[0:00] This is a comprehensive dungeon guide [0:02] for all Midnight Season 1 dungeons. The [0:05] guide is made for healers, but you'll [0:07] also get something out of it if you're [0:08] not a healer. If you don't watch the [0:10] whole video, I appreciate it, but you [0:12] can also use the video chapters below to [0:14] navigate to specific encounters which [0:16] you find challenging. All right, let's [0:18] talk about Seat of the Trium. From a [0:21] pure HPS perspective, this dungeon is [0:23] probably the hardest one on the healer, [0:25] and it does have a number of challenges [0:27] that need to be mastered. Most of the [0:29] time, groups will do a bloodlust pull in [0:30] the beginning containing two merciless [0:33] subjugators who cast chains of [0:35] subjugation. The cast puts a circle [0:37] around each player in the group, slowing [0:39] them and dealing a high amount of damage [0:41] for the duration of the channel. [0:42] Whenever chains of subjugations are [0:44] going out, be prepared to do some very [0:46] high healing and ramp up your healing [0:48] beforehand if you can, especially if [0:50] you're fighting two of them at once. [0:52] Now, the chains can be dispelled by any [0:55] snare removal effect, negating the [0:57] mechanic entirely. Therefore, your whole [0:59] party should use any available snare [1:01] removal effects immediately upon being [1:02] affected by the chains. It can also help [1:05] to invite a paladin as their double [1:07] freedom talent promises the removal of [1:08] two chains at the same time. Make sure [1:10] to not stack up on top of each other [1:12] when the chains are going out, as [1:13] overlapping circles will cleave across [1:15] players. Also, don't count on puck [1:18] groups to effectively remove the chains. [1:20] Instead, treat each chains of [1:22] subjugation cast as an instance of [1:24] maximal danger and be happy if your [1:25] group plays well rather than expecting [1:27] excellent play and being underprepared. [1:30] The pulls in the first room additionally [1:32] include shadow guard champions, which [1:34] can become a problem for tanks, [1:35] especially if they are unaware of how [1:37] they work. They cast relentless pursuit [1:40] if the tank opens up a gap of at least [1:42] 10 yards between himself and the [1:44] champions, dealing high amounts of [1:46] single target damage. Thus, tanks who [1:48] like to chain pull and just roll into [1:50] the next pack willy-willy might get [1:52] smacked around by this charge. So, be [1:54] prepared for some emergency tank [1:56] healing. From a healing perspective, the [1:58] first boss is very easy. The main damage [2:00] event is oozing slam, which deals a [2:02] moderate amount of initial damage and [2:04] then some damage over time. Also, when [2:06] the boss reaches 100 energy, he will [2:08] cast Crashing Void, dealing a moderate [2:11] amount of groupwide AoE damage as a [2:13] single hit. However, both events are [2:15] pretty easy to heal through and do not [2:17] require the use of any additional [2:19] cooldowns. The boss also has a tank hit [2:21] in void slash, but it's not usually very [2:23] dangerous. The main mechanic of the [2:25] fight is ad control. He will [2:27] occasionally spawn coal void ads which [2:29] move toward him and will explode for [2:31] very high damage upon reaching him. [2:33] Therefore, they must be killed before [2:35] they reach the boss. Also, the boss will [2:37] target players with decimate, putting a [2:39] circle around them and jumping on their [2:40] heads after a short waiting period. If [2:42] you get the circle, you want to move [2:44] toward the sides of the room and place [2:45] it there as it will spawn a void puddle [2:47] on the ground in which coalesed void ads [2:49] move faster. So you don't want it in the [2:51] middle of the room. You can dodge the [2:53] impact damage from decimate by using a [2:55] movement skill while the boss is in the [2:57] air or simply by moving laterally during [2:59] his jump if you're far enough away. [3:01] Also, make sure to not go near the ads [3:03] when decimate is on you, as you don't [3:04] want to accidentally make the boss jump [3:06] on top of one of them. In the next area [3:08] of the dungeon, you will have to kill [3:10] four rift wardens who pulls high [3:11] groupwide shadow damage until they are [3:13] defeated. They are frequently paired [3:15] with ruthless rift stalkers who cast [3:17] backst step at individual players, [3:19] applying a moderately powerful bleed [3:21] effect. Make sure to prioritize these [3:23] players with most of your healing as [3:25] they will be taking damage from both the [3:27] pulsing AoE rift warden and the bleed [3:29] itself. After the four rift wardens have [3:32] been slain, the next boss, Saprish, and [3:34] his two pads will spawn. The boss will [3:36] spawn void bombs on the ground during [3:38] the fight. Be aware that they can also [3:40] spawn underneath you. So you want to [3:42] move out of the zone if they do. They [3:44] will always spawn close to players, so [3:46] you want the group to be stacked up [3:47] neatly together to not spread the orbs [3:49] out too far. After some time, the boss [3:51] will cast phase dash, spawning a circle [3:54] around each player with which they need [3:56] to hit the void bombs to make them [3:57] despawn. Your party should make sure [3:59] that all void bombs disappear in this [4:01] way. If any remain, however, the [4:04] players, ideally the tank, should gather [4:05] up the remaining orbs. Be prepared to [4:07] heal players gathering up any stray orbs [4:10] as they will take a moderate amount of [4:11] ticking damage. If they gather more than [4:13] one bomb, damage can become quite high, [4:15] so be prepared for that. Shortly after [4:17] face dash, the boss will cast overload, [4:20] dealing a moderate amount of damage to [4:22] the entire party over 8 seconds. [4:23] However, if any void bombs are still [4:26] active when the overload is cast, they [4:28] will explode for moderate damage and [4:30] increase shadow damage taken by 20% for [4:32] 1 minute by a seeping void. Beyond this [4:34] mechanic, one of his pets will jump [4:36] around the room and cast dread screech, [4:38] which is a fear effect that needs to be [4:40] interrupted. The other pet will [4:41] regularly target a player with shadow [4:43] pounce, which is a 5-second bleed. Focus [4:46] your healing on the player afflicted by [4:47] shadow pounds whenever the pounce goes [4:49] out and do AoE healing on top of that. [4:52] After the boss fight, it's more of the [4:54] same. You will have to fight two void [4:55] infused destroyers simultaneously, [4:57] making you have to deal with void burst [4:58] on four targets instead of two. [5:00] Especially when one player is targeted [5:02] twice at the same time, you need to be [5:04] ready to use your healing cooldowns to [5:06] save them. In the arena of the third [5:08] boss, you will find two special mobs in [5:10] the pack to the left when you go down. [5:12] They are called dark conjurers and they [5:14] automatically cast pulsing void for the [5:17] entire duration that they are alive, [5:19] dealing substantial damage to your [5:20] entire party. Be ready to do massive [5:23] healing when this pack is pulled. Also, [5:25] be ready for your tank to sprint ahead [5:27] and pull it without a care in the world [5:29] while you're still in the back drinking [5:30] or your party is still up on the ledge. [5:33] In my experience, tanks often pay [5:34] limited attention to this mechanic and [5:36] it can become dangerous if you are [5:38] underprepared. The other packs in the [5:40] room spawn void zones on the ground from [5:42] which orbs emanate that will deal [5:43] ticking damage to anyone hit by them. [5:45] They also have a nasty channelneled cast [5:47] in void infusion which deals high [5:50] amounts of damage to the targeted [5:51] player. Be prepared to do major single [5:53] target healing here and blow your [5:55] healing cooldowns whenever a player [5:56] afflicted by void infusion has [5:58] additionally been hit by one of the [6:00] orbs. The third boss, Vice Roy, carries [6:03] this mechanic into the boss fight, [6:04] applying mass void infusion to three [6:06] players at regular intervals, requiring [6:08] rather high HPS. He will also spawn [6:10] three void zones, which themselves spawn [6:12] orbs flying through the room that need [6:14] to be dodged. If you see the zones [6:16] spawning, try not to stand between them, [6:18] but rather move out a little so that all [6:20] orbs are coming at you from the front [6:22] rather than from all sides. This makes [6:25] dodging them substantially easier. For [6:27] the first set of void infusions, no [6:29] additional damage is going on, but the [6:31] second set is paired with umbrell [6:33] tentacles channeling mind flle at [6:35] players and dealing additional single [6:37] target damage. This phase is quite [6:39] dangerous as you constantly need to move [6:41] around while healing significant group [6:43] damage. Feel free to use your healing [6:45] cooldowns here, especially if any of [6:47] your teammates get hit by an orb. After [6:49] two sets of void infusions have been [6:51] cast, the boss will knock back all [6:53] players and you need to run back to the [6:54] center as only the area around him is [6:57] going to be safe. He will then cast [6:58] voidtorm, dealing moderate to high [7:00] ticking AoE damage to all party members. [7:03] In my experience though, healing through [7:04] void storm is not that difficult, and [7:06] I'd rather use my cooldowns during the [7:08] dynamic phases of the fight to [7:10] counteract any mistakes that were made. [7:12] However, if you feel that incoming [7:14] damage is too high, feel free to use [7:15] your cooldowns on Void Storm. After [7:17] Voidtorm has completed, the boss will [7:19] continue the exact same spell sequencing [7:21] until he is defeated. From an HPS [7:24] perspective, the last boss, Laura, is [7:26] probably the most challenging encounter [7:28] in this season. When pulled, she will [7:30] cast a durge of despair, causing all [7:33] runes which are spread around the room [7:34] to radiate damage onto the group until [7:36] they are silenced. As in the beginning [7:38] of the fight, all runes are still [7:40] active. The highest incoming damage [7:42] happens in the beginning of the fight. [7:44] As the fight progresses, the intensity [7:46] of damage will subside. After being [7:48] pulled, Lura will cast disintegrate, [7:50] which makes beams come out from her [7:52] sides and rotate clockwise. Make sure to [7:55] not get hit by any of the beams. After [7:56] disintegrate comes the most dangerous [7:58] part of the fight when she casts this [8:00] golden beam on three players for the [8:02] first time. Each of these players needs [8:04] to aim the beam at one of the active [8:06] runes to the side of the room, silencing [8:08] it and reducing the damage taken from [8:10] Durge of Despair going forward. Be wary [8:13] though as discord and beam deals [8:14] substantial damage to the targeted [8:16] player when it goes off. Your healing [8:17] cooldowns are best placed after the [8:19] first disintegrate to ready your party [8:22] for the first set of discord and beams. [8:24] You should also make the fight easier on [8:26] yourself by immediately positioning [8:27] yourself in the path of one of the [8:29] active runes after the first [8:31] disintegrate. Do not wait until you're [8:33] targeted by Discord and beam to start [8:35] moving as mental load will already be [8:37] high during the discord and beam phase [8:39] and having to find a rune uh in this [8:41] moment is an additional point of risk. [8:43] Afterwards, dodge grim chorus by finding [8:45] a safe spot in the room. You will then [8:47] have to play an additional phase of [8:48] disintegrate and discordant beam which [8:50] will hopefully lead to all rooms having [8:52] been silenced which triggers Laura's [8:54] intermission in which she will take [8:55] additional damage. After the damage amp, [8:57] the fight starts from the top. Overall, [8:59] Laura is tough to heal, but if you use [9:01] your healing cooldowns on the first set [9:03] of this golden beams, you should be fine [9:05] most of the time. Okay, let's talk about [9:08] Magister's Terrace. For