to erosive spray, which [20:42] the boss casts shortly after placing the [20:44] bombs. Erosive spray deals a very high [20:46] amount of damage to the entire party, [20:48] and you don't want to underestimate it. [20:50] Commit your cooldowns to heal through [20:52] erosive spray when necessary as it is [20:54] the only really dangerous mechanic in [20:56] the fight. Also note that you have quite [20:58] a bit of time to pick up the bombs. So [21:00] it's okay to let them spawn, pump out [21:02] healing during a rose of spray and then [21:04] pick up a bomb and bring it to the boss. [21:06] As a healer, you will never be targeted [21:07] by rolling acid. So you don't really [21:10] need to worry about it. Just make sure [21:11] you're toward the center of the room and [21:13] not toward the edges. After some time, [21:15] the boss will flee and you'll need to [21:17] follow him down to the ground. except [21:19] nobody really follows him. Just fly [21:21] toward the town, look for the bridge, [21:22] and then fly down the street behind the [21:24] bridge to the center of the big [21:25] platform. However, make sure to use your [21:28] movement abilities because taking too [21:29] long will kill you. In phase two, [21:32] Rashaman is easier as he no longer [21:35] throws bombs, so you don't need to worry [21:36] about playing around them. Instead, he [21:38] targets two players with spinner [21:40] strands, which will make them place webs [21:42] on the ground and deals a rather high [21:43] amount of damage to them. So be careful [21:45] to top these players up after they get [21:46] hit so that they have 100% HP when [21:49] erosive spray hits again. You yourself [21:51] as a healer will never be targeted by [21:53] spinit strands either. So you can just [21:55] chill at the back of the platform for [21:56] the entire fight. After the boss is [21:59] dead, you will be transported back to [22:00] the dawn breaker for your welldeserved [22:02] loot if Russian does not reach out to [22:04] you from beyond the grave and kills the [22:06] entire party using a bug that's been in [22:08] the game from day one. Next up, we're [22:10] moving on to the Priaryy of the Sacred [22:12] Flame, which is definitely one of the [22:14] more challenging dungeons in the dungeon [22:16] pool. The first pole in the dungeon is [22:18] often the most dangerous one, as many [22:20] groups will pull a whole bunch of mobs [22:22] together in the corner at the end of the [22:24] room. This is challenging for you as the [22:27] healer because you need to be really [22:28] careful with healing before the tank has [22:30] gathered up all the mobs as you might [22:31] otherwise draw aggro. At the same time, [22:34] you sometimes have to heal, especially [22:37] if the tank doesn't do a good job at [22:38] using his defensives. Consequently, [22:40] you'll have to be prepared to draw aggro [22:42] early in this fight and commit big [22:45] defensives to live through it. After the [22:47] initial part of the pull has gone well, [22:49] make sure to stack close to the tank as [22:51] then the fervent sharpshooters will not [22:53] jump away very far and can be cleaved [22:55] down. During the pull, there are two [22:57] main dangers. First, Captain Sulleman [23:00] casts Thunderclap every 14 seconds, [23:02] dealing a massive amount of instant AoE [23:04] damage to the group. For each [23:06] Thunderclap, you want to be able to top [23:08] up your entire group instantly after it [23:10] hits, as any delay in your healing [23:12] exposes your team to the risk of getting [23:14] killed by the fervent sharpshooters [23:16] potshot, which they will periodically [23:18] direct at random players. The challenges [23:21] of the fight are further amplified by [23:23] the inclusion of an Arafi Knight who [23:25] casts disrupting shout. Interrupting all [23:29] spellcasting and dealing a moderate [23:31] amount of groupwide damage. Overlaps [23:33] between Thunderclap and Disrupting Shout [23:35] can be extremely lethal, so be [23:37] absolutely on top of your game with [23:39] topping up the team after each cast. And [23:42] don't be afraid to leave this fight [23:44] without any of your healing cooldowns [23:46] remaining. Next up is Sergeant Shane [23:48] Mail, who is much easier than Sulleman. [23:51] She is usually played in the same area [23:52] together with a bunch of casters whose [23:54] spells need to be interrupted. Usually, [23:56] these pulls are not very challenging, [23:58] but if your team fails to execute decent [24:00] mob control, they can get somewhat [24:03] erratic due to high spot healing [24:05] requirements. The only dangerous ability [24:07] of Shane Male herself is called Lunging [24:10] Strike, in which she leaps at a random [24:12] player and applies a bleed debuff to [24:14] them. However, you can dodge the leap by [24:17] premoving while she is casting. If you [24:19] successfully dodge the leap, it will [24:21] deal no damage and you won't get the [24:23] bleed. From here on out, you will need [24:25] to kill a bunch of similar trash on your [24:27] way to the first boss of the dungeon, [24:29] Captain Dalecry. Depending on the route [24:31] you have chosen, he will be paired with [24:33] a different companion and have different [24:35] abilities. If you chose to go the left [24:38] route, as we did in this key, he'll be [24:39] paired with Elena Emberllands. Dalecry [24:42] himself applies a bleed to the tank via [24:45] pierce armor. If you're an invoker, [24:47] dispel it on cooldown. If you're any [24:48] other healer, you'll need to prioritize [24:50] tank healing in this fight much more [24:52] strongly than on any other boss fight. [24:54] Elena will additionally cast divine [24:56] judgment on the tank, increasing the [24:58] damage taken. So, make sure to dispel [25:01] them instantly. Other than focusing on [25:03] tank healing, you will then only [25:04] occasionally have to heal through [25:05] periodic ticking damage from holy [25:07] radiance as well as single AOE hits from [25:10] earthshattering spear. Overall, if you [25:12] focus on tank healing a lot and then on [25:14] group healing during holy radiance, you [25:16] will be fine. If you're able to, you may [25:18] want to save some cooldowns for the next [25:20] pulls as depending on how your tank is [25:22] feeling, they can become rather [25:24] challenging. The main danger in these [25:26] polls stems from the ardent paladins who [25:29] cast sacred toll. Sacred Toll deals a [25:31] moderate to high amount of damage to all [25:33] players in the party. However, multiple [25:35] paladins will never cast sacred toll at [25:38] the same time. This means they will [25:39] always cast it in succession. With the [25:42] next sacred toll following a few seconds [25:44] after the previous ones. Consequently, [25:46] if you pull two paladins, you'll need to [25:48] heal two successive sacred toll casts, [25:50] but if you pull eight, you'll need to [25:52] heal eight in a row. As in the beginning [25:54] of the dungeon, your top priority as a [25:56] healer is to immediately top the group [25:58] back up after each sacred toll cast. If [26:01] you fail to do that, the next sacred [26:03] toll may kill you. Here, it really helps [26:05] to make a plan beforehand and then [26:06] practice it by playing the key a few [26:08] times and planning out your cooldowns [26:10] across the fight. Also, I highly [26:12] recommend Lumar's Living Silk here as [26:15] well, as it basically eats up an entire [26:17] sacred toll for free and can help you [26:19] when you've made a sequencing mistake. [26:21] Additionally, it's really useful to have [26:23] some kind of add-on that will announce [26:25] to you when the sacred tolls are [26:26] inbound. As stated before, I like to use [26:29] Big Wig's voice for that. After all the [26:32] mobs in the room are defeated, you will [26:33] face Baron Brown Pike. Stack on the boss [26:36] in the beginning until he spawns his [26:38] rotating hammers of purity. Afterwards, [26:40] the tank will pull the boss to the other [26:42] side of the room so that you don't need [26:43] to worry about dodging them. Then, the [26:45] boss will cast sacrificial py. [26:47] Sacrificial P is a soak mechanic, but [26:49] it's very important that players don't [26:51] soak it immediately. That is because [26:53] Brown Pike will cast Castigator Shield [26:56] shortly after, dealing a high amount of [26:58] group damage, and you don't want that [26:59] damage to overlap with the soaking [27:01] mechanic. So, wait for castigator shield [27:04] to go through, heal it up, and then [27:07] focus on soaking. If your team soaks [27:09] before castigator shield, be prepared to [27:12] blow cooldowns as things can get nasty [27:14] really quickly. The first sacrificial P [27:17] will contain three flames. That means it [27:20] must be soaked three times. The P will [27:22] deal a small amount of AOE damage every [27:24] time that it is soaked by a player [27:26] running into it. However, the more [27:28] dangerous part of the soak is the damage [27:30] overtime effect, which it leaves on the [27:31] player who is soaking it. Usually, the [27:33] tank will soak at least one, but often [27:35] two of the PS, leaving only one [27:38] additional target for you to heal. [27:40] However, the second P and every second P [27:43] after that will contain five flames [27:45] instead of three, making the soaking [27:48] mechanic much more dangerous. Plan to [27:50] commit your cooldowns around these [27:52] larger soaks. Track the soaking debuffs [27:54] on your teammates to determine who will [27:56] need the most healing, especially those [27:58] players with two stacks of the soaking [28:00] debuff will require your priority [28:02] healing. Ideally, you'll have some [28:04] classes like rogues or DKs who can soak [28:07] without taking the debuff. Overall [28:09] though, the fight is not that hard. Just [28:12] remember to top up the group after each [28:14] castigator shield and know that your [28:16] cooldowns are best used during the [28:18] soaking phase, especially when there are [28:20] five soaks instead of three. Then the [28:23] last room in the dungeon also contains a [28:25] couple of new enemies with some new [28:27] challenges, but you will still need to [28:29] watch out for a few sacred toll casts. [28:32] The most dangerous of the new enemies [28:34] you'll face here are the light spawn. [28:36] They target individual players with [28:38] purification which deals a very high [28:40] amount of ticking damage. Focus large [28:42] amounts of your healing on these [28:43] players, especially when a simultaneous [28:46] sacred toll cast is going off as this [28:48] overlap is very dangerous. Apart from [28:50] that, the packs require a lot of mob [28:52] control as the risen mages cast fireball [28:55] volley which must be interrupted at all [28:57] cost. Another sneaky little danger comes [29:00] from the risen footmen who explode for a [29:02] moderate amount of group damage when [29:03] they die. So you should monitor their [29:05] health bar and be prepared for this [29:07] damage. If they are stunned while they [29:09] die, this damage will not happen. But [29:11] don't count on pugs reliably stunning [29:14] them. In the first area of the room, the [29:16] fights can be quite challenging, but if [29:18] you can, you should hold on to some of [29:20] your cooldowns for Sir Brown Pike. He [29:22] deals a lot of ticking AOE damage as an [29:24] aura for the entire time that he is [29:26] alive. So be prepared for some high [29:28] consistent healing output that may [29:30] require cooldown usage. If you're [29:32] playing with a good tank, you'll likely [29:34] be able to focus on group healing for [29:36] the most part. However, if the tank is [29:38] not so good, you will also need to deal [29:39] with substantial tank hits that can make [29:42] the healing significantly more [29:43] challenging. After brown pike, the rest [29:45] of the dungeon, including the end boss, [29:47] is quite easy. So, feel free to use all [29:49] of your cooldowns on him if necessary. [29:53] Finally, Prius Merrey is the final boss [29:55] of the dungeon, and she's actually [29:57] rather easy to deal with. She has two [29:59] dangerous mechanics that you need to be [30:01] aware of. First, she casts Blinding [30:03] Light, during which you will need to [30:05] turn your character away from her to not [30:07] get blinded. If another player gets [30:08] blinded, you can dispel it. The blind [30:11] deals a moderate amount of group damage, [30:12] which you'll need to heal through. I [30:14] like to pre-cast an AoE group heal, such [30:16] as spirit bloom, for example, so that it [30:18] goes off immediately after blinding [30:20] light hits. The second dangerous ability [30:23] is inner fire, which is simply a ticking [30:25] AoE damage radiating from the boss [30:27] during some phases of the fight. It [30:30] deals moderate damage per tick and isn't [30:32] very difficult to heal, but you should [30:34] stay on top of it. Commit your healing [30:36] cooldowns whenever inner fire takes [30:38] overlap with the damage hit from [30:39] blinding light. At 50%, the boss runs to [30:43] the top of the platform and gives [30:44] herself a shield, calling a bunch of [30:46] small ads to her side. This is usually [30:48] where you use your blood lust to get the [30:50] shield off her as fast as possible and [30:51] limit the number of ads that are [30:53] spawning. The ads will die automatically [30:55] over time, even if no one is damaging [30:57] them. But they run at random players, so [30:59] make sure to put some distance between [31:01] yourself and them. Also, if you see that [31:03] ads might reach you or one of your [31:05] teammates, this is the moment to blow [31:07] all of your defensives. And that was [31:09] Priaryy, which I found to be quite a [31:11] satisfying dungeon once I had figured [31:13] out how to correctly deal with multiple [31:16] successive sacred toll casts. Next up, [31:19] we are moving to Tatsavves, or more [31:21] specifically the streets part of the [31:23] dungeon. Mechanically, it's one of the [31:26] more challenging dungeons, but in terms [31:28] of healing requirements, it is rather [31:31] average. Upon entry, you will [31:33] immediately fight Gale Warden Zomaras [31:36] and a few of his henchmen. The fight is [31:38] quite easy, but you should watch out for [31:41] his radiant pulse, which deals a large [31:43] amount of initial damage and then some [31:45] damage over time. The next pull is [31:48] usually the bloodlust pull, and it is [31:50] quite challenging. It contains an [31:52] armored overseer who periodically places [31:55] a rotating beam splicer on the ground. [31:57] When a player gets hit by it, the beam [31:59] deals a high amount of ticking damage, [32:01] so watch out for the debuff on your [32:03] teammates and commit your healing [32:05] cooldowns if they get hit. I don't think [32:07] it's possible to see where the rotating [32:09] arms of the beam are going to spawn. So [32:11] when you see the orb on the ground, move [32:13] away from it as they might spawn [32:15] underneath you otherwise. However, [32:17] what's more dangerous than the beam [32:19] splicers are the glyphs of restraint put [32:22] on individual players by the [32:23] interrogation specialists. Glyph of [32:25] restraint reduces the targets movement [32:27] speed by 40% and deals a high amount of [32:29] ticking damage. However, it can be [32:31] dispelled. Be quick with your dispels [32:34] here as there will be more glyphs going [32:36] out than you have dispels available. So [32:38] you don't want to fall behind too far. [32:40] If you're playing in a group, ask [32:42] players who can to dispel themselves. [32:44] For example, rogues can dispelled with [32:45] Glock of Shadows. And finally, the [32:47] support officers will continuously cast [32:49] spells your team needs to interrupt. If [32:51] hyper light bows go through, individual [32:54] players will take high damage. If [32:56] hardlight barrier goes through, the [32:57] entire group will take pulsing damage. [33:00] Afterwards, you'll face a bunch of the [33:02] same mobs as well as the next mini boss [33:03] in Portalman Zohon. Immediately upon [33:06] being pulled, he will unleash a Radiant [33:08] Pulse, dealing high amounts of damage to [33:10] the entire party. So, be prepared to [33:13] deliver huge heals immediately. Also, he [33:16] will likely cast Radiant Pulse again [33:18] during the fight, so be ready for that [33:20] as well. Other than that, the fight is [33:22] easy. Just interrupt the empowered [33:24] glyphs of restraint cast and dodge all [33:26] ground effects. You will then face [33:29] Zofax, the first boss of the dungeon. [33:31] The fight is really easy as well, and [33:33] there's only a few things to look out [33:35] for. First of all, again, dodge all [33:37] ground effects. Second, he periodically [33:39] casts impound Contraband, which will [33:42] silence two players and deal a moderate [33:45] amount of damage to them. They will [33:46] remain silenced until they pick up the [33:48] weapon that spawns on the ground, which [33:51] is highlighted by a subtle golden beam [33:53] toward the ceiling. However, impound [33:56] contraband does not deal ticking damage [33:58] after being applied, so you have plenty [34:00] of time to collect your weapon if it is [34:02] targeting you. Finally, the boss casts [34:05] interrogation on a DPS player, which [34:07] will lock the targeted player in a cage [34:09] and deal moderate ticking damage to [34:11] them. Focus your healing on that player [34:13] until your party has broken the cage by [34:16] dealing damage to it. Also, don't stand [34:18] in front of the boss as it is moving [34:20] toward the cage. After the boss, you'll [34:22] face Tracker Zakors. Again, avoid the [34:25] beam splicer and dispel the tank [34:27] immediately when he is affected by [34:28] lockdown as that is a full stun on the [34:31] tank. The ancient core hounds and the [34:33] enraged eye horn in the next section are [34:36] very easy to heal. So, you shouldn't run [34:38] into much trouble here as long as the [34:39] interrupts are going out properly. Just [34:42] make sure to dodge the fire breath of [34:43] the hounds. Next, you'll get to the [34:46] Grand Menagerie, the second boss [34:47] encounter in the dungeon. The fight is [34:49] rather easy. First, Alcrux targets [34:52] players with gluttony, allowing them to [34:54] collect the orbs on the ground, which [34:56] normally need to be avoided. For each [34:58] orb collected, they will get a 5% damage [35:00] increase due to devoured enema. However, [35:03] gluttony also deals a moderate amount of [35:05] damage to the targeted player. So, make [35:07] sure to keep an eye on them. When [35:09] gluttony runs out, it transfers to the [35:11] nearest other player. So, make sure to [35:14] stay away from the gluttony target [35:15] because you don't want to be the one to [35:17] whom the damage buff is transferred. [35:19] However, the orb collection mechanic [35:21] only comes into play after the next boss [35:23] acolyte will spawn. This usually happens [35:25] before Arrox is defeated, and if the [35:27] tank is not vigilant, you will get [35:29] aggro. So, be careful to position [35:30] yourself far enough away from the center [35:32] of the room or behind the tank to avoid [35:35] this problem. Echolyte will release the [35:37] orbs that need to be collected with [35:39] gluttony via venting protocol. Also, he [35:42] has a tank hit in flagagillation [35:44] protocol and he casts purification [35:46] protocol. Apparently, the guy really [35:48] follows the protocol. Purification [35:51] protocol spawns two big circles around [35:53] players. You can dispel one of them and [35:55] the other one will run out, dealing a [35:57] large amount of damage to everyone [35:58] standing in its area. However, the [36:00] dispel target will not take any damage. [36:02] If you're a priest, you can also use [36:04] mass dispel here. Note also that [36:06] Gluttony continues to be applied to [36:07] players even after Alcrux is defeated. [36:10] Finally, Vensa Goldfuse will join the [36:12] fight. Whirling Annihilation pulls all [36:14] players toward her, so make sure to run [36:16] away from her until the cast is over. [36:18] Also, she periodically targets an [36:20] individual player with chains of [36:21] damation, which roots them in place [36:23] until they are destroyed. Chains of [36:25] damination deal a moderate amount of [36:27] ticking damage that you'll need to heal [36:28] through. After defeating the Menagerie, [36:31] you'll face a bunch of mobs in the [36:32] market area. Noteworthy enemies here are [36:34] the veteran spellcasters who cast hyper [36:36] light salvo at one player but hitting [36:40] all players standing in its path. So [36:42] when the group is clumped up, the spell [36:44] can get real nasty real fast. It is a [36:46] channel spell and will always release [36:48] the first tick, but you should then [36:50] immediately interrupt it. Other than [36:52] that, just keep an eye on the tank as he [36:54] often takes a decent amount of damage in [36:56] these poles. Depending on the route that [36:58] the tank is taking, you might face [36:59] commander so far next. Ideally, the tank [37:02] will pull him off the little platform [37:04] he's standing on, as that will make the [37:05] fight substantially easier for you as a [37:08] healer. The fight is quite [37:09] straightforward. The mini boss will link [37:11] two players together via lethal force, [37:13] pulling them toward each other. As a [37:15] healer, you'll also be frequently [37:17] targeted by this debuff. If you get [37:19] bound to another player, run away from [37:20] him until the tether automatically [37:22] breaks after some time. Make sure to not [37:24] get pulled into any of the shock mines [37:26] on the ground or into the player to whom [37:28] you are bound. If two players do [37:30] connect, they will take high amounts of [37:31] ticking damage, but the damage is [37:33] manageable on most key levels. The third [37:36] boss of the dungeon is the postmaster. [37:38] This is often the puck killer because he [37:40] has some very unforgiving mechanics if [37:42] people don't know what to do. First, he [37:44] will cast hazardous liquids spawning [37:46] little puddles on the ground which need [37:48] to be soaked. If they are not, they [37:50] spawn void zones on the ground and deny [37:51] that area of the room for movement. The [37:54] group usually can't soak all of the [37:56] puddles, so just make sure to soak those [37:58] toward the center of the room. For each [38:00] puddle soaked, the player will get a [38:01] ticking magic debuff. Dispel the player [38:03] with the highest amount of stacks after [38:06] the puddle soak is over. Immediately [38:07] after the soaks, the boss will cast fan [38:10] mail, which is a relatively strong [38:11] ticking AoE damage effect. Therefore, [38:14] you'll face an overlap of the debuffs [38:15] from hazardous liquid as well as the AoE [38:18] damage from fan mail. Ideally, ramp up [38:20] your healing while soaking the ground [38:22] effects already. This part of the fight [38:24] is also when you want to commit your [38:25] healing CDs. After fan mail finishes, [38:28] the boss will cast money order, which is [38:30] a group soak dealing moderate amount of [38:31] group damage. Just make sure that the [38:33] group is topped up before it hits. [38:35] Finally, the boss will then spawn [38:36] unstable goods on the ground. Pick up [38:39] one of these pieces of luggage and throw [38:40] it into the activated vent at the side [38:42] of the room. The activated vent is the [38:45] one with a bunch of white debris flying [38:47] toward the ceiling. After throwing the [38:50] luggage into the vent, the boss will [38:51] repeat the same cycle of hazardous [38:53] liquids, fan mail, money order, and [38:55] unstable goods until he is defeated. [38:58] Before the next boss fight, you'll need [39:00] to play the market event to gain entry [39:02] into the theater. Here, you need to pick [39:04] up the item and bring it to the marked [39:06] position on the mini map. However, to be [39:07] honest, I just stand around and wait for [39:09] someone else to do it. So, don't take my [39:11] word on how exactly how it works. Also, [39:13] picking up the items is sometimes bugged [39:15] and can kill your key. Let's just hope [39:18] you have teammates who vote in favor of [39:19] abandoning the key if that happens. [39:21] Otherwise, you might just stand around [39:23] there for 20 minutes. Thanks, Blizzard. [39:26] After completing the market event, you [39:28] will enter Mser's Oasis, or as I like to [39:30] call it, Mser's chamber of unending [39:33] boredom. As a healer, your job is [39:34] usually to sit down at the drum set. [39:37] Doing so will grant you an extra action [39:39] button. Whenever notes spawn on the [39:40] ground, turn your character toward them [39:42] and hit the extra action button to play [39:44] the notes. When you have played 12 [39:46] notes, you will get a damage, healing, [39:48] and haste buff via tempo up. You want to [39:51] maintain that buff for the duration of [39:52] the fight by playing new notes when they [39:55] appear. Other than that, simply dodge [39:57] ground effects and contribute a bit of [39:58] damage to help your team break the [40:00] boss's shield before his final warning [40:02] cast finishes. Finally, you'll face [40:05] Soazi, which is, in my opinion, one of [40:07] the best designed boss fights in the [40:09] season. The fight is relatively [40:10] straightforward, but requires some quick [40:12] thinking. When the fight begins, the [40:14] boss will spawn a bunch of teleporters [40:15] on the ground with a symbol on them. [40:17] Walking into a teleporter will instantly [40:19] teleport you to the other teleporter [40:21] with the same symbol. Then the boss [40:23] casts Shri, requiring you to use the [40:25] teleporters. You can see where the Shri [40:27] is spawning by looking for the little [40:29] white circle on the ground. From this [40:31] circle, waves of white energy will [40:33] expand and deal high amounts of ticking [40:35] damage to anyone getting hit by them. [40:36] This means that you will need to find a [40:38] way to get inside of the Shy circle [40:40] without getting clipped by its edge. [40:42] that is you need to teleport inside it. [40:44] So identify a teleporter that leads to [40:46] the inside of the Shuri and take it [40:48] before Shuri reaches your location. As a [40:51] healer, your attention is additionally [40:52] taxed by phase slash, dealing a moderate [40:55] amount of taking damage to three [40:57] randomly chosen players in your group. [40:59] Occasionally, the boss will teleport to [41:00] a different quadrant in the room and [41:02] start casting double technique, which [41:04] needs to be interrupted. If