Healer's Guide to Arakara First Pull
45sHigh-stress pull with aggro risk and poison dispel mechanics that healers must master.
▶ Play ClipThis guide covers all Season 3 Mythic+ dungeons in World of Warcraft: The War Within, focusing on healer mechanics. It details trash pulls, boss abilities, and healing strategies for each dungeon, including Arakara, Dawnbreaker, Priory of the Sacred Flame, and others.
Tricky to avoid aggro; use defensives early, e.g., druid Convoke to get hots rolling.
Venomous spit applies poison debuff; dispel if possible, otherwise heal through.
Trilling attendants cast resonant barrage; must interrupt to avoid groupwide damage.
Dodge frontal cleave; interrupt horrifying shrill to prevent high group damage.
Spawns poison clouds; healer can focus on damage if poison bowls are interrupted.
Alerting Shrill deals ticking group damage; ramp healing before it hits. Spiders must not reach boss.
High ticking AoE with puddles; move quickly, use cooldowns. Group should stack and move together.
Locust Swarm puts ticking debuff on group; interrupt revolting volleys from web mages.
Infestation debuff spawns clouds; burrow charge is fast—move laterally, use movement CDs.
Blood overseers cast venom volley (interrupt); tainted blood slows tank; dispel before erupting webs.
Cultivated poisons ticking damage; cosmic singularity pulls players—use goo puddles to root.
Nightfall ritualists cast tormenting ray (uninterruptible); dispel stigian seed before it expires.
Obsidian beam dodge; burning shadows dot—dispel carefully due to healing absorb.
Terrifying slam tank hit; abyssal blast requires spot healing.
Shadowy decay AoE; ramp healing before it hits.
Dark orb aimed at player; aim away from group to avoid lethal explosion.
Tormenting eruption high channel damage; spread out, use cooldowns.
Phase 1: bombs and erosive spray; phase 2: spinner strands and erosive spray.
Dangerous; careful with healing to avoid aggro; stack near tank for cleave.
Massive AoE every 14s; top group instantly to avoid potshot kills.
Bleed on tank; dispel if possible; prioritize tank healing.
Successive casts; top group after each; plan cooldowns.
Sacrificial pyre soak after castigator shield; 5-flame soaks more dangerous.
Blinding light turn away; inner fire AoE; shield phase at 50%.
Gale Warden Zomaras radiant pulse; watch for beam splicers and glyphs of restraint.
Radiant pulse high damage; interrupt empowered glyphs.
Impound contraband silences; pick up weapon; interrogation cages DPS.
Gluttony allows orb collection; dispel purification protocol circles.
Hazardous liquids soak; fan mail AoE; money order group soak.
Play drums for tempo buff; dodge ground effects.
Teleporters to dodge shuri; interrupt double technique.
Tidal storm from Goliath; interrupt cry of Mergle McGurgle.
Easy; dodge purged by fire; sanitizing cycle rune puzzle.
Cannon barrage move together; anchor shot; time bomb dispel on cooldown.
Adorned starseeker pulsar; interrupt unstable rift.
Collapsing star soak one at a time; hyperlight jolt phase.
Shard of Halkias thrash; dispel mark of obliteration; tainted armor on tank.
Stand in red circle; heave debris and crumbling slam; refracted sin lights.
Ads turn to stone; stone shattering leap; hold cooldowns for messy fights.
Unstable anima dispel; ghastly parishioner kite.
Dodge statues; door of shadows; ritual of woe soak beams.
Voracious gorges gorging smash; CC gorge from overfed mites.
Frenzied mites; toxic regurgitation; devour phase—kill mites before boss.
Unstable core AoE; dodge void zones; CC warp from ruin stalkers.
Binding javelin; warp strike kite through boss; destabilized damage amp.
Whispers of fate; collect soul; dread of the unknown spread; eternal weave three souls.
Shreddinator shredation dodge; surveyors dynamite and surveying beam.
Kill mega drones; interrupt maximum distortion; jump start heavy AoE.
Bombs from Kiza; dispel gel near bombs; barrel charge aim at bombs.
Razor choke vines; awaken the swamp heavy AoE; sludge claws on tank.
Turbocharge AoE; gigazap electrifies water; leaping spark kite to non-electrified puddle.
This guide equips healers with detailed strategies for all Season 3 Mythic+ dungeons, emphasizing key mechanics and cooldown management. Mastering these encounters will improve group survival and key completion rates.
"Title accurately reflects content: a comprehensive healer-focused guide for all Season 3 M+ dungeons."
What is the key mechanic of the Engorged Crawlers in Arakara?
They apply a poison debuff via venomous spit that can be dispelled or healed through.
0:50
What must be interrupted from Trilling Attendants in Arakara?
Resonant barrage, which deals big groupwide damage.
1:00
What happens if spiders reach the boss Avenox?
The boss consumes them and gets a 30% damage increase for 1 minute.
2:52
How should the group move during Gossamer Onslaught?
Stack on or near the tank and move slowly and jointly to minimize area denial.
4:27
What is the most dangerous ability of the Bloodstained Web Mages?
Revolting volley, which deals high damage and puts a poison debuff; must be interrupted.
5:39
How to dodge the burrow charge of Anub'essek?
Move laterally, use a movement CD, and get as far from the boss as possible.
7:28
What is the purpose of goo puddles during Kikatal fight?
They root you in place to resist the pull of cosmic singularity.
11:15
What does dispelling Burning Shadows do?