healers, [9:09] Magister's Terrace is a bit of an [9:11] oddball as it ping-pongs between really [9:13] easy and rather challenging fights. We [9:15] begin the dungeon on the easier side, as [9:17] the first pole is contained to the first [9:19] room, and you'll therefore not have a [9:21] high-risk, highreward bloodlust pole at [9:23] the start of the dungeon. Nevertheless, [9:25] you do want to lust early as waiting [9:27] until the first boss means that you will [9:29] have one fewer potential blood lusts [9:30] available throughout the dungeon. [9:32] Consequently, groups choose to lust the [9:34] first or second pull most of the time. [9:36] The first pull is extremely easy as [9:38] there's barely any damage going on. [9:40] Dispel the tank when he's targeted by [9:42] ethereal shackles and make sure the [9:44] group is topped off for crowd dispersal, [9:46] which is an AoE hit cast at regular [9:48] intervals by the sentry. If you're [9:50] targeted by arcane beam, simply move [9:52] around to not get hit by any void zones [9:53] you spawn. The second pull is also quite [9:55] easy with the main risk being posed by [9:57] the light ward healers who put holy fire [9:59] debuffs on individual players dealing [10:01] high magic damage. Dispel one of the [10:02] debuffs instantly and priority heal the [10:04] other target. Tank damage in this poll [10:06] is on the high side, so keep an eye out [10:08] for that. In the second part of the [10:10] dungeon, you will fight a blazing [10:11] pyromancer who casts ignition, putting a [10:14] moderately powerful damage overtime [10:15] effect on all players. By itself, this [10:17] damage is easy to heal, but the pull is [10:19] often combined with animated codeexes, [10:22] which appear unassuming, but are not. [10:24] They cast a cleave auto attack, dealing [10:26] damage to multiple targets at the same [10:28] time and strongly amplifying the healing [10:30] requirements on top of the ignition [10:32] cast. In front of the first boss, you [10:33] will encounter bright scale worms, which [10:35] upon dying provide a 1% healing and [10:38] damage buff to all players in the party [10:39] via energy infusion, but they will also [10:42] deal AoE damage when they die. It can [10:44] get dangerous when the worms die at the [10:46] same time as the pyromancers channel [10:47] their ignition cast, so be prepared to [10:49] blow your healing cooldowns on that. You [10:51] won't need them for the boss. The first [10:53] boss is extremely easy for healers. [10:56] Dispel ethereal shackles when they go [10:58] out. And that's about it. Okay. He also [11:01] has a weak tank hit in repulsing slam [11:03] and a weak AOE hit in Arcane Expulsion. [11:06] After having cast two of each of those, [11:08] he'll start his refueling protocol, [11:10] which is a damage amp phase, increasing [11:12] damage dealt to him by 20%. Orbs will [11:14] spawn and migrate toward him. These orbs [11:17] must be soaked by players before they [11:18] reach the boss. This is the only phase [11:20] of the fight where things can go [11:21] sideways from a healing perspective. if [11:23] a single non-tank player soaks too many [11:25] orbs and gets multiple stacks of the [11:27] damaging debuff they leave behind or if [11:29] the boss is awkwardly placed in puddles [11:31] and players go on a gooey adventure [11:33] meandering all over the place. After the [11:36] boss, you will encounter some of the [11:37] hardest hitting trash in the season in [11:39] the form of rune spell breakers who cast [11:41] runic glaive at two targets dealing high [11:44] ticking damage. They are paired with [11:46] lightw healers who are applying holy [11:48] fire making for a pretty challenging [11:50] triage healing situation. Focus on [11:52] dispelling holy fire instantly and be [11:54] ready to use cooldowns. The first pack [11:56] and the last pack are the most difficult [11:57] while the mobs in the center of the [11:59] hallway give you a bit of breathing [12:00] room. The last pack is challenging [12:02] because it contains two spell breakers [12:04] putting four glaes out simultaneously. [12:07] Don't be fooled by it only being a three [12:09] mob pack. It hits hard. The second boss [12:12] continues the glaive mechanic. He will [12:13] target two players with runic mark [12:15] spawning a small circle around them and [12:18] dealing moderate to high ticking damage. [12:20] Use your two target spot healing [12:22] solutions to deal with this damage. If [12:24] you're lucky, one of the runic marks [12:25] will target the tank, making the fight [12:27] substantially easier to heal. The boss [12:29] will then spawn a suppression zone. If [12:31] you're affected by runing mark, you will [12:33] want to move into the zone to dispel the [12:35] debuff. However, make sure to move into [12:37] the suppression zone after it has [12:39] spawned and not move into the circle [12:41] that indicates that it will spawn. This [12:44] happened to a friend of mine. Upon [12:45] moving into the suppression zone, the [12:47] debuff is dispelled and the group will [12:49] take moderate damage that needs to be [12:50] healed before the second player moves [12:52] into it. Occasionally, the boss will [12:54] cast wave of silence for which you will [12:56] have to briefly move into the zone at [12:58] the end of the cast or else you will get [13:00] silenced. He will also buff himself with [13:02] hastening ward. So, if you have a purge, [13:04] use it. Mechanically, the fight is very [13:07] easy, but healing requirements can be [13:09] high. Your cooldowns are useful after [13:11] the first player has dispelled his [13:13] debuff in the suppression zone as the [13:15] group will be low and the second player [13:16] dispelling himself poses a risk to your [13:19] group's safety as when he goes into the [13:21] zone another hit of AoE damage will go [13:23] out. The next notable enemy is the [13:26] shadow rift void caller who occasionally [13:27] casts consuming shadows dealing very [13:30] high ticking damage over a short [13:32] duration. Consuming shadows is one of [13:34] the harder hitting abilities in the [13:35] season so you'll need to ramp up your [13:37] healing before it hits. It can be [13:39] avoided by line of sight, but I have [13:41] never seen that done. And it's not a [13:43] good idea to line of sight as a healer [13:44] when the rest of the group isn't doing [13:45] it, as this will materially reduce your [13:48] ability to heal. In the third boss [13:50] arena, you will face the second type of [13:52] threatening void walker trash, the [13:54] devouring tyrant. He regularly casts [13:56] devouring strike on the tank, dealing [13:58] damage over time and putting a massive [14:00] healing absorb on them. As soon as the [14:02] strike goes out, you should pump as much [14:04] single target healing into the tank as [14:06] you have available. It's also a good [14:07] idea to pre-cast the first tier when you [14:09] see the devouring strike casting as this [14:11] will let you get ahead of the game a [14:12] little bit. The next boss, Jalis, is [14:14] pretty easy, but this simplicity can be [14:16] deceptive because he has a couple of [14:17] moments where HPS requirements are very [14:20] high. After being pulled, he will split [14:21] into three and then cast cosmic sting [14:24] onto three players, making them drop [14:26] puddles on the ground and applying a [14:27] nasty damage overtime effect. Later in [14:29] the fight, the boss will split again, at [14:30] which point Cosmic Sting is applied to [14:32] all five players in the group. This is [14:34] where your healing cooldowns are best [14:36] used as the damage is substantial. He [14:38] also casts Astral Grasp, pulling players [14:41] in. I don't really know what it is, but [14:43] my DPS die here all the time, probably [14:45] because they are greeting melee up time. [14:47] As a healer, there's not much you can do [14:49] about that. However, if you're a healer [14:51] who needs to cast, it can be a good idea [14:53] to position yourself as far away as [14:55] possible from the boss when Astral Grasp [14:57] is going out. So, when you're being [14:59] pulled in, you can stand still and cast [15:01] without having to constantly run against [15:02] the pole. After Jalos, there's one more [15:05] challenging trash pack in front of the [15:06] last boss where a void caller and a [15:08] tyrant are combined, dealing heavy AoE [15:11] damage, but also clobbering the tank. [15:13] The pulls before that are very easy, so [15:16] don't use any of your healing cooldowns [15:18] on your way there. If you have a [15:19] warlock, these two mobs can be skipped [15:21] by gating onto the bridge. If you're [15:23] making the group yourself, getting a [15:24] warlock is a good idea for that reason. [15:26] The final boss is the Gentrius. Your [15:29] group should be spread out around him [15:30] evenly as players will need to soak [15:32] unstable void essence which is displayed [15:34] as a soak circle on the screen. Soaking [15:36] it is of the utmost importance as not [15:38] doing so will put a nasty dot on all [15:40] party members which can lead to a wipe [15:42] rather quickly especially if more than [15:44] one soaks are missed. If no soaks are [15:46] missed, the main damage in the fight [15:48] stems from devouring entropy dealing [15:50] damage to three players simultaneously. [15:52] Also, the boss casts hulking fragment on [15:54] the tank which you need to dispel. Check [15:56] out how your tank is playing the [15:58] encounter. If he's moving away from the [15:59] boss ahead of time, expecting your [16:01] dispel, dispel instantly. This will [16:03] spawn a void zone under him at the side [16:05] of the room and he can then go back into [16:06] melee range. If he's moving out only [16:08] after the hulking fragment is applied, [16:10] wait until he has moved out and then [16:13] dispel. If he's not moving at all, just [16:15] dispel the debuff quickly and let him [16:17] figure out how he'll play around the [16:18] void zones he's dropping. You will also [16:20] need to dodge the little balls flying [16:21] through the room. As the healer's [16:23] attention is significantly more taxed [16:24] than that of any other player on this [16:26] boss, it is advisable for you to have [16:28] your own quadrant in the room so that [16:30] dodging orbs becomes easier. However, [16:33] getting hit by an orb is not the end of [16:34] the world as it only deals low to [16:36] moderate damage and applies a movement [16:38] speed reduction. All right, let's talk [16:41] about Pit of Sarin. The first pull is [16:43] usually a bloodlust pull containing [16:44] several challenges. First, it contains a [16:47] grave blade, casting frostbane slash at [16:50] the tank, dealing moderate to heavy tank [16:52] damage. As far as tank hits from dungeon [16:54] trash go, these hit a bit harder than [16:57] most others. Moreover, the pull contains [16:59] a quarry tormentor, putting a curse of [17:01] torment on a player. The curse deals [17:03] moderate to high ticking damage to a [17:05] player until it is either dispelled or [17:07] its healing absorb is consumed. Thus, if [17:10] you can't dispel curses, focus your [17:11] healing on the target afflicted by curse [17:12] of torment immediately. Finally, you're [17:14] also fighting a dreadp lich, which casts [17:18] torrent of misery at a player dealing [17:19] moderate damage. What's special about [17:21] the dreadp's lich is that will start [17:23] pulsing moderate to high amounts of AoE [17:24] damage due to dread pulse when it hits [17:27] 50% HP and will continue to do so until [17:30] it is defeated. Therefore, be prepared [17:32] to do substantial AOE healing in the [17:33] latter part of the pole. After the [17:35] fight, you will move down to the next [17:37] area of the dungeon where you will [17:38] additionally encounter little skeleton [17:40] mobs which cannot be killed until their [17:42] master is defeated, but which can be [17:44] very dangerous. Here, the Archinist [17:46] Kadavas cast Netherburst, which is a [17:48] cast that if it goes through, deals a [17:50] very high AoE damage to your party and [17:52] may outright wipe you at higher key [17:54] levels. Contribute to interrupting [17:56] Netherburst if you see that no one else [17:58] is doing so by stunning or disorienting [18:00] the Archinist Kadaava. You will also [18:02] face some bats which cast plunge grip at [18:04] a player, rooting them in place. Plunge [18:07] grip can be cancelled by damaging [18:08] through the shield on the bat or by [18:10] casting a snare removal effect on the [18:12] target affected by it. If you have such [18:14] an ability, quickly dispel plunge grip [18:16] by using it. If the shield is not [18:17] destroyed and the snare is not [18:18] dispelled, the bat will carry the [18:20] affected player into the air and then [18:22] drop them, causing very high fall [18:24] damage. If all else fails, make sure [18:25] that the players are at 100% HP before [18:28] they are being lifted into the air, as [18:29] the drop distance is not quite high [18:31] enough to kill them. Going from here to [18:32] the first boss you will face more of the [18:34] same enemies in different combinations, [18:36] but the basic mechanics remain the same. [18:38] Depending on the route taken, the first [18:40] boss you will face is Forge Master [18:41] Garrost. For healers, this fight is one [18:43] of the more difficult ones in the [18:44] season. Due to siphoning chill, your [18:47] entire party will take ticking damage [18:48] for as long as the boss is alive. So, [18:51] you will need to heal all the time. [18:53] After being pulled, the boss will target [18:54] two players with throw senite, spawning [18:57] a circle around them. After a short [18:59] time, the circle will lock in place and [19:00] a chunk of ore will drop at its [19:02] location. One of the ore chunks must be [19:04] destroyed by the tank by positioning [19:05] himself next to it and taking a hit from [19:08] ore breaker. It's not a particularly [19:10] dangerous tank hit, so you don't need to [19:11] be overly concerned about the tank. [19:13] After that, the boss will cycle into [19:15] glacial overload. Here, you have some [19:17] time to hide behind the remaining chunk [19:19] of ore before it begins channeling. If [19:21] you fail to hide, you will die. After [19:23] the channel is complete, the boss will [19:25] cast cryos stomp, dealing moderate [19:27] amounts of AoE damage to all players. [19:28] This is the dangerous part of the fight [19:30] as you will have to dodge a bunch of [19:31] stuff falling from the ceiling while at [19:33] the same time making sure that you're [19:34] not running into the puddle spawned from [19:36] destroying the ore while also doing a [19:38] ton of healing. Ideally, you want to use [19:40] your cooldowns for cryos to stabilize [19:42] the group in this dynamic period of the [19:44] fight. Cryost will also apply cryo [19:47] shards to two players, making them take [19:49] additional frost damage. Note though [19:51] that this is a snare and can be [19:53] dispelled by snare removal abilities as [19:55] well as your normal dispel. As a bit of [19:57] general advice, you really should be [19:58] wary of line of sight issues in this [20:00] fight as the chunks of ore on the ground [20:02] will disable you from healing players [20:03] behind them. Also, if you're not [20:05] expecting to run out of space in the [20:07] fight because your damage is good, it [20:09] can be helpful to position the ore [20:11] chunks farther apart from each other to [20:13] make more space for moving around after [20:15] cryostorm. After the first boss, you [20:17] will encounter Rhyorn Cold Wraith who [20:19] put permeating cold on players, slowing [20:22] them and dealing rather high damage. [20:24] It's a magic effect and it can be [20:25] dispelled, but like many other things in [20:28] the dungeon, it can also be removed [20:29] using snare removal effects. If you [20:31] cannot remove one of the two debuffs, [20:32] which always go out simultaneously, [20:34] priority heal the affected player [20:36] heavily, especially when you're also [20:37] fighting at Dreadp's lich at under 50% [20:40] health. The second boss in the dungeon [20:42] is relatively easy, but does have a [20:44] phase with high healing requirements at [20:46] regular intervals. The first of those [20:48] occurs immediately after he is pulled. [20:50] Here, he will cast shade shift, which [20:52] deals moderate amounts of ticking AoE [20:54] damage to all players for 12 seconds. [20:56] Also, shade shift will spawn multiple [20:58] shades of crick around the room, which [20:59] channel damage onto individual players [21:01] and need to be interrupted and killed. [21:03] Use your healing cooldowns during this [21:05] phase if necessary. After the shades [21:07] have been slain and the shade shift [21:08] debuff has run out, the only real damage [21:10] comes from plague expulsion, which is an [21:13] AoE hit, dealing low to moderate damage [21:15] to all party members and spawning poison [21:17] puddles underneath them at regular [21:19] intervals. The boss will then cast [21:21] Lumbering Fixation, fixating a player [21:23] and following them around at very low [21:24] speeds. Just make sure to not be in [21:26] melee range when you're targeted. After [21:28] the fixation phase, he will cycle back [21:30] into shade shift and you need to do [21:31] substantial healing again. After the [21:33] boss, if you're at 79% trash, you are [21:35] safe to go up and have full trash [21:37] percentage in the end. Most of the time, [21:39] the first two packs are going to be [21:41] pulled together, which can be [21:42] challenging. Here, the challenges are [21:44] three-fold. First, the tank will get hit [21:46] by two Frostblane slashes, so be [21:48] prepared to do some heavy tank healing. [21:50] Second, you will need to dispel or heal [21:52] curse of Torment as before. Third, the [21:55] pack contains a rhyme cold wraith as [21:57] well, casting permeating cold on two [21:59] players. Make sure to have your dispels [22:01] and snare removals handy. And don't be [22:03] afraid to use some cooldowns on this [22:05] pack. You will then face another [22:06] Dreadpool Slitch before making it to [22:08] Glaciith, the mini boss in the tunnel. [22:11] Here, spread out the puddles, falling [22:12] from the ceiling, and then quickly move [22:13] along in the tunnel when the ice patches [22:15] spawn. After some time, Glaciius will [22:17] cast focused guard, immobilizing him and [22:20] radiating moderate to high amounts of [22:21] AoE damage onto the entire party. Be [22:24] prepared to do some big AOE healing [22:25] while it's channeling, especially if any [22:27] other mobs from the tunnel are still [22:29] alive. The Firebolt Scourge Lord [22:30] Tyrannis is also rather challenging from [22:33] a healing perspective. Immediately after [22:35] being pulled, he will cast Bone [22:36] Infusion, dealing ticking damage to all [22:38] players for eight seconds. He will then [22:40] target two players with Rhyme Blast, and [22:42] each of these players needs to move to a [22:44] bone pile that has a green pillar of [22:45] light coming from it. After Rime Blast [22:47] goes off, these players will take [22:49] ticking damage and the bone piles will [22:50] become frozen. He will do this twice, [22:53] targeting all non-tank players while [22:55] never targeting the same player twice. [22:57] It is of utmost importance that each [22:58] player targeted by Rhyme Blast hits a [23:00] bone pile with light coming from it, as [23:02] failing to hit one of them will make the [23:03] next phase of the fight infinitely more [23:05] difficult and probably unhealable at [23:08] higher key levels. After Rime Blast has [23:10] been cast twice, the boss will cast Army [23:12] of the Dead, summoning enemies from all [23:14] non-frozen bone piles with the green one [23:16] spawning a special mob called Scourge [23:18] Plague spreader. This enemy passively [23:20] pulses festering pulse onto the entire [23:23] party for the entire duration that it is [23:25] alive. Ideally, your group damages it [23:27] down quickly. If you're struggling with [23:28] healing this damage, feel free to use [23:30] your healing cooldowns here. If not, you [23:32] can also hold them for when you are [23:34] targeted by rhyme blast, as you might [23:35] need to move out of range of of the [23:37] other players for hitting the bone piles [23:39] and might need a recovery tool when you [23:41] return to your party. After the plague [23:43] spreader is defeated, the boss will [23:44] cycle back into the previous phase, [23:46] beginning with bone infusion. Next up, [23:48] let's talk about Windrunner Spire. Most [23:51] groups pull the entire first room with [23:53] bloodlust at the start of the dungeon. [23:54] For healers, this pull is arguably one [23:56] of the most challenging ones in this [23:58] season. The difficulty here stems from [24:00] three sources. First, the pull contains [24:02] two restless stewards casting soul [24:04] torment at two players in the group, [24:06] which is a magic debuff that hits like a [24:08] truck. So, make sure to dispel one of [24:10] them immediately and priority heal the [24:12] other. As there's two of them in this [24:13] pool, you'll have a total of four [24:14] debuffs going out, requiring major AOE [24:17] healing. Additionally, you're facing two [24:19] spellguard magazing arcane salvo, which [24:23] shoots out arcane missiles at the entire [24:25] party, dealing high AoE damage. In [24:27] addition, keep in mind that the statue [24:29] in the middle of the room causes line of [24:30] sight issues, so try standing further [24:32] away to be able to have a larger portion [24:34] of the room in your vision range. This [24:36] pool might require you to blow through [24:37] all of your healing cooldowns, so don't [24:39] hold back with using them. Going to the [24:41] right side from here on, you will [24:42] additionally face territorial dragon [24:44] hawks channeling fire spit at individual [24:46] players. This cast two deals a very high [24:49] amount of damage, but the mob can be [24:51] CCd. However, many groups fail to CC [24:53] these dragon hogs properly, so it's [24:55] generally a good idea to take metas into [24:57] your own hand and immediately interrupt [24:59] fire split when it goes out. On the [25:01] platform before the first boss, you'll [25:02] face a bloated lasher that casts spore [25:05] dispersal, dealing high ticking damage [25:07] to all party members for 10 seconds. [25:10] Prepare for the cast by ramping up your [25:11] healing beforehand. If the tank pulls [25:13] the mob into the pack in front of the [25:15] first boss, be very vigilant as this [25:17] pack contains two territorial dragon [25:19] hogs and an overlap of sport dispersal [25:21] and fire spit can be lethal quite [25:23] quickly. Here too, my suggestion is [25:26] taking control of the dragon hogs into [25:27] your own hands and focusing on [25:29] immediately CCing them when they start [25:31] casting fire spit as you will then only [25:33] have to worry about the ticking AoE [25:34] damage from spore dispersal. The first [25:37] boss is Ember Dawn. He puts a flaming [25:39] updraft on two players, causing them to [25:41] take ticking fire damage and drop a fire [25:43] zone on the ground after 6 seconds. This [25:45] zone will spawn a tornado which randomly [25:47] flies through the room for the remainder [25:49] of the fight and will deal very high [25:51] damage if accidentally run into. If [25:53] you're targeted by flaming updraft, make [25:55] sure to be moving when the debuff runs [25:57] out, as you will otherwise get hit by [25:58] the tornado and the void zone that [26:00] you're spawning upon expiration. It is [26:02] generally advisable for the group to [26:04] place all tornadoes on one side of the [26:06] room as this will make the other side of [26:07] the room comparatively safer during the [26:10] burning gale phase. Here the boss will [26:13] pulse fire damage on the whole group for [26:14] 16 seconds while at the same time [26:16] rotating counterclockwise with a frontal [26:18] cone attack that needs to be dodged. [26:20] Burning Gale is a very challenging [26:22] mechanic for healers as you need to do [26:23] very high HPS while at the same time [26:25] moving around and making sure that [26:27] you're not being hit by any tornadoes or [26:28] the frontal as well as additionally [26:30] needing to heal any failure damage if [26:32] your teammates get hit. Use your healing [26:34] cooldowns during this phase. After [26:36] burning gale, the