your group [41:06] fails to interrupt before the cast is [41:08] complete, you will wipe. Thus, find your [41:10] way to the quadrant that the boss is in [41:12] via the teleporters before the double [41:14] technique cast finishes. Double [41:16] technique needs to be interrupted twice. [41:18] You can minmax the double technique [41:19] interrupt by delaying the second [41:21] interrupt until the cast has almost [41:23] finished, essentially giving you free up [41:25] time on the boss. However, be careful to [41:27] not delay the first interrupt as the two [41:29] successive spells are on the same [41:31] underlying cast bar. That means if you [41:33] interrupt the first cast at the very end [41:35] of its cast bar, the second cast will be [41:37] almost instant. So, I hope this helped [41:39] you get a better handle on what to keep [41:40] an eye on as a healer in streets. We now [41:42] move on to the other part of the [41:44] Tatsavves Mega Dungeon, Gambit. Gambit [41:47] is a bit of an odd one. On the one hand, [41:49] it's super easy and the timer is so [41:51] forgiving that you can't help but wonder [41:53] who signed off on the dungeon timers in [41:55] this season. However, the dungeon also [41:57] has some major challenges that can be [41:59] real showstoppers for Pugs. The dungeon [42:02] starts off relatively easy. Most of the [42:04] time, the tank will do a big bloodlust [42:05] pull at the beginning of the dungeon, [42:07] including Merk Bryan Fishmancers, Merk [42:09] Bryan Shell Crushers, and a Coast Walker [42:12] Goliath. The major thing to watch out [42:14] for is the tidal stormed from the [42:16] Goliath, dealing a high amount of AoE [42:18] group damage. So, be ready for that. [42:20] Otherwise, if the pull and the ones [42:22] after that are properly controlled, [42:24] there's very little going on. interrupt [42:27] the cry of Mergle McGurgle when you see [42:30] it go off as it is a 50% damage increase [42:33] to all the mobs around the caster. The [42:35] first boss, Hillbrand, is similarly [42:37] easy. There's pretty much nothing to [42:39] heal except the occasional purifying [42:41] burst. The only thing that can really [42:43] kill you is failing to start moving [42:45] quickly when purged by a fire is going [42:47] off. During the sanitizing cycle [42:49] intermission, one of the players needs [42:50] to go to the front console, after which [42:52] the edges of the front console will [42:54] display one room each. The other four [42:56] players need to pick up the runes in the [42:58] room by walking through them and then [42:59] bring the correct rune to the correct [43:01] side console as indicated by the front [43:04] console. So, for example, if the front [43:06] console shows the orange rune on its top [43:08] right side, you need to bring the orange [43:10] rune to the console in the front of the [43:11] room and to the right. After the first [43:13] boss is dead, you will get to an area of [43:15] the dungeon where the trash becomes more [43:17] dangerous. The danger is primarily [43:19] driven by the hourglass tight sages [43:21] casting brackish bolt at random targets. [43:24] They cast all the time and the bolt [43:25] deals a high amount of damage. So, if [43:27] your tank pulls a lot of them, you may [43:28] need to commit healing cooldowns and be [43:30] really on point with spot healing. In [43:32] the footage you see here, it was still [43:34] bucked and they only targeted the tank, [43:36] but that's no longer the case. So, you [43:37] need to heal everyone. Contribute to [43:40] controlling the mobs using your utility [43:42] if you can. The second boss, Time [43:44] Captain Hooktail, is the first [43:46] showstopper for pugs, and it has a [43:48] couple of mechanics you'll need to [43:49] consider. First off, every player in [43:51] your party will periodically be targeted [43:53] by cannon barrage, which you need to [43:56] move out of and which will spawn lava [43:57] zones on the ground that persist for a [43:59] long time. To minimize the area denial [44:02] from these lava puddles, it is essential [44:04] that everyone in your team except for [44:06] the tank is stacked up in the same place [44:08] and moves slowly together while the [44:11] cannon barrage is happening. That way, [44:13] you will retain as much space in the [44:15] room as possible. You can start at the [44:18] edge of the wall as you see here, or [44:20] even better, a little down the shoreline [44:21] behind the boss. Then move slowly [44:24] clockwise around the edge of the wall. [44:27] If the fight isn't yet over when you [44:28] reach the opposite shoreline, ideally [44:30] the entire party will double back to the [44:33] starting spot. Dodging the falling [44:35] cannon barrage is usually quite easy, [44:37] but some players will randomly get [44:39] targeted by anchor shot, which drags [44:42] them toward the shore. If you get [44:44] targeted by anchor shot while the cannon [44:46] brush is coming down, be quick to move [44:48] against its pole to not get hit by the [44:50] falling lava. Okay, got it. Dodge lava [44:53] puddles and slowly move clockwise. [44:55] Second, Corair brutes will spawn [44:57] periodically at the shoreline and run [44:59] towards players to attack them. Their [45:01] attacks deal very high damage and you [45:03] don't want to get hit, which is also the [45:05] main reason to stay away from the shore [45:07] and toward the wall. It is the tank's [45:09] responsibility to hit the cosair brutes [45:11] with the boss's infinite breath, which [45:13] will kill them. If he does this well, [45:15] you don't need to worry about the brutes [45:17] too much. However, remember that the [45:19] tank must aim the breath at them, and [45:21] you can help him do that by not [45:22] positioning yourself awkwardly behind [45:24] him or by kiting the mobs into the [45:27] breath if the situation allows for that. [45:30] Finally, the healer mechanic of the [45:32] fight is called time bomb. Time bomb [45:34] applies a magic debuff to two players in [45:36] the group, causing them to take [45:38] increasing ticking damage, but also [45:39] giving them a 30% haste buff. When you [45:42] dispel the debuff, the entire group will [45:44] take a moderate amount of AOE damage. [45:47] Now, theoretically, it would be best to [45:49] minmax the dispel so that your teammates [45:51] can benefit from the haste buff for as [45:53] long as possible. However, my [45:54] recommendation, especially for beginners [45:56] who are not that familiar with the fight [45:58] yet, is to just dispel both of the time [46:00] bombs on cooldown. Those were all of the [46:02] mechanics. The main challenge of the [46:04] fight comes from its back end when your [46:06] team can no longer run along the wall [46:08] and would need to double back to the [46:10] start. So try and keep your healing [46:12] cooldowns for that part of the fight as [46:14] it can get quite hectic. After defeating [46:17] Hooktail, you'll be teleported to the [46:19] final room of the dungeon. If you've [46:20] done well, you might just have 15 [46:22] minutes left because the timer and the [46:23] key is so ridiculously forgiving. The [46:26] trash in this room poses some unique [46:28] challenges for healers. The main one [46:29] being the adorned starse seeker spawning [46:32] a wandering pulsar. After the pulsar [46:34] spawns, there will be a short leniency [46:36] period after which it will continue [46:38] pulsing high amounts of AoE damage until [46:40] it is killed. Therefore, your team needs [46:43] to focus down the pulsar quickly before [46:45] the damage gets out of hand. If your [46:47] group fails to do that, have your [46:48] healing cooldowns handy to heal a lot of [46:50] AoE group damage for a long time. Other [46:53] than that, the trash is pretty [46:54] straightforward with focused ritualists [46:56] casting hyperllight bolt, which deals [46:58] spot damage to individual players if it [47:00] is not interrupted. Expect some [47:02] hyperllight bolts to go through as [47:04] players will likely hold their kicks for [47:05] the unstable rift casts which must be [47:08] interrupted as their completion will [47:10] likely wipe the group or come close to [47:13] it. And at last, you get to Soia, the [47:16] final boss in Gambit, and it's a very [47:18] challenging encounter for the healer. At [47:20] the beginning, there really isn't [47:21] anything to heal until the boss spawns [47:23] the first collapsing star. Similar to [47:26] the pyrus of Baron Brownpike and Priy, [47:28] it will spawn a void zone on the ground [47:30] with four charges that need to be soaked [47:33] before the timer expires. Each time a [47:35] stack is soaked by a player running into [47:36] the void zone. Collapsing star will deal [47:38] a high amount of ticking damage to [47:40] everyone in the party. The goal is to [47:42] soak one charge, then let the debuff run [47:45] out, then soak the next charge, let the [47:48] debuff run out again, and so on. If you [47:50] fail