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

Transcribed Jun 14, 2026 Watch on YouTube ↗
Advanced 36 min read For: Experienced World of Warcraft healers preparing for Mythic+ Season 1 dungeons.
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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.

[0:18]
Seat of the Trium: Hardest HPS Dungeon

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.

[1:58]
First Boss: Oozing Slam and Crashing Void

Easy healing; main mechanic is ad control (coalesced voids) and decimate placement.

[3:08]
Rift Wardens and Saprish

Rift wardens pulse group shadow damage; Saprish requires stacking for void bombs and phase dash to clear them.

[5:08]
Third Boss Vice Roy: Mass Void Infusion

Applies mass void infusion to three players; dodge orbs from void zones; use cooldowns on second set paired with mind flay.

[7:24]
Last Boss Laura: Most Challenging

Durge of Despair causes rune damage; discordant beam silences runes; use cooldowns after first disintegrate.

[9:08]
Magister's Terrace: Easy/Hard Ping-Pong

First boss easy; rune spell breakers and light ward healers create triage situations; second boss requires suppression zone management.

[14:14]
Jalis: Cosmic Sting on All Players

Splits into three, then cosmic sting on all five; use cooldowns there.

[15:26]
Final Boss Gentrius: Soak Unstable Void Essence

Missing soaks causes wipe; dispel hulking fragment on tank; dodge orbs.

[16:41]
Pit of Saron: First Pull Bloodlust

Grave blade (tank damage), quarry tormentor (curse), dreadp lich (AoE pulse at 50% HP).

[18:38]
Forge Master Garfrost: Siphoning Chill

Constant ticking damage; hide behind ore for glacial overload; use cooldowns for cryo stomp.

[20:42]
Second Boss: Shade Shift Phase

High AoE ticking damage; kill shades; cooldowns useful.

[22:30]
Firebolt Scourge Lord Tyrannis: Bone Infusion and Rime Blast

Rime blast targets two players to hit bone piles; failing makes next phase unhealable.

[23:48]
Windrunner Spire: First Room Bloodlust

Two restless stewards (soul torment), two spellguards (arcane salvo); use all cooldowns.

[25:37]
First Boss Ember Dawn: Flaming Updraft and Burning Gale

Place tornadoes on one side; burning gale requires high HPS while moving.

[26:50]
Left Wing: Ardent Cutthroats and Devoted Wobringers

Poison blades need interrupt; pulsing shriek from wobringers; flesh behemoth cleaves.

[28:00]
Abomination and Banshee Boss: Debilitating Shriek

Hook banshee to stop shriek; both must die together; use cooldowns for failed hooks.

[30:31]
Commander Kolock: Reckless Leap and Intimidating Shout

Heal two players after leap; stack for shout; cooldowns for rallying bellow.

[32:01]
Restless Heart: Arrow Rain and Squall Leap

Move into arrows to dispel dot; jump over expanding circle; clear void zones with gust shot.

[33:17]
Agatha Academy: First Bloodlust Pull

Vile lashes stack bleed on tank; hold externals until 4-5 stacks; evoker dispel helps.

[34:52]
First Boss Overgrown Ancient: Germinate and Branch Out

Stack on tank; kill treant for healing circle; dispel poison debuff.

[36:36]
Second Boss Croth: Deafening Screech and Ruinous Winds

Prepare hots before screech; interrupt ruinous winds with orbs; third phase has constant fire damage.

[39:33]
Third Boss Veximos: Arcane Orbs and Mana Bombs

Soak one orb; mana bombs leave void zones; use cooldowns before arcane fissure.

[41:44]
Final Boss: Overwhelming Power Stacks

Three stacks spawn void zone; position near boss; use power vacuum to cancel pull.

[43:19]
Sky Reach: First Bloodlust Pull

Dread raven (dreadwind knockback, dire screech AoE); blade talons (blade rush dot).

[45:00]
First Boss Ranjit: Fan of Blades and Chakram Vortex

Fan of blades is main damage; dodge wind chakram; use cooldowns during vortex phase.

[47:45]
Herald of Sunrise and Adepts of Dawn

Solar orb needs DPS; fiery tailons stack on tank; CC to reset stacks.

[49:10]
Second Boss Arachnath: Solar Infusion and Supernova

Soak beams; heal through ticking damage; use cooldowns before supernova.

[51:07]
Third Boss Rook Ran: Sunwing and Searing Quills

Kite sunwing; hide behind pillar for quills; avoid resurrecting eggs.

[52:46]
Final Boss High Sage Virix: Scorching Ray and Cast Down

Three players take ticking damage; bird carry can be saved with movement abilities.

[53:59]
My Caverns: First Bloodlust Pull

Frenzied berserkers (tank damage), necrotic wave (group damage); use all cooldowns.

[55:24]
First Boss Moragin and Necrax: Sequence of Abilities

Flanking spear (bleed), infected pinions (disease), vile branch sting (use cooldowns), carry and swoop (use trap).

[58:50]
Vaza: Withering Myasma and Rest Phantoms

Constant ticking damage; ghost phase: dodge unmake; use cooldowns for necrotic convergence.