boss will rotate back [26:38] into flaming updraft, but this time [26:39] casting it twice before the next Burning [26:42] Gale phase begins. This sequence then [26:44] repeats until the boss is defeated. [26:46] There's also a tank hit in Searing Beak, [26:48] but it's not very dangerous. Next, the [26:50] left wing of the dungeon holds some new [26:52] challenges. First, Ardent cutthroats [26:54] cast poison blades, which need to be [26:56] interrupted as their attacks will [26:57] otherwise deal very high amounts of [26:59] damage through applying a poison debuff. [27:01] What makes this even more dangerous is [27:03] that they teleport around using shadow [27:05] rife, applying this debuff not only to [27:07] the tank, but also to non-tank players. [27:09] If you can, focus on immediately [27:11] dispelling the debuff, and be prepared [27:12] to do a lot of healing if you cannot. [27:14] Moreover, you will face devoted [27:16] wobringers who cast pulsing shriek, [27:19] dealing high ticking group damage. [27:20] Pulsing shriek is a cast that's [27:22] uninterruptible until the shield on the [27:24] wobringer is destroyed, at which point [27:26] it can be interrupted. Next, the flesh [27:28] behemoth casts feted spew at two players [27:31] dealing high amounts of damage. Be [27:33] careful not to be stacked up with other [27:34] players as the effect cleaves by [27:36] himself. The behemoth requires a lot of [27:38] healing, but is quite manageable. [27:39] However, he's often awkwardly pulled [27:41] into the next room and paired with a [27:43] pulsing shriek cast from the Wbringer in [27:44] it. If on top of that any poison blades [27:47] go through, and there's a lot of [27:48] cutthroats here, you'll need to [27:50] absolutely pump healing to keep the [27:52] group alive. Therefore, it's advisable [27:53] to hold your cooldowns in the period [27:55] before pulling the behemoth and go into [27:57] this somewhat awkward section of the [27:59] dungeon locked and loaded. After that, [28:00] the boss fight features an abomination [28:02] and a banshee. The abomination cast [28:04] splattering spew, which you want to [28:06] carry out to the sides of the room, as [28:07] it will spawn a poison puddle underneath [28:09] you and deny this part of the boss arena [28:11] for the rest of the fight. As was the [28:13] case with the previous boss, you'll need [28:14] to move immediately upon dropping the [28:16] puddle on the ground to avoid taking a [28:18] damage tick from it. However, expect [28:20] your teammates to absolutely eat some [28:21] puddle ticks, so you might need to do [28:23] some additional healing or failure [28:24] damage here. The boss has a tank hit in [28:27] bone hack, but tank healing has not been [28:29] a major issue here in my experience. The [28:32] banshee puts a curse out on players [28:33] named curse of darkness which your group [28:36] can hopefully immediately dispel. If [28:38] not, the targeted players will need to [28:40] run away from the spawned ads until the [28:41] debuff has run out. It is a fixate [28:43] mechanic and the ad will melee for high [28:45] damage if it reaches the player. [28:47] However, it can be CCd, so feel free to [28:49] put a stun or displacement on it if you [28:51] can. At regular intervals, the banshee [28:53] casts debilitating shriek, dealing very [28:56] high AoE damage that stacks up with each [28:58] tick. At the same time, the abomination [29:00] targets one player with heaving yank. [29:02] This player needs to run behind the [29:04] banshee to make him hook her and end the [29:06] debilitating shriek cast. The hook can [29:08] also target you as a healer. So, you [29:10] should stand very close to the [29:12] abomination before debilitating shriek [29:14] goes off, as the banshee will teleport [29:16] to a random location around the [29:17] abomination, and standing on top of it [29:19] will make sure that you're always able [29:21] to reach the banshee in time. However, [29:23] if you're, for example, standing at max [29:24] range on one side of the abomination and [29:26] she teleports to the other, you won't [29:28] make it. Debilitating Shriek becomes [29:31] unhealable very fast, so interrupting [29:33] the cast with the hook is of the utmost [29:35] importance. On most key levels, you can [29:37] emergency heal one failed hook, so hold [29:40] your healing cooldowns for doing that. [29:41] Two failed hooks, however, and you will [29:43] likely wipe. Finally, the bosses need to [29:46] die at the same time as they will enrage [29:48] if they are not. However, if one is [29:50] killed first, it should be the banshee, [29:52] as otherwise you run the risk of her [29:54] rotating into debilitating shriek [29:56] without having the hook to interrupt it, [29:58] which is a death sentence. After the [30:01] boss, you will face some easy trash [30:02] pulls. Dodge stuff on the ground and [30:04] don't get your spell casting interrupted [30:06] by interrupting screech. Interrupting [30:08] screech is a moderately powerful AoE [30:10] hit, but it's generally very easy to [30:12] heal. The next area of the dungeon [30:14] features spectral axth throwers who cast [30:16] throw X surprise at individual players [30:19] applying a bleed. Also, fantasmal [30:21] mystics cast flame nova for a moderately [30:24] powerful AoE hit. These pulls have [30:27] relatively high HPS requirements, so be [30:29] prepared to do some big group healing. [30:31] The third boss is Commander Kolock, [30:34] which will hit the tank with Rampage. [30:36] Then he will cast Reckless Leap at two [30:38] players in succession. He will jump at [30:40] one player first, making rocks drop from [30:41] the ceiling and leaving behind a nasty [30:43] damage overtime effect on his target. [30:45] Then he will jump on the second player, [30:47] applying the same effect and spawning [30:49] rock drops on the ground. Additionally, [30:51] he will rotate immediately into [30:53] intimidating shout, which requires [30:55] players to stack up, or else they will [30:57] take high damage and be feared. Three [30:59] things to note here. first because you [31:01] can see who is targeted by the second [31:03] jump. You can preposition yourself by [31:05] moving toward this player as this is [31:07] where the boss will be when casting [31:09] intimidating shout. Second, note that [31:12] you only need to stack up with one [31:14] additional player and not with all of [31:16] them. Third, chill out and relax. You [31:18] have plenty of time to stack up with [31:20] your teammates. Indeed, you can even [31:22] wait for the void zones to have [31:23] disappeared and only then start moving [31:25] to stack up, and you'll still have [31:27] enough time for doing that if you're not [31:29] very far away. The challenge for healers [31:31] here is to keep healing the two affected [31:33] players while navigating the movement [31:35] game. The boss will then cast rallying [31:37] bellow, dealing high groupwide damage, [31:39] so make sure that the players affected [31:40] by reckless sleep have been fully healed [31:42] up. A bunch of ads will spawn that need [31:44] to be killed. Incoming damage is [31:46] moderate, but you should be careful to [31:48] keep the group at high HP as a flame [31:50] nova will go out at least once during [31:52] this phase. After all ads have been [31:54] slain, the spell sequences will repeat, [31:56] but this time he will cast recklessly [31:57] twice before rotating into another ad [32:00] intermission. Finally, the last boss, [32:01] restless heart, is much harder than it [32:03] would need to be as your group will [32:05] likely not help you with it at all. [32:07] After a short time into the fight, the [32:09] boss casts arrow rain, spawning little [32:11] arrows on the ground and applying squall [32:13] leap to all players. Squirrel Leap is a [32:16] pretty nasty damage overtime effect that [32:18] requires major healing. However, you can [32:20] dispel it by moving into one of the [32:21] arrows on the ground, negating its [32:23] damage entirely. Make the fight easier [32:25] on yourself by immediately moving into [32:27] an arrow after the dot is applied. Your [32:29] team will likely not do the same, but at [32:31] least you won't have yourself to worry [32:33] about. The boss will then leap to the [32:34] other side of the room, applying squap [32:36] again, and spawning a white circle at [32:38] his previous location that will start [32:40] expanding outward after a short leniency [32:42] period. Here you'll need to run into an [32:45] arrow to jump over the edge of the [32:46] circle to avoid getting hit by it. This [32:48] has the added benefit of dispelling the [32:50] debuff and squall leap. And this time [32:51] your teammates will have to do that too. [32:53] Whenever an arrow is soaked, a void zone [32:55] will spawn on the ground which you can [32:57] clear when the boss casts gust shot. [32:59] Simply move next to as many void zones [33:00] as you can to clear parts of the room. [33:02] Lastly, one player will occasionally be [33:04] targeted by bolt gale, which is a [33:06] frontal cone attack dealing moderate [33:08] damage. This player should stand still [33:10] while other players move out. These [33:12] sequences then repeat until the boss is [33:14] defeated. Okay, let's talk Agatha [33:17] Academy. The dungeon usually begins with [33:18] a major bloodlust pull of the entire [33:20] room around the first boss. It's one of [33:23] those pulls that are always done and [33:24] often go wrong, subsequently making you [33:27] question why they are always done. [33:29] Anyway, the main danger in this pull is [33:31] tank damage, but the damage on other [33:33] party members is negligible. Tank damage [33:35] stems from the vile lashes applying the [33:38] vile bite bleed to the tank which stacks [33:41] up with each time that it is applied. If [33:43] you can do yourself a favor and get an [33:45] evoker into your group who can dispel [33:47] the bleed from the tank once during the [33:49] fight, making it substantially easier. [33:52] If you don't have an evoker, you'll need [33:53] to heal through the stacks of vile bite. [33:55] As a general rule, you want to refrain [33:57] from using any of your healing cooldowns [33:59] early in the fight. Instead, wait as [34:01] long as possible with applying externals [34:03] to your tank and do so only when you see [34:06] that they don't have a defensive up [34:08] themselves. So, as a druid, hold iron [34:10] bark until the end. As a shaman, be [34:12] ready to drop a spirit link on the tank [34:14] and be next to him. Or as a disciplined [34:16] priest, hold pain suppression. As a holy [34:18] priest, well, your fault for playing [34:21] holy priest, I guess. Generally, it's a [34:23] good idea to wait until around four to [34:25] five stacks of vile bite are applied [34:27] before putting your damage reductions on [34:29] the tank. Also, I recommend airing on [34:31] the side of overhealing. In this pull, [34:33] it's totally okay to just stand around [34:35] and spam heal your tank the entire time, [34:38] even if he's currently at 100% HP, as [34:40] high vile bite stacks make his HP [34:43] ping-pong around dramatically and you [34:46] want a constant flow of inbound healing [34:48] on him. After the first pull has been [34:49] cleaned up, the overgrown ancient is the [34:52] first boss in the dungeon. Stack on the [34:54] tank so that the ads spawned by [34:55] germinate all spawn in the same [34:57] location. With most pugs, the strategy [34:59] is to stack on the tank and then move [35:01] slowly clockwise around the boss while [35:03] germinate is running. After the first [35:05] set of ads, the boss will cast branch [35:07] out, spawning a little trayant on the [35:09] ground and applying splinter bark to all [35:11] players in the group, which is a ticking [35:13] damage overtime effect. Make sure to DPS [35:16] down the trayant quickly as it will [35:18] spawn a green circle on the ground when [35:20] it is defeated. Moving into that circle [35:22] will heal the team to 100% HP and clear [35:25] the splinter bark debuff. The circle [35:27] will heal your team up to 100%. So you [35:30] need not bother healing after the trant [35:32] has died. If any of your teammates fail [35:34] to move into the circle, be prepared to [35:36] priority heal them, especially