---
title: 'Season 1 M+ Dungeon Guide (For Healers) | World of Warcraft Midnight'
source: 'https://youtube.com/watch?v=O02bm7ANjxI'
video_id: 'O02bm7ANjxI'
date: 2026-07-28
duration_sec: 4304
---

# Season 1 M+ Dungeon Guide (For Healers) | World of Warcraft Midnight

> Source: [Season 1 M+ Dungeon Guide (For Healers) | World of Warcraft Midnight](https://youtube.com/watch?v=O02bm7ANjxI)

## Summary

This comprehensive guide covers all Midnight Season 1 Mythic+ dungeons from a healer's perspective, detailing trash pulls, boss mechanics, and healing strategies for Seat of the Trium, Magister's Terrace, Pit of Saron, Windrunner Spire, Agatha Academy, Sky Reach, My Caverns, and Nexus Point Zenas.

### Key Points

- **Seat of the Trium: Hardest HPS Dungeon** [0:18] — Chains of Subjugation from merciless subjugators can be dispelled by snare removal. Shadow guard champions deal high tank damage if the tank gaps >10 yards.
- **First Boss: Oozing Slam and Crashing Void** [1:58] — Easy healing; main mechanic is ad control (coalesced voids) and decimate placement.
- **Rift Wardens and Saprish** [3:08] — Rift wardens pulse group shadow damage; Saprish requires stacking for void bombs and phase dash to clear them.
- **Third Boss Vice Roy: Mass Void Infusion** [5:08] — Applies mass void infusion to three players; dodge orbs from void zones; use cooldowns on second set paired with mind flay.
- **Last Boss Laura: Most Challenging** [7:24] — Durge of Despair causes rune damage; discordant beam silences runes; use cooldowns after first disintegrate.
- **Magister's Terrace: Easy/Hard Ping-Pong** [9:08] — First boss easy; rune spell breakers and light ward healers create triage situations; second boss requires suppression zone management.
- **Jalis: Cosmic Sting on All Players** [14:14] — Splits into three, then cosmic sting on all five; use cooldowns there.
- **Final Boss Gentrius: Soak Unstable Void Essence** [15:26] — Missing soaks causes wipe; dispel hulking fragment on tank; dodge orbs.
- **Pit of Saron: First Pull Bloodlust** [16:41] — Grave blade (tank damage), quarry tormentor (curse), dreadp lich (AoE pulse at 50% HP).
- **Forge Master Garfrost: Siphoning Chill** [18:38] — Constant ticking damage; hide behind ore for glacial overload; use cooldowns for cryo stomp.
- **Second Boss: Shade Shift Phase** [20:42] — High AoE ticking damage; kill shades; cooldowns useful.
- **Firebolt Scourge Lord Tyrannis: Bone Infusion and Rime Blast** [22:30] — Rime blast targets two players to hit bone piles; failing makes next phase unhealable.
- **Windrunner Spire: First Room Bloodlust** [23:48] — Two restless stewards (soul torment), two spellguards (arcane salvo); use all cooldowns.
- **First Boss Ember Dawn: Flaming Updraft and Burning Gale** [25:37] — Place tornadoes on one side; burning gale requires high HPS while moving.
- **Left Wing: Ardent Cutthroats and Devoted Wobringers** [26:50] — Poison blades need interrupt; pulsing shriek from wobringers; flesh behemoth cleaves.
- **Abomination and Banshee Boss: Debilitating Shriek** [28:00] — Hook banshee to stop shriek; both must die together; use cooldowns for failed hooks.
- **Commander Kolock: Reckless Leap and Intimidating Shout** [30:31] — Heal two players after leap; stack for shout; cooldowns for rallying bellow.
- **Restless Heart: Arrow Rain and Squall Leap** [32:01] — Move into arrows to dispel dot; jump over expanding circle; clear void zones with gust shot.
- **Agatha Academy: First Bloodlust Pull** [33:17] — Vile lashes stack bleed on tank; hold externals until 4-5 stacks; evoker dispel helps.
- **First Boss Overgrown Ancient: Germinate and Branch Out** [34:52] — Stack on tank; kill treant for healing circle; dispel poison debuff.
- **Second Boss Croth: Deafening Screech and Ruinous Winds** [36:36] — Prepare hots before screech; interrupt ruinous winds with orbs; third phase has constant fire damage.
- **Third Boss Veximos: Arcane Orbs and Mana Bombs** [39:33] — Soak one orb; mana bombs leave void zones; use cooldowns before arcane fissure.
- **Final Boss: Overwhelming Power Stacks** [41:44] — Three stacks spawn void zone; position near boss; use power vacuum to cancel pull.
- **Sky Reach: First Bloodlust Pull** [43:19] — Dread raven (dreadwind knockback, dire screech AoE); blade talons (blade rush dot).
- **First Boss Ranjit: Fan of Blades and Chakram Vortex** [45:00] — Fan of blades is main damage; dodge wind chakram; use cooldowns during vortex phase.
- **Herald of Sunrise and Adepts of Dawn** [47:45] — Solar orb needs DPS; fiery tailons stack on tank; CC to reset stacks.
- **Second Boss Arachnath: Solar Infusion and Supernova** [49:10] — Soak beams; heal through ticking damage; use cooldowns before supernova.
- **Third Boss Rook Ran: Sunwing and Searing Quills** [51:07] — Kite sunwing; hide behind pillar for quills; avoid resurrecting eggs.
- **Final Boss High Sage Virix: Scorching Ray and Cast Down** [52:46] — Three players take ticking damage; bird carry can be saved with movement abilities.
- **My Caverns: First Bloodlust Pull** [53:59] — Frenzied berserkers (tank damage), necrotic wave (group damage); use all cooldowns.
- **First Boss Moragin and Necrax: Sequence of Abilities** [55:24] — Flanking spear (bleed), infected pinions (disease), vile branch sting (use cooldowns), carry and swoop (use trap).
- **Vaza: Withering Myasma and Rest Phantoms** [58:50] — Constant ticking damage; ghost phase: dodge unmake; use cooldowns for necrotic convergence.
- **Final Boss Rakul: Death Gorged Vessel and Crush Souls** [61:49] — Passive AoE every 6s; dodge crush souls jumps; intermission: run back while avoiding ghosts.
- **Nexus Point Zenas: Left Wing Trash** [64:14] — Null sunder (healing absorb), suppression field (dispel with snare removal), circuit seers (arcing mana).
- **First Boss Casreth: Energy Lines and Core Spark Detonation** [66:09] — Dodge lines; reflux charge clears lines; core spark detonation: massive healing absorb.
- **Right Wing: Dusk Fright Heralds and Void Sentinels** [67:28] — Entropic leech (healing absorb), dark beckoning (AoE + ads), dread bellow (group damage).
- **Second Boss: Eclipsing Step and Light Scar Flare** [68:37] — Kill ads; move into ray for 30% healing buff; use cooldowns during flare.
- **Bridge Trash and Final Boss Lothraxion** [69:37] — Lingering images (frontal), holy elementals (burning radiance); Lothraxion: brilliant dispersion, intermission interrupt.

### Conclusion

Midnight Season 1 offers diverse healing challenges across eight dungeons. Mastering trash mechanics, boss sequences, and cooldown usage is key to success.

## Transcript

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