[61:49]
Final Boss Rakul: Death Gorged Vessel and Crush Souls

Passive AoE every 6s; dodge crush souls jumps; intermission: run back while avoiding ghosts.

[64:14]
Nexus Point Zenas: Left Wing Trash

Null sunder (healing absorb), suppression field (dispel with snare removal), circuit seers (arcing mana).

[66:09]
First Boss Casreth: Energy Lines and Core Spark Detonation

Dodge lines; reflux charge clears lines; core spark detonation: massive healing absorb.

[67:28]
Right Wing: Dusk Fright Heralds and Void Sentinels

Entropic leech (healing absorb), dark beckoning (AoE + ads), dread bellow (group damage).

[68:37]
Second Boss: Eclipsing Step and Light Scar Flare

Kill ads; move into ray for 30% healing buff; use cooldowns during flare.

[69:37]
Bridge Trash and Final Boss Lothraxion

Lingering images (frontal), holy elementals (burning radiance); Lothraxion: brilliant dispersion, intermission interrupt.

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

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Study Flashcards (15)

How can Chains of Subjugation be negated?

easy Click to reveal answer

By any snare removal effect.

0:52

What happens if a tank opens a gap of 10 yards from shadow guard champions?

medium Click to reveal answer

They cast relentless pursuit, dealing high single target damage.

1:30

What is the main damage event on the first boss of Seat of the Trium?

easy Click to reveal answer

Oozing slam (initial + DoT) and Crashing Void at 100 energy (groupwide AoE).

2:00

How do you despawn void bombs during Saprish?

medium Click to reveal answer

Players must hit them with the circle from phase dash.

3:51

What debuff does Vice Roy apply to three players at regular intervals?

easy Click to reveal answer

Mass void infusion.

6:03

How do you silence runes during Laura's fight?

medium Click to reveal answer

By aiming the discordant beam at an active rune.

8:00

What is the effect of the rune spell breakers' runic glaive?

medium Click to reveal answer

Deals high ticking damage to two targets.

11:39

How do you dispel runic mark on the second boss of Magister's Terrace?

medium Click to reveal answer

Move into the suppression zone after it spawns.

12:31

What does the devouring tyrant's devouring strike do?

hard Click to reveal answer

Deals damage over time and puts a massive healing absorb on the tank.

13:54

How many players are targeted by cosmic sting when Jalis splits the second time?

easy Click to reveal answer

All five players.

14:29

What happens if unstable void essence is not soaked on Gentrius?

medium Click to reveal answer

A nasty dot is applied to all party members, which can lead to a wipe.

15:36

What is the effect of the quarry tormentor's curse of torment?

medium Click to reveal answer

Moderate to high ticking damage until dispelled or its healing absorb is consumed.

16:59

How do you survive glacial overload on Forge Master Garfrost?

easy Click to reveal answer

Hide behind a chunk of ore before it channels.

19:15

What is the consequence of failing to hit a bone pile with Rime Blast on Tyrannis?

hard Click to reveal answer

The next phase becomes infinitely more difficult and probably unhealable at higher keys.

22:57

How many soul torment debuffs go out in the first pull of Windrunner Spire?

medium Click to reveal answer

Four (two from each restless steward).

24:06

💡 Key Takeaways

💡

Seat of the Trium: Hardest HPS Dungeon

Sets the tone for the guide, identifying the most healing-intensive dungeon.

0:18
💡

Laura: Most Challenging Encounter

Highlights the final boss as the peak healing challenge of the season.

7:24
🔧

Windrunner Spire First Pull: Cooldown Dump

Emphasizes the extreme difficulty of the opening pull, requiring all cooldowns.

23:48
🔧

Agatha Academy: Tank Bleed Management

Provides specific advice on holding externals for high vile bite stacks.

33:17
📊

Rakul: Passive AoE and Crush Souls

Explains the constant damage pressure and the need to dodge jumps.

61:49

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Hardest Healer Dungeon Revealed

52s

Immediately identifies the most challenging dungeon for healers, grabbing attention of WoW players seeking an edge.

▶ Play Clip

Chains of Subjugation: Healer Nightmare

60s

Highlights a specific, dangerous mechanic with a clear solution (snare removal), offering actionable advice that can save groups.

▶ Play Clip

Tank Pulls That Wipe Healers

60s

Addresses a common frustration (tanks pulling carelessly) with a relatable warning, engaging healers who've experienced this.

▶ Play Clip

Last Boss Healing Cooldown Trick

60s

Reveals a specific timing for cooldowns on a tough boss, providing a clear, shareable tip that improves performance.

▶ Play Clip

Bloodlust Pull: Healer's Worst Enemy

60s

Describes a high-risk pull with multiple threats, creating tension and offering strategies that viewers will want to remember.