when the [35:38] second branch outcast goes out later and [35:40] they receive a second stack of splinter [35:43] bark. After the ad has been defeated, [35:45] stack back on the tank for the next [35:47] germinate cast. At 100 energy, the boss [35:49] will cast burst forth, making the ad [35:51] stack a poison debuff on their target. [35:54] Dispel it if you can, but it's generally [35:56] not very dangerous. After the boss, [35:58] you'll move across a platform with a [35:59] mini boss hardly worthy of the name. [36:01] Just don't get hit by stuff. On the next [36:04] island, you will face three waves of [36:05] birds with the little birds applying a [36:07] bleed debuff to the tank. For the most [36:09] part, this is not very dangerous, but be [36:11] prepared to do some tank healing when [36:13] the pack lives long enough and stacks [36:16] get high. In the second wave, you will [36:17] additionally face an alpha eagle. Be [36:20] careful to dodge its frontal cone attack [36:22] in Gust as it will knock you back and [36:24] one-shot you at higher key levels. Also, [36:26] he will cast raging screech, which is a [36:28] moderately powerful AoE hit. The last [36:31] wave has two alphas, but they are [36:33] generally not very dangerous so long as [36:35] you don't get hit by the frontal. You [36:36] then summon the second boss, Croth, by [36:39] carrying the orbs into the highlighted [36:40] ground zone. First, he will hit the tank [36:43] with savage pack, dealing some initial [36:45] damage and then some damage over time. I [36:47] remember this tank hit being quite [36:49] dangerous in Dragonflight, but from my [36:51] experience so far, it has lost quite a [36:53] bit of its power, and the tank does not [36:55] usually require much additional healing. [36:58] A short time after savage pack, the boss [37:00] will cast deafening screech, which is [37:02] the main challenge for healers in this [37:04] fight. If you can, prepare for deafening [37:07] screech by applying healing overtime [37:08] effects to your party beforehand. [37:10] However, be careful to not be casting [37:13] while it is going out as it will [37:15] interrupt your spell casting and silence [37:17] you. Deafening screech deals some [37:19] initial damage and then some damage over [37:21] time. The damage is rather substantial, [37:23] so you will want to be on your toes [37:25] here, but try to not use any healing [37:27] cooldowns for dealing with it as you [37:29] will need those later. At 75% HP, the [37:32] boss will cast Ruinous Winds, which [37:34] needs to be interrupted before the cast [37:36] completes. You can do so by carrying the [37:38] newly spawned orbs into one of the [37:40] highlighted zones on the ground. [37:42] Ideally, you will first carry the orbs [37:44] into the left zone, which is called goal [37:46] of the rushing wind. After carrying the [37:49] three orbs into it, ruinous winds will [37:51] be interrupted, and phase two will [37:53] begin. Here, pick up one of the blue [37:55] arrowed orbs at the side of the room to [37:56] counteract the winds blowing you across [37:58] the platform and give you a haste buff. [38:00] Then, play phase two the same way as [38:02] phase one. At 45%, the boss will cast [38:05] ruinous winds again, which you interrupt [38:07] by throwing orbs into the other zone. [38:09] The boss will then start pulsing fire [38:11] damage onto the group for the rest of [38:13] the fight, which you need to heal [38:14] through. In addition, he will cycle [38:16] through his normal rotation in savage [38:17] pack and deafening screech. This phase [38:20] is substantially more challenging than [38:21] the previous ones due to the constant [38:23] ticking fire damage, and this is where [38:25] your healing cooldowns should go. As an [38:27] additional tip, especially if you're a [38:29] healer who needs to cast a lot, start [38:31] the third phase on the left side of the [38:33] platform as the wind blows from left to [38:35] right. And this will position you as far [38:37] away as possible from being pushed away [38:39] from your party. In the next pool, you [38:41] will primarily need to watch out for the [38:43] arcane ravagers who target individual [38:45] players with vicious ambush, leaving [38:47] behind a pretty nasty damage overtime [38:49] effect. Also, the ravagers will cast [38:51] rift breath onto the party after [38:53] ambushing one player. So, make sure to [38:55] be aware that rift breath is incoming [38:57] after the ambush has happened and move [38:59] out of the way quickly as standing in [39:01] the breath will kill you almost [39:03] instantly. Other than that, watch out [39:05] for pulls with spellbound battle axes as [39:07] they can deal substantial tank damage if [39:09] the tank does not properly prepare his [39:11] damage mitigations. In the last pulls [39:13] before the third boss, help your team [39:14] with pack control by interrupting, [39:16] disorienting, and stunning as you don't [39:18] want any surge or monotonous lecture [39:19] casts to go off. Especially search is [39:22] dangerous as it can oneshot players at [39:25] higher key levels. If monotonous lecture [39:27] goes through, note that it can be [39:30] dispelled. The third boss is Veximos, [39:33] and he can be challenging, although his [39:34] base mechanics are rather simple. First, [39:37] he will spawn a set of arcane orbs in a [39:39] circle around him, which need to be [39:40] soaked by players before they reach the [39:42] boss. Soaking an orb will deal a low [39:44] amount of damage and apply a debuff, [39:46] increasing their arcane damage taken. As [39:48] a healer, I generally advise you to only [39:50] pick up one orb as you don't want your [39:52] attention overly strained by the [39:54] movement requirements and managing your [39:56] own HP. After the orbs have been picked [39:58] up, the boss will cast mana bombs at [40:00] three randomly chosen non-tank players, [40:02] dealing ticking damage for 4 seconds and [40:05] leaving behind a void zone on the ground [40:06] upon expiration. Thus, if mana bombs [40:09] target you, make sure to move [40:10] immediately after the debuff has [40:11] expired, or else you risk taking damage [40:14] from a tick of the void zone. Because [40:15] you will spawn a void zone after [40:17] dropping mana bombs, you also want to [40:18] move out to the sides of the room a bit [40:20] as you don't want the space overly [40:22] cluttered. The sequence will then repeat [40:24] and you need to pick up another arcane [40:26] orb. Be careful here that your debuff [40:28] from picking up the orb in the previous [40:29] phase has expired before picking up the [40:31] next one. The boss will then cast mana [40:33] bombs again, commencing the main [40:35] challenge of the fight. The second set [40:37] of mana bombs is challenging because [40:39] immediately afterwards, the boss will [40:41] cast Arcane Fisher, dealing a high [40:43] amount of AoE damage to the entire [40:45] party. Thus, use your healing cooldowns [40:48] during the mana bombs phase to make sure [40:50] that your team is topped off and ready [40:52] to take the hit from Arcane Fisher. [40:55] Also, Arcane Fisher is a knockback, so [40:57] make sure that your back is not directly [40:58] turned toward a puddle, as you might get [41:00] pushed into it, and the additional [41:02] damage from a void zone tick might kill [41:04] you. After Arcane Fisher, the boss [41:06] cycles back into his usual sequence and [41:08] will become dangerous again with the [41:10] next Arcane Fisher at the fourth set of [41:12] mana bombs. On your way to the final [41:14] boss, there's only one more noteworthy [41:16] enemy in Agatha Echone Knights, who will [41:18] cast Arcane Smash, which is a moderately [41:21] powerful AoE group hit by themselves. [41:23] Echon Knights don't pose a relevant [41:25] danger, but many tanks will pull three [41:27] of them simultaneously before the last [41:29] boss. This means that three Arcane [41:31] Smashes will be cast in rapid [41:33] succession, and you need to top off your [41:35] group quickly between them. Now, Arcane [41:37] Smash can be line of sighted, but I [41:39] generally don't recommend doing that as [41:40] a healer, as it requires everyone in [41:42] your party to also be doing it. The [41:44] final boss is a movement fight. Its main [41:46] mechanic is that it applies overwhelming [41:48] power to players, and at three stacks, [41:50] they will spawn a void zone on the [41:51] ground, which will constantly emit [41:53] arcane orbs that need to be dodged. [41:55] There are three ways to gain a stack of [41:57] overwhelming power. First, the boss [41:59] occasionally casts arcane missiles at a [42:02] random player, applying a stack. Second, [42:04] the boss targets two players with energy [42:06] bomb, applying one stack on expiration. [42:09] Energy bomb can be dispelled and can be [42:11] useful to dispel to help your team with [42:13] spawning the puddles in a safe location. [42:15] However, it's also okay to let the [42:17] debuff run out. Third, getting hit by [42:19] any of the orbs floating around the room [42:21] will also apply a stack of overwhelming [42:23] power. Usually, the tank will try to [42:25] kite the boss around the room and [42:27] position it in areas where fewer puddles [42:29] are currently located. As a player, you [42:31] generally want to position yourself in [42:32] areas in front of the boss in which [42:34] there are fewer void zones. However, if [42:36] you're already at two stacks of [42:37] overwhelming power, you'll want to move [42:39] into the more dangerous areas of the [42:41] room where more puddles are currently [42:42] active, as you will then place the [42:44] puddle in a location that is already [42:46] dangerous rather than cluttering a a [42:49] location that is currently safe. Also, [42:51] occasionally the boss will pull players [42:53] in via power vacuum. Here, it is a good [42:56] idea to already be standing very close [42:57] to the boss when power vacuum hits, as [42:59] this will cancel the pull in effect and [43:01] make navigating between the flying orbs [43:03] safer. As a healer, it's also advisable [43:06] to try and stay close to the boss, as [43:08] players during this fight, from my [43:10] experience, stand absolutely anywhere [43:12] and everywhere. And by positioning [43:14] yourself near the boss, you will [43:15] maximize the chances that all of them [43:17] are within healing range. Next on our [43:19] list, let's talk about Sky Reach. For [43:22] the most part, groups will do a [43:23] bloodlust pull in the beginning, pulling [43:25] the first and second segments of the [43:27] little ring area on which you are [43:29] walking. As far as first pulls in [43:31] dungeons go, this one is not [43:33] particularly challenging, but there are [43:34] a couple of things to watch out for. [43:36] First, the pull includes a Dread Raven, [43:38] which alternates between casting [43:40] Dreadwind first and Dire Screech second. [43:44] Dreadwind targets a random player, [43:45] placing an arrow over their head and [43:47] knocking them back. Simply make sure to [43:49] not face your back toward the edge of [43:51] the platform as you can get knocked off. [43:54] From a damage perspective, Dreadwind is [43:56] negligible. Second, Dire Screech is a [43:58] powerful AoE hit with three instances of [44:00] ticking damage, so be prepared for some [44:02] strong AoE healing while it is cast. [44:04] Additionally, the pool contains one [44:06] adorned blade tail who casts blade rush [44:09] at three players, putting a pretty [44:10] painful damage overtime effect on them. [44:13] However, as your healing output is [44:14] greatly amplified by a bloodlust, that's [44:17] not usually a major problem. One thing [44:19] to watch out for during the first pull [44:21] is that the little chairs in the table [44:22] on the side of the room actually cause [44:23] line of sight issues, so you need to [44:25] work around that. The second pool [44:27] contains two dread ravens, so you must [44:29] be ready for some major AOE healing as [44:31] both of them will cast dire screech. [44:33] However, they will never cast the spell [44:35] at the same time, so you're unlikely to [44:37] encounter unhealable damage. The pecs on [44:40] the platform before the first boss are [44:42] generally uneventful so long as