to let the debuff run out, for [47:51] example, because two players soak at the [47:53] same time, the damage will likely cause [47:54] a wipe. Therefore, it is best when one [47:57] player does the soaks by himself. [47:59] Ideally, this player is not you, so not [48:01] the healer. Although one would think [48:03] that the healer is the ideal player for [48:05] the job as he's also in charge of [48:06] healing the group back up and can [48:08] therefore best estimate when the next [48:10] soak is in order, running into the [48:12] collapsing star causes a major knockback [48:14] which makes healing very difficult, [48:16] especially if you need to cast or you [48:19] would need to be in melee range to heal [48:20] effectively. So wait for someone else to [48:23] do the soaks. Only start doing them [48:25] yourself when there's evidently no one [48:26] else feeling responsible or bothering to [48:28] help. Collapsing stars fall during the [48:30] entire fight and they are the main [48:32] challenge for you as a healer. After [48:34] pushing Sia into phase two, she will [48:36] gain an immunity and spawn stars in the [48:38] room while casting hyper light jolt. [48:41] Hyperlight Jolt connects each player to [48:43] another player with a red arrow and [48:45] every player needs to position himself [48:47] behind one of the stars so that the red [48:49] arrow head goes through it. If done [48:51] correctly, all stars will be hit and the [48:52] hyperllight jolt phase will be over, [48:55] resuming the boss fight. If one of the [48:57] stars is missed, she will cast [48:58] Hyperllight Jolt again until all stars [49:00] have been hit. However, try to avoid [49:03] that if at all possible because [49:04] Hyperllight Jolt deals damage to [49:06] everyone when it is cast and for each [49:07] successive cast, it deals 25% increased [49:11] damage. As players will be spread out [49:13] very far during the Hyperllight Jolt [49:14] phase, it can be even more challenging [49:16] to heal that damage. Finally, Solia will [49:19] occasionally shatter the stars in the [49:21] room via energy fragmentation, causing [49:23] them to explode into little shooting [49:25] stars that you need to dodge. As a [49:27] healer, a bit of metal preparation for [49:29] the Solia fight goes a long way. Be [49:31] ready to heal the collapsing star stacks [49:33] quickly and effectively. This is also [49:35] where you'll likely commit your [49:36] cooldowns. Then, be prepared to [49:38] emergency pump heals if your group fails [49:40] to hit all five stars during hyper light [49:43] jolt, as you will need to top everyone [49:44] up before the second cast finishes. [49:46] Ideally, have a cooldown mentally set [49:48] aside for this scenario. For example, [49:51] revival or healing tide totem would be [49:53] useful here. For our next dungeon, we're [49:55] moving on to the halls of atonement. If [49:57] the timer in Gambit is relaxingly [49:59] forgiving, the timer in halls is [50:01] exceptionally tight, which puts [50:03] additional strain on you as a healer, as [50:05] the pools will likely need to be big. At [50:08] the start of the dungeon, you'll likely [50:09] be getting into a big pole with blood [50:11] lust, often on the left side of the [50:12] platform. The main danger in this pool [50:14] stems from the shard of Hulkas and his [50:18] thrash cast. Thrash deals a very high [50:20] amount of group damage and will require [50:22] your full attention. Apart from pumping [50:25] big heals to get through thrash, you [50:27] will need to dispel the mark of [50:28] obliteration debug from your teammates, [50:30] which will deal a moderate amount of [50:32] damage when it expires. However, you'll [50:34] need to sometimes let some of them [50:36] expire, which is usually not a super big [50:38] deal. Sometimes you'll also need to [50:41] decide between dispelling Mark of [50:42] Obliteration or the tank debuff tainted [50:45] armor, which increases the tank's damage [50:48] taken by 2% per stack. If you feel that [50:51] your tank is struggling, prioritize [50:53] dispelling him. Otherwise, prioritize [50:55] dispelling Mark of Obliteration instead. [50:57] There are two more noteworthy enemies [50:59] you'll face in the first area of the [51:01] dungeon. The first are depraved hound [51:03] masters, and they're bears. You'd think [51:07] that they'd have hounds, but all right. [51:09] Generally, they aren't very dangerous. [51:11] But it is of paramount importance to [51:12] interrupt their loyal beasts cast, which [51:15] will greatly empower their bears if it [51:17] goes through. If that happens, the bears [51:20] will get very big and very red. [51:22] Absolutely be alarmed by that and commit [51:24] an external like pain suppression or [51:26] iron bark to the tank preemptively as he [51:29] might just get mauled by the bears. The [51:31] second noteworthy enemies in this area [51:33] are the stoneborn slashers. Generally, [51:36] you don't need to worry about them too [51:37] much. That is until they cast disrupting [51:40] screech, which will deal a moderate [51:42] amount of group damage and interrupt [51:43] your spell casting. To avoid being [51:45] silenced, stop casting when you see the [51:47] disrupting screech going off and use [51:49] instant cast abilities instead. Again, [51:52] an add-on like Big Wig's voice is highly [51:54] recommended to deal with this ability [51:56] comfortably. After all threshy boys have [51:58] been defeated, the first boss of the [52:00] dungeon, Hulk, will spawn in. The boss [52:02] fight is relatively straightforward. [52:04] Everyone needs to stand at the red [52:05] circle around the boss and they will [52:07] otherwise get feared. If someone does [52:09] ever get feared by standing outside of [52:10] the circle, you can dispel them and hope [52:12] that they'll realize where to go. For [52:14] healers, the boss has two damage events [52:16] with the same damage pattern. First, [52:19] heave debris throws debris at a random [52:21] player and deals moderate groupwide [52:23] damage on impact. Ideally, you want to [52:24] position yourself on the opposite side [52:26] of the boss from where your tank is [52:27] standing to bait the heave debris cast [52:29] away from the boss's movement direction. [52:32] Second, crumbling slam is also a debris [52:35] throw, but it happens on the tank. This [52:37] is another reason for you to stay away [52:39] from the tank, as any erratic tank [52:41] movement might otherwise cause the [52:43] debris to land on your head, killing you [52:45] instantly. All in all, the debris throws [52:47] aren't very challenging to heal. So, [52:49] just run your normal healing rotation, [52:51] and you will be fine. Ever so often, the [52:53] boss will cast refracted sin lights, [52:55] spawning beams around him, which you [52:56] will need to not get hit by. Usually, [52:58] this phase is a no-brainer, but it can [53:00] get challenging if the tank did not [53:01] properly position the boss and the [53:03] ground is full of debris puddles. If [53:05] that is the case, expect to be [53:06] delivering a lot of healing to your [53:08] group. Although this scenario is not [53:10] very likely, this is where your healing [53:11] cooldowns are used in the fight, so hold [53:13] them for this rainy day. After Harkas [53:16] has been defeated, you'll make your way [53:18] up the stairs, facing some old enemies, [53:20] but also some new ones. First, you will [53:23] still need to be on the lookout for [53:24] disrupting screeches from the slashers [53:26] to not get silenced. Second, you will [53:28] fight some stoneborn reavers, which deal [53:31] a moderate to high amount of damage to [53:32] the tank. So, tank healing is something [53:34] to look out for in these poles. Also, [53:36] the stone bone reavers will cast turn to [53:38] stone, turning everyone around them, [53:40] well, to stone if people fail the [53:42] mechanic and stand in the spells area. [53:45] This will stun them for a long time, but [53:47] it can be dispelled. From my experience, [53:49] it's mainly the tank who will [53:51] occasionally get turned to stone, so be [53:52] ready to dispel him instantly. The [53:55] second boss in the dungeon is Echelon. [53:57] He will periodically summon ads to his [53:59] side, which need to be cleaved down. [54:00] When the ads die, they turn to stone. [54:03] The player targeted by Stone Shattering [54:05] Leap will then need to run on top of the [54:06] little stone figurines to permanently [54:08] remove them from the fight or they will [54:10] otherwise respawn later. Players hit by [54:13] Stone Shattering Leap will suffer [54:14] moderate to high amount of ticking [54:15] damage afterwards, so be prepared to [54:17] heal them. Usually only one player gets [54:19] hit, but be ready to heal multiple [54:20] people just in case. Overall, the fight [54:22] is very easy, but can get tricky when [54:24] the ads are not killed quickly enough, [54:26] are not properly assembled in one place, [54:28] or