▶ Play Clip

[00:00] This is a comprehensive dungeon guide

[00:02] for all Midnight Season 1 dungeons. The

[00:05] guide is made for healers, but you'll

[00:07] also get something out of it if you're

[00:08] not a healer. If you don't watch the

[00:10] whole video, I appreciate it, but you

[00:12] can also use the video chapters below to

[00:14] navigate to specific encounters which

[00:16] you find challenging. All right, let's

[00:18] talk about Seat of the Trium. From a

[00:21] pure HPS perspective, this dungeon is

[00:23] probably the hardest one on the healer,

[00:25] and it does have a number of challenges

[00:27] that need to be mastered. Most of the

[00:29] time, groups will do a bloodlust pull in

[00:30] the beginning containing two merciless

[00:33] subjugators who cast chains of

[00:35] subjugation. The cast puts a circle

[00:37] around each player in the group, slowing

[00:39] them and dealing a high amount of damage

[00:41] for the duration of the channel.

[00:42] Whenever chains of subjugations are

[00:44] going out, be prepared to do some very

[00:46] high healing and ramp up your healing

[00:48] beforehand if you can, especially if

[00:50] you're fighting two of them at once.

[00:52] Now, the chains can be dispelled by any

[00:55] snare removal effect, negating the

[00:57] mechanic entirely. Therefore, your whole

[00:59] party should use any available snare

[01:01] removal effects immediately upon being

[01:02] affected by the chains. It can also help

[01:05] to invite a paladin as their double

[01:07] freedom talent promises the removal of

[01:08] two chains at the same time. Make sure

[01:10] to not stack up on top of each other

[01:12] when the chains are going out, as

[01:13] overlapping circles will cleave across

[01:15] players. Also, don't count on puck

[01:18] groups to effectively remove the chains.

[01:20] Instead, treat each chains of

[01:22] subjugation cast as an instance of

[01:24] maximal danger and be happy if your

[01:25] group plays well rather than expecting

[01:27] excellent play and being underprepared.

[01:30] The pulls in the first room additionally

[01:32] include shadow guard champions, which

[01:34] can become a problem for tanks,

[01:35] especially if they are unaware of how

[01:37] they work. They cast relentless pursuit

[01:40] if the tank opens up a gap of at least

[01:42] 10 yards between himself and the

[01:44] champions, dealing high amounts of

[01:46] single target damage. Thus, tanks who

[01:48] like to chain pull and just roll into

[01:50] the next pack willy-willy might get

[01:52] smacked around by this charge. So, be

[01:54] prepared for some emergency tank

[01:56] healing. From a healing perspective, the

[01:58] first boss is very easy. The main damage

[02:00] event is oozing slam, which deals a

[02:02] moderate amount of initial damage and

[02:04] then some damage over time. Also, when

[02:06] the boss reaches 100 energy, he will

[02:08] cast Crashing Void, dealing a moderate

[02:11] amount of groupwide AoE damage as a

[02:13] single hit. However, both events are

[02:15] pretty easy to heal through and do not

[02:17] require the use of any additional

[02:19] cooldowns. The boss also has a tank hit

[02:21] in void slash, but it's not usually very

[02:23] dangerous. The main mechanic of the

[02:25] fight is ad control. He will

[02:27] occasionally spawn coal void ads which

[02:29] move toward him and will explode for

[02:31] very high damage upon reaching him.

[02:33] Therefore, they must be killed before

[02:35] they reach the boss. Also, the boss will

[02:37] target players with decimate, putting a

[02:39] circle around them and jumping on their

[02:40] heads after a short waiting period. If

[02:42] you get the circle, you want to move

[02:44] toward the sides of the room and place

[02:45] it there as it will spawn a void puddle

[02:47] on the ground in which coalesed void ads

[02:49] move faster. So you don't want it in the

[02:51] middle of the room. You can dodge the

[02:53] impact damage from decimate by using a

[02:55] movement skill while the boss is in the

[02:57] air or simply by moving laterally during

[02:59] his jump if you're far enough away.

[03:01] Also, make sure to not go near the ads

[03:03] when decimate is on you, as you don't

[03:04] want to accidentally make the boss jump

[03:06] on top of one of them. In the next area

[03:08] of the dungeon, you will have to kill

[03:10] four rift wardens who pulls high

[03:11] groupwide shadow damage until they are

[03:13] defeated. They are frequently paired

[03:15] with ruthless rift stalkers who cast

[03:17] backst step at individual players,

[03:19] applying a moderately powerful bleed

[03:21] effect. Make sure to prioritize these

[03:23] players with most of your healing as

[03:25] they will be taking damage from both the

[03:27] pulsing AoE rift warden and the bleed

[03:29] itself. After the four rift wardens have

[03:32] been slain, the next boss, Saprish, and

[03:34] his two pads will spawn. The boss will

[03:36] spawn void bombs on the ground during

[03:38] the fight. Be aware that they can also

[03:40] spawn underneath you. So you want to

[03:42] move out of the zone if they do. They

[03:44] will always spawn close to players, so

[03:46] you want the group to be stacked up

[03:47] neatly together to not spread the orbs

[03:49] out too far. After some time, the boss

[03:51] will cast phase dash, spawning a circle

[03:54] around each player with which they need

[03:56] to hit the void bombs to make them

[03:57] despawn. Your party should make sure

[03:59] that all void bombs disappear in this

[04:01] way. If any remain, however, the

[04:04] players, ideally the tank, should gather

[04:05] up the remaining orbs. Be prepared to

[04:07] heal players gathering up any stray orbs

[04:10] as they will take a moderate amount of

[04:11] ticking damage. If they gather more than

[04:13] one bomb, damage can become quite high,

[04:15] so be prepared for that. Shortly after

[04:17] face dash, the boss will cast overload,

[04:20] dealing a moderate amount of damage to

[04:22] the entire party over 8 seconds.