your [44:44] teammates successfully interrupt the [44:45] repel cast. The only real danger on this [44:48] platform again stems from the blade [44:49] talons and their blade rush. The first [44:52] boss, Ranjit, does not produce many [44:54] challenges on the healing front, but its [44:56] constant movement requirements often [44:58] make the fight rather chaotic in pugs. [45:00] The boss has three abilities, only one [45:02] of which deals any meaningful damage. [45:04] Fan of blades. At regular intervals, the [45:06] boss will cast it, dealing a high amount [45:08] of ticking damage to your group. [45:10] However, as there is, or at least there [45:12] should be, no other damage going on [45:14] during the fight. You can take your time [45:16] healing the damage from fan of blades [45:17] back up. Unless you're playing at very [45:20] high key levels, it's unlikely that it [45:21] will kill anyone in the group. Second, [45:24] the boss targets a random player with [45:25] coalesed wind. As a healer, you can also [45:27] get targeted by this and you'll get an [45:29] arrow over your head and after a short [45:31] leniency period, you will be knocked [45:33] back, taking a little bit of damage. To [45:35] avoid being cast off the map, you want [45:37] to either stand toward the middle of the [45:38] platform or face your back toward one of [45:40] the gates at the side of the platform. [45:43] Here, you need to be careful though, as [45:44] coalesed wind will spawn a void zone at [45:46] the location where it hits you. So, if [45:49] you stand too close to the gate, you [45:51] will get knocked up, but then drop back [45:53] down into the void zone which you have [45:55] just spawned. and that will kill you. [45:57] Third, the boss casts wind chakram, [45:59] which throws a glaive away from him in a [46:01] straight line, and the glaive will then [46:03] return like a boomerang to its location. [46:05] The ability is very well telegraphed [46:07] with a big arrow, so you can easily [46:09] avoid it by keeping an eye on the boss [46:10] at all times. However, there's some [46:12] things that are a bit tricky about the [46:14] spell. First, when the chakr comes back, [46:16] it does not return to the boss, but [46:18] instead returns to the exact location [46:20] from which it was thrown. This means [46:22] that if the tank has moved the boss, you [46:23] might unknowingly position yourself in [46:25] the chakr's path if you expect that the [46:27] glaive will return to the boss and not [46:29] to its previous location. Also, when the [46:31] chakr returns, its path ends a bit later [46:34] than you might anticipate. As if the [46:36] boss has not moved, its motion will stop [46:38] inside the boss's hitbox, not next to [46:41] it. So, if you're a mele player and [46:43] stand awkwardly inside the hitbox of the [46:46] boss, you will get hit. Now, all of [46:48] these abilities are pretty [46:49] straightforward, but are made more [46:51] challenging by Ranjit's main mechanic, [46:53] Chakram Vortex. With it, he will spawn a [46:55] bunch of cyclones on the ground. One set [46:57] of which is going clockwise and another [46:58] set of which is going counterclockwise [47:00] in a circular motion through the room. [47:03] This phase requires constant movement [47:04] and makes dealing with his other [47:06] abilities more challenging. When you are [47:08] targeted by coest wind during this [47:10] phase, I think it's better to take the [47:11] hit on the platform rather than trying [47:13] to get to a gate as a bypassing cyclone [47:16] can then be very dangerous. Simply make [47:18] sure that there's nothing behind you [47:20] when you get hit. Save your healing [47:22] cooldowns for the phases during which [47:23] chakra vortex is active as you will not [47:26] at all need them when it is not. Also, [47:28] if ever someone drops low because they [47:30] get hit by a chakra or by a tornado, [47:32] don't panic. you mostly don't need to [47:34] heal them back up immediately unless [47:36] there is a fan of blades cast going off [47:38] directly after that. Overall, I'd advise [47:40] you to focus more on movement and less [47:43] on healing during this fight. After the [47:45] boss is defeated, you will face a pack [47:47] including a Herald of Sunrise who spawns [47:49] a solar orb that needs to be DPS down as [47:52] it will radiate damage while it is [47:54] alive. So, be ready for some AoE [47:57] healing. However, you should be more on [47:59] the lookout here for tank healing as the [48:01] adepts of dawn will cast fiery tailons [48:04] at the tank which is a damage debuff [48:06] dealing fire damage that stacks [48:08] infinitely. So, if the mobs are not [48:10] killed quickly and your tank fails at [48:12] finding a way for resetting the stacks, [48:14] the damage it deals to your tank can get [48:15] out of hand very quickly. It's not [48:17] magic, nor is it a bleed, so it cannot [48:20] be dispelled. It can only be avoided by [48:22] having it run out. However, the mobs can [48:25] be CCd, so you can help the tank reset [48:27] the STS by stunning them or displacing [48:29] them. For example, with Ring of Peace. [48:32] However, if the tank and the group fail [48:34] to reset the STS, hold your external CDs [48:36] and healing cooldowns up to the point [48:38] where the damage is starting to become [48:40] unmanageable and then be ready to blow [48:42] through all of them in rapid succession. [48:44] In the next room, you will face three [48:46] solar constructs channeling solar flame [48:48] at one player in your group, which deals [48:50] rather high ticking damage over 6 [48:52] seconds. Be prepared to do some strong [48:54] spot healing here as on higher key [48:55] levels its damage can be quite [48:57] substantial. Sometimes you will find [48:59] tanks pulling all three constructs in [49:01] the room together which can be very [49:03] challenging. In this case, don't be [49:04] afraid to use your healing cooldowns as [49:06] you will likely not need them during the [49:08] first minute or so of the boss fight. [49:10] The second boss is Arachnath and the [49:12] boss is extremely easy for anyone but [49:14] the healer as it can constitute a bit of [49:16] a healing check on higher key levels. [49:18] The boss basically has two mechanics. [49:20] First, solar infusion spawns three beams [49:23] of light at random locations at the side [49:25] of the room. After a bit of a leniency [49:27] period, they will fire toward the center [49:30] and must be soaked by one player each. [49:32] Otherwise, they will heal and empower [49:34] the boss for the rest of the fight. As a [49:36] healer, you can definitely help out with [49:38] soaking here. Just have your camera very [49:40] far away from your character and tilt it [49:42] in such a way that you are looking at [49:44] the room from above. Then simply align [49:46] the camera with the beam that is going [49:47] down the side of the room to ensure that [49:49] you will be hit when the beam starts [49:50] channeling. While solar infusion is [49:52] channeling, the three soaking players [49:54] will take major ticking damage. So you [49:56] need to be prepared to heal a lot during [49:58] this phase. Try not to blow any [50:00] cooldowns during the first phase of [50:02] solar infusions as they will be needed [50:04] after the second phase. And this is [50:06] because after the second set of solar [50:08] infusions has run out, the boss will [50:10] reach full energy and cast supernova, [50:12] which is a major AOE hit to the entire [50:14] party. This is the dangerous moment in [50:17] the fight as players will be low from [50:19] solar infusions and must be quickly [50:21] healed up before the supernova damage [50:23] goes out. So, make sure you use your [50:25] healing cooldowns during the solar [50:27] infusions or directly before supernova [50:29] hits. Beyond that, it's just rinse and [50:31] repeat until the boss is defeated. In [50:34] the next area, you will face two suntal [50:36] tamers and their loyal suntal. The [50:39] tamers cast mark of death, marking an [50:41] individual player for, well, death and [50:44] causing all sunt talent to fixate that [50:46] player and kill him upon making contact. [50:49] Thus, be careful that you are not close [50:50] to the mobs when mark of death is cast [50:52] on you. If you're far enough away, [50:53] however, it's quite easy to run away [50:55] from the mobs, and you just need to be a [50:57] bit vigilant. You can also help [50:59] protecting your allies by using [51:00] utilities such as stuns, ring of peace, [51:03] wing buffet, and other displacements. [51:05] Afterwards comes Rook Ran as the third [51:07] boss in the instance, which is a bit of [51:08] a puck stomper. He has a tank hit in [51:11] Burning Claws, but it's not very [51:13] dangerous. However, he will spawn a [51:15] Sunwing after a short while, which deals [51:17] moderate pulsing damage while it is [51:19] alive. It will also fixate a player so [51:21] its movement can be steered. Fixated [51:24] player should kite it to the side of the [51:26] platform so that it dies as far away [51:28] from the center pillar as possible. [51:30] Ideally, you want to be standing in [51:31] melee range when the fight starts so [51:33] that if the ad spawns on you, you [51:35] already have it in the right position. [51:37] If a sunwing dies, it will leave behind [51:39] an egg on the ground. And if another [51:41] Sunwing later in the fight dies on top [51:43] of that egg, the first Sunwing will [51:44] resurrect and deal its usual pulsing [51:47] damage. After the first Sunwing, the [51:48] boss will spawn a second one and [51:50] immediately go into his searing quills [51:52] cast, flying to a random side of the [51:54] platform and requiring you to hide [51:55] behind the central pillar. Now, all of [51:57] this is happening while the second [51:58] Sunwing is alive, which is why it will [52:00] mostly die at the pillar where you're [52:02] all standing, and you don't want an egg [52:04] already there from the first Sunwing. If [52:06] there's ever a risk of an ad dying on [52:08] top of an egg, use your displacement [52:10] spells to knock it away. After the [52:12] searing quills cast, the spell sequence [52:14] of the boss repeats until it is [52:16] defeated. Hold your healing cooldowns [52:17] for the event in which a Sunwing is [52:19] resurrected as this will mean having to [52:21] heal the pulsing damage from two ads [52:23] simultaneously which can require massive [52:26] healing. The rest of the trash in the [52:28] dungeon is more of the same. Just be [52:30] aware of a dread raven making another [52:32] appearance on the final platform which [52:33] has a substantial AOE hit in dire [52:35] screech and you don't want to be caught [52:37] off guard by that. Also, there will be [52:39] some more adorned blade tailins on the [52:41] way to the final boss. So, be ready for [52:42] heavy cleave damage on three players [52:44] from their blade rush. The final boss is [52:46] High Sage Virix, which has a very [52:48] similar healing profile to the solar [52:50] construct boss in that three players are [52:52] simultaneously targeted by scorching ray [52:55] taking high ticking damage which must be [52:57] healed. Generally, you don't need to do [52:59] a lot of tank healing here. So, if you [53:00] have a spell like earth shield, [53:02] symbiotic relationship, or a beacon of [53:04] light, usually buffed to the tank, you [53:06] will want to switch it to a DPS for this [53:08] encounter. The boss occasionally fixates [53:10] a player with lens flare, making them [53:13] drop fire on the ground and denying this [53:15] area of the boss arena. However, as a [53:17] healer, you won't be targeted by it. [53:19] Nevertheless, you can be targeted by [53:21] cast down, which spawns a bird carrying [53:23] you to the side of the platform, [53:25] dropping and killing you there. Note [53:27] that you can still attack and heal while [53:29] the bird is carrying you. So, don't [53:30] forget to keep playing while you're in [53:32] its grips. If the bird is not killed [53:34] early enough, you can still use movement [53:36] abilities such as rescue, lifegrip, or [53:39] teleport to save yourself or others from [53:41] falling. Generally, you want to maximize [53:43] the time the bird will need to carry you [53:44] off the