the player targeted by leap does not [54:30] destroy the stone forms, which will [54:32] cause them to resurrect. In that case, [54:34] you might find yourself in a fight with [54:36] many, many ads dealing high amounts of [54:38] damage rather erratically to players in [54:39] the party. Therefore, try not to use [54:41] your cooldowns to heal through the [54:43] regular damage of the fight and hold all [54:44] of them for the possibility of the fight [54:47] going really wrong in the later stages. [54:49] After defeating Echelon, you will face [54:51] more of the same enemies on your way to [54:53] the third boss, high adjudicator Elise. [54:56] She casts unstable enema on two players, [54:58] dealing a moderate amount of ticking [55:00] damage. Dispel one of them instantly and [55:02] the other one when your dispel comes off [55:04] cooldown. Ideally, dispel melee players [55:06] first as they have a harder time [55:07] spreading out and the debuff damages [55:09] players right next to the target as [55:10] well. Apart from that, the boss will [55:12] occasionally spawn a ghastly parishioner [55:14] which will deal moderate ticking damage [55:16] to the group for as long as it's alive. [55:18] It needs to be kited into one of the [55:20] enema vessels at the side of the room at [55:22] which point it will disappear and the [55:24] group damage will stop. Overall, the [55:26] fight is not very hard to heal, but you [55:27] need to focus on players with unstable [55:29] enema on them while the ghastly [55:31] parishioner is alive, as they'll be [55:32] taking damage from both abilities at the [55:34] same time. Also, the fight can get [55:36] challenging if someone fails to kite the [55:38] mob, and this is where your healing [55:41] cooldowns will be best placed. The final [55:43] trash mob in the dungeon is a mini boss [55:45] by the name of Inquisitor Cigar. [55:46] Overall, the fight is easy, but you will [55:48] need to deliver a decent amount of group [55:50] healing during his display of power [55:52] cast, which deals ticking damage to the [55:53] group, and then some additional damage [55:55] when it expires. Occasionally, you'll [55:57] also be fixated by some of the smaller [55:58] ads, so make sure to bring them in [56:00] cleave range of the boss. Also, the mini [56:02] boss will heal himself on occasion, [56:04] which is normal. And last and least, the [56:07] pompous, the incompetent, the [56:09] unremarkable Lord Chamberlain. In this [56:11] fight, there will be nothing for you to [56:13] do until there is. First of all, simply [56:16] dodge all of the ground stuff as well as [56:18] the flying statues. Second, when he [56:20] casts the door of shadows, he will draw [56:22] all statues toward him. So, make sure to [56:25] move away from him and not get hit by [56:27] them. Then, he will push the statues [56:29] away from him in a straight line. And [56:31] so, you also need to make sure to not [56:33] get hit by that either. This push away [56:35] also deals a hefty amount of group [56:37] damage, which you quickly need to heal. [56:39] Afterwards, the boss will start [56:41] channeling ritual of woe, projecting red [56:44] beams of sinful energy at each of the [56:46] statues surrounding him. Each beam needs [56:48] to be soaked by one player positioning [56:50] himself between Lord Chamberlain and the [56:52] respective statue. If that is done [56:54] correctly, there will be a low amount of [56:55] kicking damage going on throughout this [56:57] phase, but it's very easy to heal. [56:59] However, if the boss's beam connects [57:01] with one of the statues, all hell will [57:03] break loose. In this scenario, the group [57:05] will take catastrophic amounts of [57:07] ticking damage, and you should be [57:09] prepared to commit all of your cooldowns [57:10] immediately to somehow be able to live [57:13] through it. After the phase, the boss [57:15] will return to his insignificant [57:16] existence until it is cut short by your [57:19] inevitable victory. Were it not for the [57:21] tight timer, Halls would actually be [57:23] rather easy, but as it is, you can't [57:25] really make many mistakes in the dungeon [57:26] and still time it, let alone two chest [57:29] it. The same, however, cannot be said [57:31] for Ecodome Aldani. here. It feels like [57:34] the two chest is pre-programmed into the [57:36] game code. EcoDome really is one of the [57:38] easiest dungeons and might be Blizzard's [57:40] tests of easier mechanics that do not [57:42] need any combat add-ons to solve [57:44] effectively. Nevertheless, there are [57:46] some challenges in Ecodome that we'll [57:47] take a look at now. Most of the time, [57:49] you'll do a blood lust pull at the start [57:51] of the dungeon, including voracious [57:52] gorges and overged mites. Voracious [57:55] gorges cast gorging smash, dealing a low [57:58] amount of groupwide damage and spawning [57:59] puddles on the ground that need to be [58:01] avoided. Overged mites cast gorge which [58:04] must be CCD as it deals a heavy amount [58:07] of single target damage as well as [58:08] triggering over gorged making the mites [58:11] explode upon death similar to the [58:13] bombshell crabs in floodgate. Therefore, [58:15] it is paramount to CC the gorge cast. If [58:18] your group fails to do that, prepare for [58:20] very heavy healing when the overched [58:22] mites die. Afterwards, you'll face [58:24] Azaka, the first boss in EcoDome. It [58:27] regularly spawns frenzied mites which [58:29] jump at individual players. To be able [58:31] to AoE them down effectively, the group [58:33] should be stacked up. The longer the [58:35] mites are alive, the more damage they [58:37] will deal. However, they will usually [58:38] die very quickly, so that's not usually [58:41] a big problem. The boss also casts toxic [58:44] regurgitation, which spawns a circle [58:46] around two players, causing them to drop [58:47] a void zone when the debuff expires. [58:49] Upon expiration, the two players [58:51] targeted by toxic regurgitation will [58:53] take a moderate amount of ticking [58:54] damage. After two applications of toxic [58:56] regurgitation, the boss will cast [58:58] devour, drawing all players in toward [59:01] himself and also spawning frenzied mites [59:03] that are drawn toward him as well. Your [59:05] goal in this fight is to prevent the ads [59:07] from reaching the boss as that will [59:08] cause it to feast on the mites, healing [59:11] it for 5% HP and giving it a 15% damage [59:14] buff for 1.5 minutes. The effect stacks, [59:16] so the consumption of multiple mites can [59:18] get dangerous quickly. Other than that, [59:20] devour deals a moderate amount of [59:22] ticking damage to the entire party. Use [59:24] your healing cooldowns in this phase if [59:26] necessary. Now, the puddles that were [59:28] previously left on the ground by the [59:30] toxic regurgitation will slow down the [59:32] mites. So, focus on those mites on the [59:34] other side of the room first, which are [59:36] running toward the boss more quickly. [59:38] Focus on the mites inside of the void [59:40] zones later. If nothing goes wrong, the [59:42] fight is usually really easy, and you [59:44] might want to save your cooldowns for [59:45] the next pull, which is more [59:47] challenging. After defeating Azakar, you [59:50] will get into a fight against an [59:51] overcharged sentinel. At the beginning [59:54] of the fight, it has a shield, but as [59:55] soon as the shield is removed, it will [59:57] radiate unstable core until it is [60:00] defeated. Unstable core damages players [60:02] in the group every 1.5 seconds and [60:05] spawns a void zone under their feet. As [60:07] your highest priority, do not linger in [60:08] the void zone as it deals a very high [60:10] amount of damage. If you're a ranged [60:12] healer, you may want to stay away from [60:14] your group so as to not clutter up the [60:16] ground with void zones for your DPS. If [60:18] you're a mele healer, try to stack with [60:20] your DPS or your tank to overlap void [60:22] zones and preserve more space. The pull [60:24] also includes tamed ruin stalkers who [60:27] cast warp. Naturally, you want to dodge [60:29] these cast, but note that CCing the warp [60:32] cast will cause it to be cancelled and [60:34] the mob will not recast it. As a result, [60:37] welltimed CC can prevent the ruin [60:39] stalkers from dashing outside of the [60:41] pack and not taking any damage from [60:43] group cleave. Finally, the wastelander [60:46] ritualists in the pool cast arcane bolt [60:48] which needs to be interrupted as well as [60:50] arcing energy which needs to be [60:52] dispelled. If the pack is played [60:54] sloppily, healing requirements can be [60:56] really high. So, don't be afraid to use [60:58] your cooldowns on this first pack. It is [61:00] one of the more challenging ones in the [61:02] dungeon. You will face similar pulls [61:04] until you arrive at the second boss or [61:06] bosses Tabat and Awaz. Who makes these [61:09] names? The boss will occasionally spawn [61:11] a binding javelin on two players which [61:13] needs to be killed. The longer the [61:15] javelin is alive, the more damage the [61:17] players will take. So get ready to ramp [61:19] up your healing if DPS is low or players [61:22] don't focus the javelins properly. [61:24] However, the mechanic is usually quite [61:26] simple to heal. The same is not [61:28] necessarily true for the next phase in [61:29] which the boss teleports to the center [61:31] of the room and casts warp strike at [61:34] individual players from the edges of the [61:36] room. A warp strike needs to be kited in [61:38] such a way that goes through the boss. [61:39] So, everyone needs to position [61:41] themselves in such a way that the boss [61:42] is between them and the point of origin [61:44] of the warp strike. Getting hit by the [61:46] warp strike causes a moderate amount of [61:48] damage. However, because all players [61:50] will be dancing around the boss strike [61:51] to bait their warp strike, what happens [61:54] often is that they get hit by more than [61:55] one of them. And this is where the fight [61:57] can get real dangerous as the damage [61:59] from warp strikes stacks causing players [62:01] to tick down quite quickly. Therefore, [62:03] you'll want to hold your big healing CDs [62:05] for this phase and be ready to unleash [62:07] them at a moment's notice. When enough [62:09] warp strikes have been kited through the [62:11] boss, it will cast destabilized, which [62:13] effectively makes one boss two bosses [62:15] and therefore serves as a damage amp [62:17] phase. Use your bloodlast here if it is [62:19] ready. After the damage amp, the fight [62:22] sequences just repeat until the [62:23] encounter is over. In the final trash [62:25] area of the dungeon, some new enemies [62:27] appear. Wastelander packed speakers cast [62:30] erratic ritual, dealing a moderate [62:32] amount of ticking damage to the entire [62:33] party. However, compared with some other [62:35] group damage events like radiant pulls [62:37] from Tatsavves, the damage is quite [62:39] easily manageable. Before the last boss [62:42] in the dungeon, depending on how the [62:43] tank pulls, you might face two of them [62:45] at the same time, which poses a bigger [62:48] challenge and will definitely require [62:49] the use of some of your healing [62:51] cooldowns. And at last, the final boss [62:52] in Ecrodome is Soulcribe, and it will [62:55] try to take your soul, but gently. [62:58] First, she casts Whispers of Fate, and [63:01] then Ceremonial Dagger, dealing some [63:03] initial damage and shattering your soul [63:05] from your body. It will reappear into [63:07] one of the lines radiating from the [63:09] boss, and you will need to collect it [63:10] before the cast time finishes. If you [63:12] fail to collect your soul before then, [63:14] you will receive the debuff wounded [63:16] fate, reducing your haste by 30% and [63:19] dealing a moderate amount of ticking [63:20] damage. Be on the lookout for teammates [63:22] with the debuff and prioritize them with [63:24] your healing. Now, there are two other [63:26] versions of the soul collecting spiel. [63:29] First, Dread of the Unknown, where [63:30] you'll need to collect your soul quickly [63:32] and then spread out to avoid hitting [63:34] other players with the ring spawned [63:35] around everyone. When Dread of the [63:37] Unknown is cast, your soul will always [63:39] spawn really close to you, so don't look [63:41] in places that are far away. Second, the [63:43] boss will cast eternal weave, spawning [63:46] not one but three souls. However, like [63:49] the others, it's quite simple. Just [63:50] immediately start running at the soul [63:52] that is inside of the cleave area, then [63:54] collect the other ones. The cleave areas [63:57] will shift occasionally, and it might [63:58] shift onto a soul that was previously [64:01] outside of it. In this case, again, run [64:03] toward that soul first, otherwise it [64:05] will get shattered and you will suffer [64:07] from wounded fate. Overall, the healing [64:09] requirements in this fight are low, and [64:11] if everyone focuses on collecting their [64:13] souls, the fight, and to be honest, the [64:15] entire dungeon is really easy. And [64:18] finally, Operation Floodgate is one of [64:21] the more healing intensive dungeons in [64:23] this season. The first notable trash mob [64:25] here is the Shreddinator. He casts [64:27] shredation, spawning saw blades on the [64:29] ground and dealing a very high damage to [64:31] anyone foolish enough to stand in them. [64:33] Monitor the shredation cast on the name [64:35] plate and start moving laterally before [64:37] the cast finishes. If done correctly, [64:39] you will not take any damage from [64:41] shredation. The shreddinator also has a [64:43] frontal cone attack in flamethrower, so [64:45] don't stand in front of it. All of the [64:48] shreddinator's damage is technically [64:49] avoidable, but what you'll find as a [64:51] healer in perks is that people manage to [64:53] get hit anyway. Apart from the [64:55] Shreddinators, the more dangerous [64:56] enemies to look out for in the first [64:58] area of the dungeon are the Venture [65:00] Company surveyors, who throw dynamite at [65:02] random players, dealing high amounts of [65:05] single target damage. Especially on high [65:06] keys, people can get one shot when they [65:08] are targeted by two of them at the same [65:10] time. They also cast surveying beam, [65:13] which channels a beam of fire at a [65:15] target and deals very high damage. [65:17] However, the surveying beam cast can be [65:19] interrupted, and its damage can be [65:21] avoided by moving while it is channeling [65:23] onto you. That is if you can move. Some [65:26] pulls include both surveyors as well as [65:28] venture company architects who cast nail [65:31] gun at random targets, rooting them in [65:33] place and applying a high damage bleed. [65:36] When a target rooted by nail gun is also [65:38] targeted by the surveying beam, they [65:40] will likely die unless you react really [65:42] quickly with externals like pain [65:44] suppression or life cocoon. Generally, [65:46] these packs are best dealt with by [65:48] controlling them. And as a healer, [65:49] contributing as much as you can to CCing [65:51] the mobs can reduce the healing [65:53] requirement quite a bit. The first boss [65:55] or second, depending on the route, is [65:57] Big Mama, who is surrounded by dark fuse [66:00] mega drones. The goal of the fight is to [66:02] kill the mega drones quickly. They cast [66:04] maximum distortion, which must be [66:06] interrupted because it deals high [66:08] pulsing AoE damage if it is not. They [66:10] also cast Doom Storm, targeting a random [66:13] player and flying toward them. Big Mama [66:15] will also frequently cast electro crush [66:18] on the tank, dealing moderate damage and [66:20] some damage over time. Therefore, keep [66:22] an eye on the tank during this fight. [66:24] Also, she will target a player with [66:26] sonic boom, dealing high damage to [66:28] anyone who gets hit by the disc as well [66:30] as silencing them. When you are targeted [66:32] by sonic boom, move away from the boss. [66:34] Apply a movement speed buff to yourself [66:35] and move laterally to avoid getting hit. [66:38] If your group fails to kill the drones [66:40] quickly, Big Mama will apply Kilob block [66:42] barrier to herself, reducing her damage [66:44] taken by 80%. And also dealing a [66:47] moderate amount of pulsing AoE damage to [66:49] your entire party. This can be very [66:51] dangerous because as soon as the drones [66:53] are dead, she will then begin casting [66:55] jump start, pulsing a high amount of AoE [66:57] damage onto all players for 12 seconds. [67:00] Make sure to monitor the HP of the [67:01] drones diligently and start ramping up [67:03] your healing before they die, as it can [67:05] be easy to fall behind when jump start [67:07] hits you unprepared, and you still need [67:09] to use a couple of global cooldowns to [67:10] set up your big heals. Generally [67:12] speaking, you will need one or multiple [67:14] healing cooldowns to heal through jump [67:16] start. When jump start finishes, Big [67:18] Mama will leave behind an expanding [67:20] puddle of electricity on the ground, [67:21] permanently, denying that space of the [67:23] boss arena for the rest of the fight. [67:25] So, begin the fight at the edge of the [67:26] room and not in the middle. After the [67:28] jump start cast is over, the boss then [67:30] resummons the mega drones and the cycle [67:32] repeats until she is defeated. After Big [67:35] Mama, there is one more notable enemy in [67:37] the blood warer, which casts warp blood, [67:40] dealing a moderate amount of damage to [67:41] all party members, but also applying the [67:44] same amount as a healing absorb. As a [67:46] result, the cast deals very high damage [67:48] to the entire