[04:23] However, if any void bombs are still

[04:26] active when the overload is cast, they

[04:28] will explode for moderate damage and

[04:30] increase shadow damage taken by 20% for

[04:32] 1 minute by a seeping void. Beyond this

[04:34] mechanic, one of his pets will jump

[04:36] around the room and cast dread screech,

[04:38] which is a fear effect that needs to be

[04:40] interrupted. The other pet will

[04:41] regularly target a player with shadow

[04:43] pounce, which is a 5-second bleed. Focus

[04:46] your healing on the player afflicted by

[04:47] shadow pounds whenever the pounce goes

[04:49] out and do AoE healing on top of that.

[04:52] After the boss fight, it's more of the

[04:54] same. You will have to fight two void

[04:55] infused destroyers simultaneously,

[04:57] making you have to deal with void burst

[04:58] on four targets instead of two.

[05:00] Especially when one player is targeted

[05:02] twice at the same time, you need to be

[05:04] ready to use your healing cooldowns to

[05:06] save them. In the arena of the third

[05:08] boss, you will find two special mobs in

[05:10] the pack to the left when you go down.

[05:12] They are called dark conjurers and they

[05:14] automatically cast pulsing void for the

[05:17] entire duration that they are alive,

[05:19] dealing substantial damage to your

[05:20] entire party. Be ready to do massive

[05:23] healing when this pack is pulled. Also,

[05:25] be ready for your tank to sprint ahead

[05:27] and pull it without a care in the world

[05:29] while you're still in the back drinking

[05:30] or your party is still up on the ledge.

[05:33] In my experience, tanks often pay

[05:34] limited attention to this mechanic and

[05:36] it can become dangerous if you are

[05:38] underprepared. The other packs in the

[05:40] room spawn void zones on the ground from

[05:42] which orbs emanate that will deal

[05:43] ticking damage to anyone hit by them.

[05:45] They also have a nasty channelneled cast

[05:47] in void infusion which deals high

[05:50] amounts of damage to the targeted

[05:51] player. Be prepared to do major single

[05:53] target healing here and blow your

[05:55] healing cooldowns whenever a player

[05:56] afflicted by void infusion has

[05:58] additionally been hit by one of the

[06:00] orbs. The third boss, Vice Roy, carries

[06:03] this mechanic into the boss fight,

[06:04] applying mass void infusion to three

[06:06] players at regular intervals, requiring

[06:08] rather high HPS. He will also spawn

[06:10] three void zones, which themselves spawn

[06:12] orbs flying through the room that need

[06:14] to be dodged. If you see the zones

[06:16] spawning, try not to stand between them,

[06:18] but rather move out a little so that all

[06:20] orbs are coming at you from the front

[06:22] rather than from all sides. This makes

[06:25] dodging them substantially easier. For

[06:27] the first set of void infusions, no

[06:29] additional damage is going on, but the

[06:31] second set is paired with umbrell

[06:33] tentacles channeling mind flle at

[06:35] players and dealing additional single

[06:37] target damage. This phase is quite

[06:39] dangerous as you constantly need to move

[06:41] around while healing significant group

[06:43] damage. Feel free to use your healing

[06:45] cooldowns here, especially if any of

[06:47] your teammates get hit by an orb. After

[06:49] two sets of void infusions have been

[06:51] cast, the boss will knock back all

[06:53] players and you need to run back to the

[06:54] center as only the area around him is

[06:57] going to be safe. He will then cast

[06:58] voidtorm, dealing moderate to high

[07:00] ticking AoE damage to all party members.

[07:03] In my experience though, healing through

[07:04] void storm is not that difficult, and

[07:06] I'd rather use my cooldowns during the

[07:08] dynamic phases of the fight to

[07:10] counteract any mistakes that were made.

[07:12] However, if you feel that incoming

[07:14] damage is too high, feel free to use

[07:15] your cooldowns on Void Storm. After

[07:17] Voidtorm has completed, the boss will

[07:19] continue the exact same spell sequencing

[07:21] until he is defeated. From an HPS

[07:24] perspective, the last boss, Laura, is

[07:26] probably the most challenging encounter

[07:28] in this season. When pulled, she will

[07:30] cast a durge of despair, causing all

[07:33] runes which are spread around the room

[07:34] to radiate damage onto the group until

[07:36] they are silenced. As in the beginning

[07:38] of the fight, all runes are still

[07:40] active. The highest incoming damage

[07:42] happens in the beginning of the fight.