platform by fighting the boss as [53:46] far away from the edges of the platform [53:48] as possible. Finally, the boss has an [53:51] interruptible cast in solar blast, [53:53] dealing moderate to high damage to the [53:55] tank if it goes through. However, that's [53:57] rarely a problem in my experience. We [53:59] are looking at my caverns. The first [54:01] pull is usually a bloodlust pull with [54:03] significant healing requirements. Watch [54:05] out for the tank taking substantial [54:07] damage from the melee attacks of the [54:08] frenzied berserkers, especially when [54:10] they are enraged by blood frenzy. Also, [54:13] if a hulking juggernaut is added to the [54:15] group, its rending gore cast will [54:17] endanger the tank even more. However, [54:19] there's also a lot of group damage going [54:21] out from necrotic wave and the [54:22] juggernaut's deafening roar. The main [54:25] challenge in the fight is often helping [54:26] the tank survive by applying externals [54:29] and focusing your healing on them as [54:31] well as making sure to not have your [54:32] spell casting interrupted by deafening [54:34] roar. Feel free to blow through all of [54:37] your cooldowns on this first pull as you [54:39] will probably not need them for the next [54:41] one. Most routes go to the right side [54:43] after the first pull as this segment of [54:44] the dungeon is generally easier, but [54:46] also because it allows you to farm some [54:48] efficient trash percentage so you don't [54:50] have to overpull. At the end of the [54:52] dungeon, you can pick up a leech and [54:54] damage reduction buff in Hearty Vile [54:56] Branch Stew in the hut on the right [54:58] side. Also, as a healer, be especially [55:00] careful when an umbrell shadowbinder is [55:03] pulled, as their shrink cast will [55:05] absolutely annihilate the target on [55:07] which it is cast. Be ready to [55:09] immediately apply externals and deliver [55:11] some major healing if you see a player [55:14] being targeted by shrink and the cast [55:16] not being interrupted. Most routes avoid [55:18] pulling shadowbinders, but the final [55:20] pack of the stairs in front of the first [55:22] boss will always contain one. The first [55:24] boss fight can be quite challenging for [55:26] healers. However, it is rather [55:28] predictable as it repeats the same [55:30] sequence of spells for the entire [55:32] duration of the fight. First, Moragin [55:34] will throw a flanking spear at the [55:36] target, applying a major bleed debuff in [55:39] open wound. Focus on tank healing while [55:42] the debuff is applied. Afterwards, the [55:44] bird Necrrax will apply infected pinions [55:47] to all players in your group, which is a [55:49] disease that lasts for 30 seconds and [55:51] deals moderate ticking damage. If you [55:53] have a disease dispel, use it on [55:55] cooldown. If not, prepare for some [55:57] sustained rot healing. Moren will then [56:00] put multiple freezing traps on the [56:02] ground, which you don't want to run into [56:05] yet. Anyway, if you do accidentally run [56:07] into a trap, you will be stunned for 10 [56:09] seconds. Note that the traps have a bit [56:11] of a wonky hitbox. The hitbox is exactly [56:15] as large as the circles on the ground, [56:17] which are visible before the trap [56:18] spawns, meaning that the hitbox is quite [56:20] a bit larger than it would seem from [56:22] only looking at the trap itself. So, be [56:25] careful to run a wider circle around [56:27] them to not get hit by them [56:28] accidentally. After the freezing traps [56:30] have been put down, Necrux will cast [56:32] feted quilltorm, spawning small puddles [56:35] on the ground and a big one underneath [56:36] itself, which need to be avoided. An [56:39] easy way to dodge this mechanic is by [56:40] standing close to the bird when he casts [56:42] the spell and after the circle [56:44] underneath it disappears, moving toward [56:46] the bird as additional circles will [56:48] never spawn under its own hitbox. The [56:51] group should then position itself around [56:53] Merin in such a way that multiple [56:54] players are not stacked up as the boss [56:56] will cycle into his vile branch sting [56:59] cast shooting a wide cone of poison [57:01] arrows dealing high damage and stacking [57:03] a poison damage effect on all players [57:06] which are hit. Ideally, the player [57:08] targeted by the cast will stand still [57:10] and all other players move out of the [57:12] cone as quickly as they can. By branch [57:14] sting is the most dangerous element of [57:16] the fight and this is where your healing [57:18] cooldowns should go. Next, necrracks [57:21] will target one player with carry and [57:23] swoop, charging toward them and killing [57:26] them. To avoid getting one-shot by the [57:28] mechanic, move into one of the freezing [57:30] traps when targeted by carry and swoop. [57:32] You will be momentarily stunned. the [57:34] boss will charge into the trap and you [57:36] will then be unstunned. Note that it is [57:38] not sufficient to move behind the trap [57:41] and let the boss charge through it. You [57:43] must go into the trap yourself. The [57:45] bosses will then cycle back to starting [57:47] the sequence from the beginning. [57:49] Finally, both of them should die at the [57:50] same time as Morajin will revive Necrux [57:53] if it dies first and Necrax will enrage [57:56] if Morajin does. After the bosses are [57:58] dead begins one of the easiest trash [58:00] areas in the current dungeon pool from a [58:02] healing perspective. The only thing to [58:03] really look out for are the packs [58:05] containing grim skirmishers who start [58:06] the fight with grim ward applied to [58:08] them, which is a shield that explodes [58:10] for a high amount of damage when it is [58:12] removed, either by dealing enough damage [58:14] to it or by being dispelled. At higher [58:16] key levels, multiple grim wards [58:18] exploding at the same time can become [58:19] quite dangerous. So, be ready for some [58:22] large AoE healing. If you have a perch [58:24] ability, you can also remove the grim [58:26] wards from the enemies one by one, [58:28] staggering the explosions in a [58:29] controlled manner and healing their [58:31] damage up before triggering the next [58:33] one. Roxal is probably one of the easier [58:35] mini bosses Blizzard have made, and you [58:37] won't have any trouble. Note though that [58:39] you can dispel ritual sacrifice by [58:41] targeting the affected player with a [58:43] snare removal effect, such as blessing [58:45] of freedom or tiger's lust. The next [58:48] boss is Vaza, which is one of the more [58:51] HPS intensive encounters in this season. [58:53] During the fight, your entire party will [58:55] take constant ticking damage from [58:57] withering myasma. It's not a lot of [58:58] damage, but you can fall behind if you [59:00] let your focus slip and don't heal the [59:02] group for a bit. First, the boss starts [59:04] out by casting drain soul on the tank. [59:07] As far as tank hits go, its damage is [59:09] moderate, and competent tanks will [59:11] usually be able to handle it well. [59:13] However, do be on the lookout for the [59:15] tank dropping low when it is applied. [59:17] The boss will then cycle into the rest [59:19] phantoms phase, spawning four ghosts, [59:22] each of which fixates and chases one [59:24] player. As a healer, you will never be [59:26] targeted by a ghost. It is the job of [59:28] the rest of your group to kite the [59:30] ghosts into each other, unleashing an [59:32] explosion that you will need to heal. [59:34] The damage from the explosion is high [59:36] but manageable. If your team times the [59:38] explosions awkwardly, and all ghosts [59:40] explode at the same time, it can become [59:42] a little bit more hectic. But at the [59:44] lower key levels, this will not be [59:45] enough to oneshot the group. Thus, don't [59:48] overextend your focus onto healing your [59:50] group up as quickly as possible. But [59:52] instead, keep an eye on the boss as she [59:55] will cast unmake during the ghost phase, [59:58] which is a channel frontal cone attack [59:59] that moves around the boss randomly, [60:01] either clockwise or counterclockwise. [60:04] Your top priority in this phase is to [60:05] not get hit by unmake. Note that your [60:08] tank might need to move around for [60:10] positioning the ghost, meaning that the [60:11] boss will reposition as well. Ideally, [60:14] you want to stay as close to the boss as [60:15] possible, as that will make dodging [60:17] unmake significantly easier. Thus, [60:19] follow your tank around when the rest [60:21] phantoms phase begins and be vigilant [60:23] when unmake starts channeling. The boss [60:25] will then cycle back into drain soul, [60:27] then go into another rest phantom's [60:28] phase at the end of which she will begin [60:30] channeling necrotic convergence, which [60:33] places a shield on her and deals [60:34] moderate to high ticking AoE damage to [60:37] the entire party. Use your healing [60:39] cooldowns during this phase if necessary [60:41] and be careful to dodge the flying orbs [60:43] in the room. Overall, there is a lot to [60:45] heal during this fight, but the damage [60:46] is usually foreseeable and controlled. [60:48] It can become more problematic if your [60:50] party fails to trigger the ghost [60:52] explosions in a controlled manner and [60:54] there are still ghosts alive when the [60:55] next phase of the fight begins as that [60:57] can cause explosions to trigger during [60:59] necrotic convergence or even in the [61:01] succeeding rest phantoms phase. [61:03] Generally, it's a good idea to have [61:05] healing cooldowns ready for these kinds [61:07] of events and for the case in which two [61:09] ghost explosions are triggered at the [61:11] same time. On the bridge toward the [61:13] final boss, you'll be facing more grim [61:14] skirmishers and their grim ward. So, be [61:16] on the lookout for high AoE group damage [61:18] when their shields run out. Stay at the [61:21] side of the platform as you don't want [61:22] to get hit by the void zones moving [61:24] through the center. However, when you [61:26] are fighting bound defenders at the side [61:28] of the bridge, be careful to not get [61:29] knocked off the map by the tornadoes [61:32] which they spawn. Right in front of the [61:33] end boss, you'll find Ziljan pounding [61:36] his ritual drums. The ticking damage [61:38] from this cast will start as soon as the [61:40] first member of your party has ascended [61:42] the first set of stairs on the staircase [61:43] toward the final boss and only stop when [61:46] Ziljan is killed. And last, but [61:49] definitely not least, you will face [61:50] Rakul, which is also a rather [61:53] challenging fight for healers. First, [61:55] due to death gorged vessel, Rakul will [61:57] deal a substantial amount of damage to [61:58] all players every six seconds. This is a [62:01] passive effect that just happens and has [62:03] nothing to do with what's happening on [62:05] the screen. Simply expect this damage to [62:08] come in at regular intervals. As his [62:10] first ability, the boss will cast Spirit [62:12] Breaker on the tank, which is a [62:14] moderately dangerous tank hit and will [62:16] spawn a large puddle of goo on the [62:18] ground. Focus on tank healing when [62:20] spirit breaker is happening and switch [62:22] your focus to group healing immediately [62:24] after. After the first puddle from [62:26] spirit breaker has spawned, the boss [62:27] will start casting crush souls, [62:29] targeting three players in the party [62:31] with an arrow over their head and then [62:33] jumping on top of them one by one. Each [62:35] of these jumps will spawn a soulbind [62:37] totem which draws one player toward it [62:39] and deals moderate ticking damage to [62:41] that player. These totems need to be [62:43] DPSed down quickly. To facilitate that, [62:45] the three players targeted by crushed [62:47] souls should stack up closely together [62:49] to spawn the totem next to each other so [62:51] that they can be cleaved down. The main [62:54] challenge is to not get hit by the jump [62:55] from crushed souls as it deals [62:57] substantial damage and can be lethal [62:59] when combined with a tick from death [63:01] gorged vessel. To