---
title: 'Season 3 M+ Dungeon Guide (For Healers) | World of Warcraft The War Within'
source: 'https://youtube.com/watch?v=Y4OcOb2aFSs'
video_id: 'Y4OcOb2aFSs'
date: 2026-07-28
duration_sec: 4449
---

# Season 3 M+ Dungeon Guide (For Healers) | World of Warcraft The War Within

> Source: [Season 3 M+ Dungeon Guide (For Healers) | World of Warcraft The War Within](https://youtube.com/watch?v=Y4OcOb2aFSs)

## Summary

This guide covers all Season 3 Mythic+ dungeons in World of Warcraft: The War Within, focusing on healer mechanics. It details trash pulls, boss abilities, and healing strategies for each dungeon, including Arakara, Dawnbreaker, Priory of the Sacred Flame, and others.

### Key Points

- **Arakara First Pull** [0:19] — Tricky to avoid aggro; use defensives early, e.g., druid Convoke to get hots rolling.
- **Engorged Crawlers Poison** [0:50] — Venomous spit applies poison debuff; dispel if possible, otherwise heal through.
- **Resonant Barrage Interrupt** [1:00] — Trilling attendants cast resonant barrage; must interrupt to avoid groupwide damage.
- **Ixen Mini Boss** [1:06] — Dodge frontal cleave; interrupt horrifying shrill to prevent high group damage.
- **Attic Poison Spider** [1:56] — Spawns poison clouds; healer can focus on damage if poison bowls are interrupted.
- **Avenox First Boss** [2:14] — Alerting Shrill deals ticking group damage; ramp healing before it hits. Spiders must not reach boss.
- **Gossamer Onslaught** [3:41] — High ticking AoE with puddles; move quickly, use cooldowns. Group should stack and move together.
- **Hulking Blood Guards** [5:00] — Locust Swarm puts ticking debuff on group; interrupt revolting volleys from web mages.
- **Anub'essek Second Boss** [6:21] — Infestation debuff spawns clouds; burrow charge is fast—move laterally, use movement CDs.
- **Final Trash Area** [8:44] — Blood overseers cast venom volley (interrupt); tainted blood slows tank; dispel before erupting webs.
- **Kikatal End Boss** [10:26] — Cultivated poisons ticking damage; cosmic singularity pulls players—use goo puddles to root.
- **Dawnbreaker First Pull** [12:37] — Nightfall ritualists cast tormenting ray (uninterruptible); dispel stigian seed before it expires.
- **Speaker Shadowcrown** [14:04] — Obsidian beam dodge; burning shadows dot—dispel carefully due to healing absorb.
- **Excreten Mini Boss** [16:42] — Terrifying slam tank hit; abyssal blast requires spot healing.
- **Ascendant Viscoxa** [17:01] — Shadowy decay AoE; ramp healing before it hits.
- **Death Screamer Eken Tuck** [17:36] — Dark orb aimed at player; aim away from group to avoid lethal explosion.
- **Dark Architect Boss** [18:50] — Tormenting eruption high channel damage; spread out, use cooldowns.
- **Rashanan Final Boss** [20:19] — Phase 1: bombs and erosive spray; phase 2: spinner strands and erosive spray.
- **Priory First Pull** [22:10] — Dangerous; careful with healing to avoid aggro; stack near tank for cleave.
- **Captain Sulleman Thunderclap** [22:57] — Massive AoE every 14s; top group instantly to avoid potshot kills.
- **Captain Dalecry** [24:29] — Bleed on tank; dispel if possible; prioritize tank healing.
- **Ardent Paladins Sacred Toll** [25:26] — Successive casts; top group after each; plan cooldowns.
- **Baron Braunpyke** [26:36] — Sacrificial pyre soak after castigator shield; 5-flame soaks more dangerous.
- **Priory End Boss** [29:53] — Blinding light turn away; inner fire AoE; shield phase at 50%.
- **Tazavesh Streets First Pull** [31:19] — Gale Warden Zomaras radiant pulse; watch for beam splicers and glyphs of restraint.
- **Portalman Zohon** [33:03] — Radiant pulse high damage; interrupt empowered glyphs.
- **Zofox First Boss** [33:29] — Impound contraband silences; pick up weapon; interrogation cages DPS.
- **Grand Menagerie** [34:46] — Gluttony allows orb collection; dispel purification protocol circles.
- **Postmaster Boss** [37:36] — Hazardous liquids soak; fan mail AoE; money order group soak.
- **Mueh'zala Oasis** [39:26] — Play drums for tempo buff; dodge ground effects.
- **So'azmi Boss** [40:05] — Teleporters to dodge shuri; interrupt double technique.
- **Gambit First Pull** [41:42] — Tidal storm from Goliath; interrupt cry of Mergle McGurgle.
- **Hylbrande Boss** [42:35] — Easy; dodge purged by fire; sanitizing cycle rune puzzle.
- **Time Captain Hooktail** [43:46] — Cannon barrage move together; anchor shot; time bomb dispel on cooldown.
- **Final Trash Gambit** [46:26] — Adorned starseeker pulsar; interrupt unstable rift.
- **So'azmi End Boss** [47:16] — Collapsing star soak one at a time; hyperlight jolt phase.
- **Halls of Atonement First Pull** [49:55] — Shard of Halkias thrash; dispel mark of obliteration; tainted armor on tank.
- **Halkias Boss** [51:58] — Stand in red circle; heave debris and crumbling slam; refracted sin lights.
- **Echelon Boss** [53:55] — Ads turn to stone; stone shattering leap; hold cooldowns for messy fights.
- **High Adjudicator Aleez** [54:49] — Unstable anima dispel; ghastly parishioner kite.
- **Lord Chamberlain** [56:07] — Dodge statues; door of shadows; ritual of woe soak beams.
- **Echo Dome First Pull** [57:31] — Voracious gorges gorging smash; CC gorge from overfed mites.
- **Azakar Boss** [58:24] — Frenzied mites; toxic regurgitation; devour phase—kill mites before boss.
- **Overcharged Sentinel** [59:50] — Unstable core AoE; dodge void zones; CC warp from ruin stalkers.
- **Takat and Awaz** [61:06] — Binding javelin; warp strike kite through boss; destabilized damage amp.
- **Soulscribe Boss** [62:52] — Whispers of fate; collect soul; dread of the unknown spread; eternal weave three souls.
- **Floodgate First Trash** [64:18] — Shreddinator shredation dodge; surveyors dynamite and surveying beam.
- **Big Mama Boss** [65:55] — Kill mega drones; interrupt maximum distortion; jump start heavy AoE.
- **Demolition Duo** [67:58] — Bombs from Kiza; dispel gel near bombs; barrel charge aim at bombs.
- **Swampface Boss** [69:50] — Razor choke vines; awaken the swamp heavy AoE; sludge claws on tank.
- **Gizel Gigazap Boss** [71:36] — Turbocharge AoE; gigazap electrifies water; leaping spark kite to non-electrified puddle.

### Conclusion

This guide equips healers with detailed strategies for all Season 3 Mythic+ dungeons, emphasizing key mechanics and cooldown management. Mastering these encounters will improve group survival and key completion rates.

## Transcript

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