Hardest Healer Dungeon Revealed
52sImmediately identifies the most challenging dungeon for healers, grabbing attention of WoW players seeking an edge.
▶ Play ClipThis 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.
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.
Easy healing; main mechanic is ad control (coalesced voids) and decimate placement.
Rift wardens pulse group shadow damage; Saprish requires stacking for void bombs and phase dash to clear them.
Applies mass void infusion to three players; dodge orbs from void zones; use cooldowns on second set paired with mind flay.
Durge of Despair causes rune damage; discordant beam silences runes; use cooldowns after first disintegrate.
First boss easy; rune spell breakers and light ward healers create triage situations; second boss requires suppression zone management.
Splits into three, then cosmic sting on all five; use cooldowns there.
Missing soaks causes wipe; dispel hulking fragment on tank; dodge orbs.
Grave blade (tank damage), quarry tormentor (curse), dreadp lich (AoE pulse at 50% HP).
Constant ticking damage; hide behind ore for glacial overload; use cooldowns for cryo stomp.
High AoE ticking damage; kill shades; cooldowns useful.
Rime blast targets two players to hit bone piles; failing makes next phase unhealable.
Two restless stewards (soul torment), two spellguards (arcane salvo); use all cooldowns.
Place tornadoes on one side; burning gale requires high HPS while moving.
Poison blades need interrupt; pulsing shriek from wobringers; flesh behemoth cleaves.
Hook banshee to stop shriek; both must die together; use cooldowns for failed hooks.
Heal two players after leap; stack for shout; cooldowns for rallying bellow.
Move into arrows to dispel dot; jump over expanding circle; clear void zones with gust shot.
Vile lashes stack bleed on tank; hold externals until 4-5 stacks; evoker dispel helps.
Stack on tank; kill treant for healing circle; dispel poison debuff.
Prepare hots before screech; interrupt ruinous winds with orbs; third phase has constant fire damage.
Soak one orb; mana bombs leave void zones; use cooldowns before arcane fissure.
Three stacks spawn void zone; position near boss; use power vacuum to cancel pull.
Dread raven (dreadwind knockback, dire screech AoE); blade talons (blade rush dot).
Fan of blades is main damage; dodge wind chakram; use cooldowns during vortex phase.
Solar orb needs DPS; fiery tailons stack on tank; CC to reset stacks.
Soak beams; heal through ticking damage; use cooldowns before supernova.
Kite sunwing; hide behind pillar for quills; avoid resurrecting eggs.
Three players take ticking damage; bird carry can be saved with movement abilities.
Frenzied berserkers (tank damage), necrotic wave (group damage); use all cooldowns.
Flanking spear (bleed), infected pinions (disease), vile branch sting (use cooldowns), carry and swoop (use trap).
Constant ticking damage; ghost phase: dodge unmake; use cooldowns for necrotic convergence.
Passive AoE every 6s; dodge crush souls jumps; intermission: run back while avoiding ghosts.
Null sunder (healing absorb), suppression field (dispel with snare removal), circuit seers (arcing mana).
Dodge lines; reflux charge clears lines; core spark detonation: massive healing absorb.
Entropic leech (healing absorb), dark beckoning (AoE + ads), dread bellow (group damage).
Kill ads; move into ray for 30% healing buff; use cooldowns during flare.
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.
"Title accurately describes a comprehensive healer-focused guide for all Season 1 dungeons."
How can Chains of Subjugation be negated?
By any snare removal effect.
0:52
What happens if a tank opens a gap of 10 yards from shadow guard champions?
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?
Oozing slam (initial + DoT) and Crashing Void at 100 energy (groupwide AoE).
2:00
How do you despawn void bombs during Saprish?
Players must hit them with the circle from phase dash.
3:51
What debuff does Vice Roy apply to three players at regular intervals?
Mass void infusion.
6:03
How do you silence runes during Laura's fight?
By aiming the discordant beam at an active rune.
8:00
What is the effect of the rune spell breakers' runic glaive?
Deals high ticking damage to two targets.
11:39
How do you dispel runic mark on the second boss of Magister's Terrace?
Move into the suppression zone after it spawns.
12:31
What does the devouring tyrant's devouring strike do?
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?
All five players.
14:29
What happens if unstable void essence is not soaked on Gentrius?
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?
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?
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?
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?
Four (two from each restless steward).
24:06
Seat of the Trium: Hardest HPS Dungeon
Sets the tone for the guide, identifying the most healing-intensive dungeon.
0:18Laura: Most Challenging Encounter
Highlights the final boss as the peak healing challenge of the season.
7:24Windrunner Spire First Pull: Cooldown Dump
Emphasizes the extreme difficulty of the opening pull, requiring all cooldowns.
23:48Agatha Academy: Tank Bleed Management
Provides specific advice on holding externals for high vile bite stacks.
33:17Rakul: Passive AoE and Crush Souls
Explains the constant damage pressure and the need to dodge jumps.
61:49[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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