avoid being hit, you [63:02] want to move laterally while the jump is [63:04] happening. You will have enough time to [63:06] move out. You just need to anticipate [63:07] that the jump is coming and be ready to [63:10] move. Note that if you are stacked up, [63:12] you will also have to dodge the jumps [63:14] targeted at the other two players. The [63:16] boss will then cycle back into the [63:17] tankit and another set of totems before [63:20] casting soul rending roar, which starts [63:23] the intermission. Now, the fight is [63:24] quite HPS intensive and can become [63:26] chaotic when played suboptimally. So, [63:29] feel free to blow through all of your [63:30] healing cooldowns before the [63:31] intermission starts as it will last for [63:33] 45 seconds and give your cooldowns [63:36] plenty of time to recover. After souling [63:38] raw has been cast, you will be [63:40] transported to the start of the bridge [63:41] and need to run back to the boss while [63:43] avoiding getting hit by the small ghosts [63:45] in your way and CCing or interrupting [63:47] the large ones. Doing so will grant you [63:50] a movement speed and damage buff. So, [63:52] you should CC as many of them as [63:53] possible. Your group may take [63:55] substantial damage on your way back to [63:57] the boss, so you need to watch out for [63:58] their HP a bit. Upon returning to the [64:00] boss's platform, contribute to dealing [64:02] damage to the boss while it's still [64:03] stunned before getting ready to heal [64:05] again after the stun ends, which [64:07] restarts the entire boss sequence, which [64:09] is then repeated until it is defeated. [64:12] And last, but definitely not least, we [64:14] are going to be looking at Nexus Point [64:16] Zenas, which poses significant healing [64:18] challenges in the form of many different [64:20] abilities. Most routes lead into the [64:22] left wing first. Here you will meet [64:24] shadow guard defenders casting null [64:26] sunder on the tank applying a healing [64:28] absorb. The effect stacks and becomes [64:31] very dangerous very quickly if stacks [64:32] get too high. Therefore, you really want [64:34] to be on top of tank healing and [64:36] immediately heal off the healing absorb [64:38] from no thunder on the tank before it [64:40] begins stacking. If you fail to do that, [64:41] the situation can become unhealable. [64:44] Moreover, flux engineers cast [64:46] suppression field on players, dealing [64:48] high ticking damage to the player and [64:49] anyone else standing in the circle. [64:51] Also, if that player moves, they'll take [64:53] additional damage from moving. Thus, if [64:55] you're targeted by suppression field, [64:57] try standing still. Although, of course, [64:58] you'll still have to dodge the void [65:00] zones on the ground. The best solution, [65:02] however, is to dispel suppression field [65:04] using a snare removal effect, such as [65:06] blessing of freedom or shapeshift, uh, [65:08] in which case the ability is negated [65:10] entirely. Inviting a paladin can help [65:13] deal with this mechanic as well. When a [65:15] flux engineer dies, he will spawn a bomb [65:17] on the ground that casts core spark [65:19] overload and must be destroyed before [65:21] the cast goes off. If a bomb does go [65:23] off, it can be healable, but the damage [65:25] is extremely high. So, be prepared to [65:28] blow through all of your cooldowns. You [65:30] will also fight some corride archists [65:32] who cast transference, which is a [65:34] healing redirect that transfers healing [65:36] from your target onto the enemy mobs and [65:38] should be dispelled. Archinists also [65:40] channel Arcane Explosion, which deals [65:42] high damage to all players and must be [65:45] interrupted quickly. The hardest hitting [65:47] mobs in this area are the circuit seers, [65:49] who cast arcing mana, which is a nasty [65:52] groupwide damage effect that needs to be [65:53] healed. They also cast circuit sense, [65:56] activating nearby mana batteries and [65:58] causing them to begin casting core spark [66:00] overload, the same mechanic that happens [66:02] when the engineers die. DPS players need [66:04] to kill these batteries before they [66:06] explode. The first boss is Cass. He will [66:09] make pink energy lines traverse the room [66:11] from one side of the other and standing [66:12] in these lines will kill you. You can [66:14] see them spawning before they take [66:16] effect. So make sure to move away before [66:18] they appear. As a healer, you generally [66:19] want to stack with the rest of the group [66:20] here as players will occasionally be [66:22] targeted by flux collapse and leave void [66:24] zones on the ground which act as space [66:26] denial for the remainder of the fight. [66:28] Stacking prevents the entire room from [66:30] being good up and makes it easier for [66:32] the tank to navigate the boss's [66:33] positioning. Ever so often, a player [66:34] will be targeted by reflux charge. When [66:37] reflux charge is applied, the energy [66:38] lines will turn blue, and the player [66:40] with reflux charge needs to move into [66:42] them to make them go away. Generally, [66:44] you want to move into intersections [66:46] where many lines cross to clear multiple [66:48] of them at the same time. In later [66:50] stages of the fight, it can happen that [66:51] a player must stand in a void zone while [66:54] clearing lines, which will require you [66:56] to give them externals and focus your [66:58] healing on them a lot. Casreth also has [67:00] a major healing check in core spark [67:02] detonation. Here he will throw a bomb on [67:04] the ground applying a massive healing [67:05] absorb to all players and dealing damage [67:07] to them until it is healed off. Ramp up [67:09] your healing before the cob spark [67:10] detonation hits and then blow your [67:12] cooldowns to get rid of it. At most key [67:14] levels, you'll have to play cob spark [67:16] detonation twice, perhaps three times, [67:19] so space your cooldowns out accordingly. [67:21] Note also that when cobbark detonation [67:23] comes down, you'll be knocked back and [67:25] need to avoid getting knocked into a [67:26] puddle or worse an energy line. The [67:28] right wing of the dungeon is slightly [67:30] less dangerous than the left one, but [67:32] also on the dangerous side as far as [67:34] trash is concerned. Dusk fright heralds [67:36] channel entropic leech at individual [67:38] players, which is a healing absorb that [67:39] also deals very high ticking damage. The [67:41] spell is very dangerous and you have to [67:43] do some major single target healing to [67:45] power through it. The heralds also cast [67:47] dark beckoning, dealing blow to moderate [67:49] pulsing damage to the entire group while [67:50] also spawning little void walker ads [67:52] that move outward and away from the mob. [67:54] Getting hit by any of these ads will [67:56] likely kill you. As a healer, it's [67:58] therefore a good idea to stand at range [68:00] to reduce the chances that a lapse of [68:02] judgment or concentration will let you [68:04] get hit. Unless, of course, you're a [68:05] monk, in which case better focus up. The [68:08] ad spawning is telegraphed, but in the [68:10] sea of purple, their path is sometimes [68:12] difficult to see. A second noteworthy [68:14] enemy in this section of the dungeon is [68:15] the no sentinel, who casts dread bellow, [68:18] which deals moderate to high groupwide [68:20] damage for 12 seconds. Grand nullifiers [68:22] cast nullify of course which will [68:25] oneshot players at higher key levels so [68:27] the cast must be interrupted. Finally, [68:29] don't stand in front of a dread flare as [68:31] they have a frontal attack in void lash [68:33] and you may get fixated and need to run [68:35] away when targeted by flail storm. The [68:37] second boss is also a bit of a puck [68:38] stomper in my experience. He will target [68:40] two players with eclipsing step dealing [68:42] moderate damage and he will also [68:44] regularly spawn one dread flare and two [68:46] nullifiers that need to be killed. While [68:48] the ads are alive, tank damage can be [68:50] substantial, so be on the lookout for [68:52] that. The boss will rotate into an [68:54] intermission phase where a ray of light [68:56] spawns. As soon as the ray of light is [68:58] fully channeling, move into it to [68:59] enhance your healing by 30% and your [69:01] damage dealt by 300% via light scar [69:04] flare. This phase is quite dangerous and [69:06] you should be prepared to use your [69:07] healing cooldowns here as light scar [69:09] flare deals very high ticking damage to [69:11] your party. if you can squeeze in a [69:13] little bit of boss damage as it is [69:15] greatly amplified. The light scar flare [69:17] phase is especially dangerous if the [69:18] dread flail is still alive as he casts a [69:20] frontal attack that might kill you if [69:22] you are standing too close. As a general [69:24] rule, whenever there's ad still alive, I [69:26] position myself at the end of the ray of [69:28] light to ensure that I cannot get hit by [69:30] any frontals. Bloodlust should be used [69:32] during this phase. After the light flare [69:34] ends, the boss will repeat the same [69:35] spell sequences until she is defeated. [69:37] Back in the center of the dungeon, after [69:39] charging the console, you'll now move [69:40] across the bridge, fighting lingering [69:42] images, some fixating bats, and holy [69:45] elementals. While you're still on the [69:46] bridge, be wary of the lingering images [69:48] luciferin flare, which is a frontal cone [69:51] tag that needs to be dodged. However, [69:53] dodging it can be difficult on the [69:54] bridge, so you should either stay close [69:56] to the mob at all times or be far enough [69:58] away to outrange the frontal. The [70:00] fixating bats are generally not very [70:02] dangerous if you don't let them get near [70:04] you. However, if they do, the damage is [70:06] manageable. The holy elementals though [70:08] are quite dangerous as they apply [70:09] burning radiance to players dealing very [70:11] high single target ticking damage. The [70:13] spell can be dispelled but there are [70:14] significantly more dots going out than [70:16] you can dispel. So you will need to do [70:18] some major priority healing. Also be [70:20] vigilant when a player is targeted by [70:22] burning radiance and blistering smite at [70:24] the same time as they will tick down [70:26] rapidly. The endos lraxraion is not [70:29] particularly difficult for healers. His [70:31] only meaningful damage ability is [70:33] brilliant dispersion, dealing damage to [70:35] three targets via an initial hit and [70:37] some damage over time. Simply ramp up [70:38] your healing slightly before it goes [70:40] out, whereas you don't need to do much [70:41] healing for the rest of the fight, [70:43] except for some tank healing. In the [70:45] intermission, the real Lothraxian needs [70:47] to be interrupted to end the [70:48] intermission phase. The real Lothraian [70:50] is the one without horns on his head. [70:52] I've seen in another guide that throwing [70:54] a snowball at Lothraxion right before he [70:56] splits into the intermission will make [70:57] the snowball fly to the correct target. [71:00] But as a healer, you don't need to [71:02] bother with that so much as only shamans [71:04] will have an interrupt to make use of [71:06] this information. If the wrongion is [71:08] interrupted in the intermission, the [71:09] entire party is affected by core [71:11] exposure, dealing heavy groupwide damage [71:13] and increasing holy damage taken by 20% [71:15] for 1 minute. If you can hold a healing [71:17] cooldown for the unlikely case that your [71:18] party fails the interrupt mechanic, and [71:20] you will need to heal through core [71:22] exposure. Now, Midnight Season 1 packs a [71:24] number of interesting healing [71:25] challenges, but if you've made it [71:26] through the video, you should now be [71:28] ready to meet them headon. If you're [71:30] interested in seeing healer gameplay in [71:32] the dungeons in action, check out my [71:33] gameplay commentary video here. Like the [71:37] video if you liked it, and subscribe if [71:39] you really liked it. Thank you very much [71:40] for watching everybody and see