[07:44] As the fight progresses, the intensity

[07:46] of damage will subside. After being

[07:48] pulled, Lura will cast disintegrate,

[07:50] which makes beams come out from her

[07:52] sides and rotate clockwise. Make sure to

[07:55] not get hit by any of the beams. After

[07:56] disintegrate comes the most dangerous

[07:58] part of the fight when she casts this

[08:00] golden beam on three players for the

[08:02] first time. Each of these players needs

[08:04] to aim the beam at one of the active

[08:06] runes to the side of the room, silencing

[08:08] it and reducing the damage taken from

[08:10] Durge of Despair going forward. Be wary

[08:13] though as discord and beam deals

[08:14] substantial damage to the targeted

[08:16] player when it goes off. Your healing

[08:17] cooldowns are best placed after the

[08:19] first disintegrate to ready your party

[08:22] for the first set of discord and beams.

[08:24] You should also make the fight easier on

[08:26] yourself by immediately positioning

[08:27] yourself in the path of one of the

[08:29] active runes after the first

[08:31] disintegrate. Do not wait until you're

[08:33] targeted by Discord and beam to start

[08:35] moving as mental load will already be

[08:37] high during the discord and beam phase

[08:39] and having to find a rune uh in this

[08:41] moment is an additional point of risk.

[08:43] Afterwards, dodge grim chorus by finding

[08:45] a safe spot in the room. You will then

[08:47] have to play an additional phase of

[08:48] disintegrate and discordant beam which

[08:50] will hopefully lead to all rooms having

[08:52] been silenced which triggers Laura's

[08:54] intermission in which she will take

[08:55] additional damage. After the damage amp,

[08:57] the fight starts from the top. Overall,

[08:59] Laura is tough to heal, but if you use

[09:01] your healing cooldowns on the first set

[09:03] of this golden beams, you should be fine

[09:05] most of the time. Okay, let's talk about

[09:08] Magister's Terrace. For healers,

[09:09] Magister's Terrace is a bit of an

[09:11] oddball as it ping-pongs between really

[09:13] easy and rather challenging fights. We

[09:15] begin the dungeon on the easier side, as

[09:17] the first pole is contained to the first

[09:19] room, and you'll therefore not have a

[09:21] high-risk, highreward bloodlust pole at

[09:23] the start of the dungeon. Nevertheless,

[09:25] you do want to lust early as waiting

[09:27] until the first boss means that you will

[09:29] have one fewer potential blood lusts

[09:30] available throughout the dungeon.

[09:32] Consequently, groups choose to lust the

[09:34] first or second pull most of the time.

[09:36] The first pull is extremely easy as

[09:38] there's barely any damage going on.

[09:40] Dispel the tank when he's targeted by

[09:42] ethereal shackles and make sure the

[09:44] group is topped off for crowd dispersal,

[09:46] which is an AoE hit cast at regular

[09:48] intervals by the sentry. If you're

[09:50] targeted by arcane beam, simply move

[09:52] around to not get hit by any void zones

[09:53] you spawn. The second pull is also quite

[09:55] easy with the main risk being posed by

[09:57] the light ward healers who put holy fire

[09:59] 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,

[1:00:01] either clockwise or counterclockwise.

[1:00:04] Your top priority in this phase is to

[1:00:05] not get hit by unmake. Note that your

[1:00:08] tank might need to move around for

[1:00:10] positioning the ghost, meaning that the

[1:00:11] boss will reposition as well. Ideally,

[1:00:14] you want to stay as close to the boss as

[1:00:15] possible, as that will make dodging

[1:00:17] unmake significantly easier. Thus,

[1:00:19] follow your tank around when the rest

[1:00:21] phantoms phase begins and be vigilant

[1:00:23] when unmake starts channeling. The boss

[1:00:25] will then cycle back into drain soul,

[1:00:27] then go into another rest phantom's

[1:00:28] phase at the end of which she will begin

[1:00:30] channeling necrotic convergence, which

[1:00:33] places a shield on her and deals

[1:00:34] moderate to high ticking AoE damage to

[1:00:37] the entire party. Use your healing

[1:00:39] cooldowns during this phase if necessary

[1:00:41] and be careful to dodge the flying orbs

[1:00:43] in the room. Overall, there is a lot to

[1:00:45] heal during this fight, but the damage

[1:00:46] is usually foreseeable and controlled.

[1:00:48] It can become more problematic if your

[1:00:50] party fails to trigger the ghost

[1:00:52] explosions in a controlled manner and

[1:00:54] there are still ghosts alive when the

[1:00:55] next phase of the fight begins as that

[1:00:57] can cause explosions to trigger during

[1:00:59] necrotic convergence or even in the

[1:01:01] succeeding rest phantoms phase.