group, and you will [67:50] usually need a healing CD to power [67:51] through one blood warp cast. Expect that [67:53] the blood warper casts two times if your [67:56] party does okay damage. The next boss is [67:58] the demolition duo. It is one of the [68:00] easier fights, but does have some [68:01] challenges. As the main mechanic of the [68:03] fight, Kiza casts a big bada boom, [68:06] planting six bombs at random locations [68:07] in the room. The bombs must be destroyed [68:10] before their timer runs out. This can be [68:12] done in two ways. First, Kiza will cast [68:14] kinetic explosive gel on one player, [68:16] which you need to dispel when they are [68:18] near one or multiple bombs. Be careful [68:20] here, as the gel deals a moderate amount [68:22] of ticking damage and also hurts a lot [68:24] when it is dispelled. If your target has [68:26] low HP, top them up or apply an external [68:28] cooldown to them before you dispel. [68:31] Second, Bront targets random non-tank [68:33] players with barreling charge, which [68:35] needs to be aimed at the remaining [68:36] bombs, which will be destroyed when he [68:38] runs through them. Avoid getting hit by [68:41] the charge as that might kill you. You [68:43] have five opportunities to clear the [68:44] bombs. Gel, three charges, and another [68:46] gel. Because you can clear multiple [68:48] bombs with each of these abilities, [68:49] there's usually some redundancy. But if [68:51] your group fails to clear the bombs, the [68:53] explosion is normally not a one-shot. [68:55] Just get ready to do some big healing. [68:57] Over the duration of the entire fight, [68:59] Kiza will cast quickshot at random [69:01] players, dealing a moderate amount of [69:02] damage. This is where the real danger of [69:04] the fight lies. Monitor your party's HP [69:06] closely and quickly heal targets that [69:08] get hit. Finally, the bosses need to die [69:11] at the same time. If that is not [69:12] managed, it's better to kill Kiza [69:14] slightly before Bront, whose tank hit [69:16] will then get successively stronger, but [69:18] he can usually be played safely for 20 [69:20] to 30 seconds. You will also have to [69:22] fight a pack of disturbed kelps, who [69:24] apply a heal to themselves in [69:25] restorative algae, but the cast can be [69:27] interrupted and the buff can be purged. [69:30] They also cast jettison kelp, which [69:32] deals a high amount of AoE damage and [69:34] must be CCed, otherwise it can [69:36] potentially wipe the group. You may be [69:38] tempted to hold on to your healing [69:39] cooldowns because of the upcoming boss [69:41] fight, but if you see that the pack is [69:43] not properly controlled, you must be [69:44] willing to use them or your party will [69:47] likely die. From this point forward, the [69:49] healing challenges of the dungeon kick [69:51] into higher gear. First up is Swampface, [69:54] who applies razor choke vines to your [69:55] teammates, but not to yourself. The [69:57] vines damage all of your team members [69:59] throughout the entire fight, requiring a [70:01] moderate amount of healing. The vines [70:02] also bite players in packs of two, [70:04] snapping them back together if they move [70:06] too far apart. As a healer, you will not [70:08] have to deal with this. However, if one [70:10] player dies and there's only four of you [70:12] remaining, then you will also have to [70:13] play this mechanic. Moreover, the boss [70:16] will cast mudslide, which is a frontal [70:17] that needs to be moved out of. The usual [70:20] strategy in Pugs is to always move [70:21] clockwise, which I found to be a silent [70:24] understanding that is not often even [70:25] vocalized in chat anymore. At regular [70:27] intervals, swamp phase casts awaken the [70:30] swamp, dealing a high amount of damage [70:31] to your party over 4 seconds and [70:33] spawning water waves that need to be [70:35] dodged. The awaken the swamp phase is [70:37] the main challenge of the fight, and you [70:38] should make sure to have your main group [70:40] healing spells available, as well as be [70:42] ready to commit one additional cooldown [70:43] during this phase. Start by using your [70:45] shorter cooldowns first because they [70:47] will rotate back at the end of the [70:48] fight, which usually lasts between 2 and [70:50] 3 minutes. Use your longer cooldowns in [70:53] the middle of the fight. Finally, the [70:54] boss casts sludge claws on the tank [70:56] after awaken the swamp ends, which deals [70:58] a ton of damage, but I found it to be a [71:00] non-issue because the tank doesn't [71:01] usually have take any other damage [71:03] during the fight. In the underground [71:05] area after swamp phase, you will have to [71:07] deal with the electricians who apply [71:08] overcharge to a random player, which [71:10] needs to be dispelled. Make sure to [71:12] dispel it quickly because the debuff [71:13] goes out more frequently than it can be [71:15] dispelled. If overcharge expires without [71:17] being dispelled, the target will be [71:18] stunned for 6 seconds. Finally, the most [71:20] dangerous mobs down here are the dark [71:22] fuse jump starters, especially when you [71:24] fight two of them at the end before the [71:25] last boss. Their battery discharge pulls [71:27] us a high amount of AoE damage onto the [71:29] entire party and requires you to move [71:32] out of the electric puddles on the [71:33] ground. The end boss, Gizel Gigazap, can [71:36] also be rather difficult. Be especially [71:38] wary of his first turbocharge cast. When [71:40] playing with pugs, it happens often that [71:42] the tank awkwardly chains the jump [71:44] starter pack onto the boss and the group [71:46] is not at full HP when the fight starts. [71:48] However, the boss will immediately go [71:50] into his turbocharge AoE when he is [71:52] pulled. Therefore, be on your toes after [71:54] the jump starters die to be ready to [71:55] heal another large AoE event right away. [71:57] If you have any cooldowns left from the [71:59] jump starters, the first turbocharge [72:00] cast is a good point to be pressing them [72:02] because others will rotate back up [72:04] later. And it's important to stabilize [72:06] the encounter early. After casting [72:07] turbocharge, the boss will drop a bunch [72:09] of water puddles from the ceiling, which [72:10] you can freely walk through without [72:12] taking damage. And you can also stand in [72:14] the ground effect when they drop. [72:16] Nothing associated with water deals any [72:18] damage to you during this fight. [72:20] However, you do not want to linger near [72:21] the water because the boss will also [72:23] cast Gigazap on two targets, [72:25] electrifying any water puddles in an [72:27] area around these targets. Gigazap deals [72:29] a high amount of initial damage and [72:31] applies a damage over time effect. This [72:33] can be quite challenging to heal, [72:34] especially if your teammates don't use [72:36] their defensives properly. Be ready to [72:38] commit externals such as pain [72:40] suppression or life cocoon to heal [72:42] through this damage. Next, each player [72:44] will get a leaping spark spawning near [72:46] them, which needs to be kited into a [72:48] non-electrified water puddle. It then [72:50] disappears, electrifying the water in [72:51] the process. Walking into electrified [72:54] water will stun you and kill you, so be [72:56] careful. As a healer, it's also good [72:58] advice to kite spark into puddles that [73:00] are further away so that the melee pairs [73:02] can take the puddles closer to the boss. [73:04] Finally, Thunder Punch is a tank hit [73:06] that deals moderate to high amounts of [73:07] damage, knocking the tank back. If they [73:10] play well, this is not super dangerous, [73:11] but if they don't, the tank can get [73:13] knocked off the platform or be knocked [73:15] into an electrified puddle. In that [73:17] event, be ready to emergency heal a DPS [73:20] player who has aggro comed the tank or [73:23] if he is stunned in a puddle, use a [73:24] displacement spell such as leap of faith [73:27] to get them out of there. After the [73:29] leaping sparks, the boss cycles back [73:31] into Gigazap and then turbocharge, [73:33] starting the sequence in you until he is [73:36] defeated. Overall, this season packs a [73:38] number of interesting healing [73:39] challenges, but if you've made it to the [73:41] end of this guide, you should now be [73:43] prepared to tackle them. And if you're [73:45] here, thank you very much for watching [73:47] this super long video. I appreciate it a [73:49] lot. If you still haven't watched [73:51] enough, watch this video to learn more [73:53] about common healer mistakes and this [73:55] video to view my early impressions of [73:58] all the healers in season 3. Like the [74:01] video if you liked it, and please [74:02] subscribe to my channel if you want to [74:03] see more content like this. Thank you [74:06] very much for watching everybody and see