[1:01:03] Generally, it's a good idea to have

[1:01:05] healing cooldowns ready for these kinds

[1:01:07] of events and for the case in which two

[1:01:09] ghost explosions are triggered at the

[1:01:11] same time. On the bridge toward the

[1:01:13] final boss, you'll be facing more grim

[1:01:14] skirmishers and their grim ward. So, be

[1:01:16] on the lookout for high AoE group damage

[1:01:18] when their shields run out. Stay at the

[1:01:21] side of the platform as you don't want

[1:01:22] to get hit by the void zones moving

[1:01:24] through the center. However, when you

[1:01:26] are fighting bound defenders at the side

[1:01:28] of the bridge, be careful to not get

[1:01:29] knocked off the map by the tornadoes

[1:01:32] which they spawn. Right in front of the

[1:01:33] end boss, you'll find Ziljan pounding

[1:01:36] his ritual drums. The ticking damage

[1:01:38] from this cast will start as soon as the

[1:01:40] first member of your party has ascended

[1:01:42] the first set of stairs on the staircase

[1:01:43] toward the final boss and only stop when

[1:01:46] Ziljan is killed. And last, but

[1:01:49] definitely not least, you will face

[1:01:50] Rakul, which is also a rather

[1:01:53] challenging fight for healers. First,

[1:01:55] due to death gorged vessel, Rakul will

[1:01:57] deal a substantial amount of damage to

[1:01:58] all players every six seconds. This is a

[1:02:01] passive effect that just happens and has

[1:02:03] nothing to do with what's happening on

[1:02:05] the screen. Simply expect this damage to

[1:02:08] come in at regular intervals. As his

[1:02:10] first ability, the boss will cast Spirit

[1:02:12] Breaker on the tank, which is a

[1:02:14] moderately dangerous tank hit and will

[1:02:16] spawn a large puddle of goo on the

[1:02:18] ground. Focus on tank healing when

[1:02:20] spirit breaker is happening and switch

[1:02:22] your focus to group healing immediately

[1:02:24] after. After the first puddle from

[1:02:26] spirit breaker has spawned, the boss

[1:02:27] will start casting crush souls,

[1:02:29] targeting three players in the party

[1:02:31] with an arrow over their head and then

[1:02:33] jumping on top of them one by one. Each

[1:02:35] of these jumps will spawn a soulbind

[1:02:37] totem which draws one player toward it

[1:02:39] and deals moderate ticking damage to

[1:02:41] that player. These totems need to be

[1:02:43] DPSed down quickly. To facilitate that,

[1:02:45] the three players targeted by crushed

[1:02:47] souls should stack up closely together

[1:02:49] to spawn the totem next to each other so

[1:02:51] that they can be cleaved down. The main

[1:02:54] challenge is to not get hit by the jump

[1:02:55] from crushed souls as it deals

[1:02:57] substantial damage and can be lethal

[1:02:59] when combined with a tick from death

[1:03:01] gorged vessel. To avoid being hit, you

[1:03:02] want to move laterally while the jump is

[1:03:04] happening. You will have enough time to

[1:03:06] move out. You just need to anticipate

[1:03:07] that the jump is coming and be ready to

[1:03:10] move. Note that if you are stacked up,

[1:03:12] you will also have to dodge the jumps

[1:03:14] targeted at the other two players. The

[1:03:16] boss will then cycle back into the

[1:03:17] tankit and another set of totems before

[1:03:20] casting soul rending roar, which starts

[1:03:23] the intermission. Now, the fight is

[1:03:24] quite HPS intensive and can become

[1:03:26] chaotic when played suboptimally. So,

[1:03:29] feel free to blow through all of your

[1:03:30] healing cooldowns before the

[1:03:31] intermission starts as it will last for

[1:03:33] 45 seconds and give your cooldowns

[1:03:36] plenty of time to recover. After souling

[1:03:38] raw has been cast, you will be

[1:03:40] transported to the start of the bridge

[1:03:41] and need to run back to the boss while

[1:03:43] avoiding getting hit by the small ghosts

[1:03:45] in your way and CCing or interrupting

[1:03:47] the large ones. Doing so will grant you

[1:03:50] a movement speed and damage buff. So,

[1:03:52] you should CC as many of them as

[1:03:53] possible. Your group may take

[1:03:55] substantial damage on your way back to

[1:03:57] the boss, so you need to watch out for

[1:03:58] their HP a bit. Upon returning to the

[1:04:00] boss's platform, contribute to dealing

[1:04:02] damage to the boss while it's still

[1:04:03] stunned before getting ready to heal

[1:04:05] again after the stun ends, which

[1:04:07] restarts the entire boss sequence, which

[1:04:09] is then repeated until it is defeated.

[1:04:12] And last, but definitely not least, we

[1:04:14] are going to be looking at Nexus Point

[1:04:16] Zenas, which poses significant healing

[1:04:18] challenges in the form of many different

[1:04:20] abilities. Most routes lead into the

[1:04:22] left wing first. Here you will meet

[1:04:24] shadow guard defenders casting null

[1:04:26] sunder on the tank applying a healing

[1:04:28] absorb. The effect stacks and becomes

[1:04:31] very dangerous very quickly if stacks

[1:04:32] get too high. Therefore, you really want

[1:04:34] to be on top of tank healing and

[1:04:36] immediately heal off the healing absorb

[1:04:38] from no thunder on the tank before it

[1:04:40] begins stacking. If you fail to do that,

[1:04:41] the situation can become unhealable.

[1:04:44] Moreover, flux engineers cast

[1:04:46] suppression field on players, dealing

[1:04:48] high ticking damage to the player and

[1:04:49] anyone else standing in the circle.

[1:04:51] Also, if that player moves, they'll take

[1:04:53] additional damage from moving. Thus, if

[1:04:55] you're targeted by suppression field,

[1:04:57] try standing still. Although, of course,

[1:04:58] you'll still have to dodge the void

[1:05:00] zones on the ground. The best solution,

[1:05:02] however, is to dispel suppression field

[1:05:04] using a snare removal effect, such as

[1:05:06] blessing of freedom or shapeshift, uh,

[1:05:08] in which case the ability is negated

[1:05:10] entirely. Inviting a paladin can help

[1:05:13] deal with this mechanic as well. When a

[1:05:15] flux engineer dies, he will spawn a bomb

[1:05:17] on the ground that casts core spark

[1:05:19] overload and must be destroyed before

[1:05:21] the cast goes off. If a bomb does go

[1:05:23] off, it can be healable, but the damage

[1:05:25] is extremely high. So, be prepared to

[1:05:28] blow through all of your cooldowns. You

[1:05:30] will also fight some corride archists

[1:05:32] who cast transference, which is a

[1:05:34] healing redirect that transfers healing

[1:05:36] from your target onto the enemy mobs and

[1:05:38] should be dispelled. Archinists also

[1:05:40] channel Arcane Explosion, which deals

[1:05:42] high damage to all players and must be

[1:05:45] interrupted quickly. The hardest hitting

[1:05:47] mobs in this area are the circuit seers,

[1:05:49] who cast arcing mana, which is a nasty

[1:05:52] groupwide damage effect that needs to be

[1:05:53] healed. They also cast circuit sense,

[1:05:56] activating nearby mana batteries and

[1:05:58] causing them to begin casting core spark

[1:06:00] overload, the same mechanic that happens

[1:06:02] when the engineers die. DPS players need

[1:06:04] to kill these batteries before they

[1:06:06] explode. The first boss is Cass. He will

[1:06:09] make pink energy lines traverse the room

[1:06:11] from one side of the other and standing

[1:06:12] in these lines will kill you. You can

[1:06:14] see them spawning before they take

[1:06:16] effect. So make sure to move away before

[1:06:18] they appear. As a healer, you generally

[1:06:19] want to stack with the rest of the group

[1:06:20] here as players will occasionally be

[1:06:22] targeted by flux collapse and leave void

[1:06:24] zones on the ground which act as space

[1:06:26] denial for the remainder of the fight.

[1:06:28] Stacking prevents the entire room from

[1:06:30] being good up and makes it easier for

[1:06:32] the tank to navigate the boss's

[1:06:33] positioning. Ever so often, a player

[1:06:34] will be targeted by reflux charge. When

[1:06:37] reflux charge is applied, the energy

[1:06:38] lines will turn blue, and the player

[1:06:40] with reflux charge needs to move into

[1:06:42] them to make them go away. Generally,

[1:06:44] you want to move into intersections

[1:06:46] where many lines cross to clear multiple

[1:06:48] of them at the same time. In later

[1:06:50] stages of the fight, it can happen that

[1:06:51] a player must stand in a void zone while

[1:06:54] clearing lines, which will require you

[1:06:56] to give them externals and focus your

[1:06:58] healing on them a lot. Casreth also has

[1:07:00] a major healing check in core spark

[1:07:02] detonation. Here he will throw a bomb on

[1:07:04] the ground applying a massive healing

[1:07:05] absorb to all players and dealing damage

[1:07:07] to them until it is healed off. Ramp up

[1:07:09] your healing before the cob spark

[1:07:10] detonation hits and then blow your

[1:07:12] cooldowns to get rid of it. At most key

[1:07:14] levels, you'll have to play cob spark

[1:07:16] detonation twice, perhaps three times,

[1:07:19] so space your cooldowns out accordingly.

[1:07:21] Note also that when cobbark detonation

[1:07:23] comes down, you'll be knocked back and

[1:07:25] need to avoid getting knocked into a

[1:07:26] puddle or worse an energy line. The

[1:07:28] right wing of the dungeon is slightly

[1:07:30] less dangerous than the left one, but

[1:07:32] also on the dangerous side as far as

[1:07:34] trash is concerned. Dusk fright heralds

[1:07:36] channel entropic leech at individual

[1:07:38] players, which is a healing absorb that

[1:07:39] also deals very high ticking damage. The

[1:07:41] spell is very dangerous and you have to

[1:07:43] do some major single target healing to

[1:07:45] power through it. The heralds also cast

[1:07:47] dark beckoning, dealing blow to moderate

[1:07:49] pulsing damage to the entire group while

[1:07:50] also spawning little void walker ads

[1:07:52] that move outward and away from the mob.

[1:07:54] Getting hit by any of these ads will

[1:07:56] likely kill you. As a healer, it's

[1:07:58] therefore a good idea to stand at range

[1:08:00] to reduce the chances that a lapse of

[1:08:02] judgment or concentration will let you

[1:08:04] get hit. Unless, of course, you're a

[1:08:05] monk, in which case better focus up. The

[1:08:08] ad spawning is telegraphed, but in the

[1:08:10] sea of purple, their path is sometimes

[1:08:12] difficult to see. A second noteworthy

[1:08:14] enemy in this section of the dungeon is

[1:08:15] the no sentinel, who casts dread bellow,

[1:08:18] which deals moderate to high groupwide

[1:08:20] damage for 12 seconds. Grand nullifiers

[1:08:22] cast nullify of course which will

[1:08:25] oneshot players at higher key levels so

[1:08:27] the cast must be interrupted. Finally,

[1:08:29] don't stand in front of a dread flare as

[1:08:31] they have a frontal attack in void lash

[1:08:33] and you may get fixated and need to run

[1:08:35] away when targeted by flail storm. The

[1:08:37] second boss is also a bit of a puck

[1:08:38] stomper in my experience. He will target

[1:08:40] two players with eclipsing step dealing

[1:08:42] moderate damage and he will also

[1:08:44] regularly spawn one dread flare and two

[1:08:46] nullifiers that need to be killed. While

[1:08:48] the ads are alive, tank damage can be

[1:08:50] substantial, so be on the lookout for

[1:08:52] that. The boss will rotate into an

[1:08:54] intermission phase where a ray of light

[1:08:56] spawns. As soon as the ray of light is

[1:08:58] fully channeling, move into it to

[1:08:59] enhance your healing by 30% and your

[1:09:01] damage dealt by 300% via light scar

[1:09:04] flare. This phase is quite dangerous and

[1:09:06] you should be prepared to use your

[1:09:07] healing cooldowns here as light scar

[1:09:09] flare deals very high ticking damage to

[1:09:11] your party. if you can squeeze in a

[1:09:13] little bit of boss damage as it is

[1:09:15] greatly amplified. The light scar flare

[1:09:17] phase is especially dangerous if the

[1:09:18] dread flail is still alive as he casts a

[1:09:20] frontal attack that might kill you if

[1:09:22] you are standing too close. As a general

[1:09:24] rule, whenever there's ad still alive, I

[1:09:26] position myself at the end of the ray of

[1:09:28] light to ensure that I cannot get hit by

[1:09:30] any frontals. Bloodlust should be used

[1:09:32] during this phase. After the light flare

[1:09:34] ends, the boss will repeat the same

[1:09:35] spell sequences until she is defeated.

[1:09:37] Back in the center of the dungeon, after

[1:09:39] charging the console, you'll now move

[1:09:40] across the bridge, fighting lingering

[1:09:42] images, some fixating bats, and holy

[1:09:45] elementals. While you're still on the

[1:09:46] bridge, be wary of the lingering images

[1:09:48] luciferin flare, which is a frontal cone

[1:09:51] tag that needs to be dodged. However,

[1:09:53] dodging it can be difficult on the

[1:09:54] bridge, so you should either stay close

[1:09:56] to the mob at all times or be far enough

[1:09:58] away to outrange the frontal. The

[1:10:00] fixating bats are generally not very

[1:10:02] dangerous if you don't let them get near

[1:10:04] you. However, if they do, the damage is

[1:10:06] manageable. The holy elementals though

[1:10:08] are quite dangerous as they apply

[1:10:09] burning radiance to players dealing very

[1:10:11] high single target ticking damage. The

[1:10:13] spell can be dispelled but there are

[1:10:14] significantly more dots going out than

[1:10:16] you can dispel. So you will need to do

[1:10:18] some major priority healing. Also be

[1:10:20] vigilant when a player is targeted by

[1:10:22] burning radiance and blistering smite at

[1:10:24] the same time as they will tick down

[1:10:26] rapidly. The endos lraxraion is not

[1:10:29] particularly difficult for healers. His

[1:10:31] only meaningful damage ability is

[1:10:33] brilliant dispersion, dealing damage to

[1:10:35] three targets via an initial hit and

[1:10:37] some damage over time. Simply ramp up

[1:10:38] your healing slightly before it goes

[1:10:40] out, whereas you don't need to do much

[1:10:41] healing for the rest of the fight,

[1:10:43] except for some tank healing. In the

[1:10:45] intermission, the real Lothraxian needs

[1:10:47] to be interrupted to end the

[1:10:48] intermission phase. The real Lothraian

[1:10:50] is the one without horns on his head.

[1:10:52] I've seen in another guide that throwing

[1:10:54] a snowball at Lothraxion right before he

[1:10:56] splits into the intermission will make

[1:10:57] the snowball fly to the correct target.

[1:11:00] But as a healer, you don't need to

[1:11:02] bother with that so much as only shamans

[1:11:04] will have an interrupt to make use of

[1:11:06] this information. If the wrongion is

[1:11:08] interrupted in the intermission, the

[1:11:09] entire party is affected by core

[1:11:11] exposure, dealing heavy groupwide damage

[1:11:13] and increasing holy damage taken by 20%

[1:11:15] for 1 minute. If you can hold a healing

[1:11:17] cooldown for the unlikely case that your

[1:11:18] party fails the interrupt mechanic, and

[1:11:20] you will need to heal through core

[1:11:22] exposure. Now, Midnight Season 1 packs a

[1:11:24] number of interesting healing

[1:11:25] challenges, but if you've made it

[1:11:26] through the video, you should now be

[1:11:28] ready to meet them headon. If you're

[1:11:30] interested in seeing healer gameplay in

[1:11:32] the dungeons in action, check out my

[1:11:33] gameplay commentary video here. Like the

[1:11:37] video if you liked it, and subscribe if

[1:11:39] you really liked it. Thank you very much

[1:11:40] for watching everybody and see

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