Applies shadow shroud to the group, a healing absorb with ticking damage.
14:42
How to handle the dark orb from Eken Tuck?
Aim it away from the group so it flies unobstructed; explosion damage depends on distance.
17:53
What is the most dangerous overlap in the Dark Architect fight?
Dark orb explosion damage overlapping with shadowy decay.
19:11
What is the key mechanic of Captain Sulleman?
Thunderclap every 14 seconds dealing massive instant AoE damage.
23:00
How to handle multiple Sacred Toll casts from Ardent Paladins?
Top group after each cast; plan cooldowns; use Lumar's Living Silk.
25:35
What is the correct order for Baron Braunpyke's mechanics?
Wait for Castigator Shield, heal it, then soak Sacrificial Pyre.
26:53
How to avoid the Shuri mechanic from So'azmi?
Use teleporters to get inside the white circle before the waves reach you.
40:25
What is the healer's role during the Postmaster's hazardous liquids?
Soak puddles toward center, then dispel player with highest stacks after soak.
37:44
Spiders Feeding Boss
Critical mechanic: preventing spiders from reaching boss avoids a 30% damage buff.
2:52Coordinated Movement
Group stacking and slow movement during Gossamer Onslaught minimizes space denial.
4:27Burrow Charge Dodge
Specific lateral movement and CD usage required due to high charge speed.
7:28Goo Puddle Strategy
Using goo puddles to root yourself counters the pull mechanic effectively.
11:15Dispel Trade-off
Dispelling Burning Shadows applies a healing absorb, requiring careful timing.
14:42Sacred Toll Sequencing
Multiple successive casts demand precise cooldown planning and topping.
25:35Teleporter Usage
Using teleporters to dodge Shuri is a unique movement mechanic.
40:25[00:00] This is a comprehensive dungeon guide
[00:02] for all season 3 dungeons. It is
[00:04] designed with healers in mind, but
[00:06] you'll also get a lot out of it if
[00:08] you're not a healer. If you're crazy
[00:09] enough to watch the whole thing, I
[00:11] appreciate it, but you can also use the
[00:12] video chapters below to navigate toward
[00:14] the encounters that you find
[00:16] challenging. With all of that being
[00:17] said, let's begin. The first dungeon on
[00:19] our list is Arakara. It is one of the
[00:22] more challenging dungeons and also one
[00:24] with a somewhat tighter timer. In the
[00:26] first pull of the dungeon, it can be
[00:27] tricky to not draw aggro when the tank
[00:30] just runs through to the first platform.
[00:32] If you must heal, try to get ahead of
[00:35] the mobs so you will not need to run
[00:37] through them to continue toward the
[00:38] platform. Use defensives here and blow
[00:41] big cooldowns early. For example, as a
[00:43] druid, just use convoke immediately to
[00:46] get hots rolling on the group. In this
[00:48] fight, the engorged crawlers apply a
[00:50] poison debuff via venomous spit that you
[00:53] can dispel if you can dispel poisons or
[00:55] need to heal through if you cannot.
[00:57] Meanwhile, the Trilling attendants cast
[01:00] resonant barrage which must be
[01:02] interrupted for it will otherwise deal a
[01:04] big amount of groupwide damage. The mini
[01:06] boss in this fight is Ixen. Dodge his
[01:08] frontal cleave attack and interrupt his
[01:10] horrifying shrill, which deals a very
[01:13] high amount of group damage if it does
[01:14] go through. If that should happen, be
[01:17] prepared to use all of your cooldowns if
[01:19] necessary. The first pull on the next
[01:20] platform is usually also quite big, but
[01:23] the only real danger stems from the
[01:24] poison dots applied by the engorged
[01:27] crawlers. If you can dispel poisons,
[01:29] wait until someone gets two stacks and
[01:31] then use your dispel. If you cannot
[01:33] dispel poisons, make sure to be vigilant
[01:36] to be ready to commit cool downs
[01:38] whenever someone gets three or more
[01:39] stacks. The next mini boss is rather
[01:41] easy. Just make sure to dodge the web
[01:43] spray and heal the AoE damage from Call
[01:46] of the Brood. However, that damage isn't
[01:48] as bad anymore as it once used to be, so
[01:50] the fight should not be a major
[01:52] challenge. Finally, you make your way
[01:54] over to the third platform where you
[01:56] will fight Attic, the poison spider. She
[01:58] spawns poison clouds on the ground,
[02:00] which will act as space denial for melee
[02:02] DPS. From a healer perspective, however,
[02:04] the fight is quite easy and you can
[02:06] mostly focus on dealing damage as long
[02:08] as the poison bowls are properly
[02:10] interrupted. Once you have defeated the
[02:12] spider, you will make your way back to
[02:13] the large platform in the middle where
[02:14] the first boss of the instance, Avenox,
[02:17] makes its appearance. It has a
[02:19] moderately powerful tank hit in
[02:20] voracious bite. But from my experience,
[02:23] tanks don't really demand that much of
[02:25] your attention, if any, when dealing
[02:27] with it. Shortly after being pulled, the
[02:29] boss then casts Alerting Shrill, which
[02:32] deals a lot of ticking group damage and
[02:33] spawns in spiders at the locations of
[02:35] the eggs in the room. Alerting Shrill
[02:37] can be tough to heal through if you're
[02:39] not ready for it. So, make sure to have
[02:40] your healing properly ramped up before
[02:42] it hits. After alerting Shrill, there is
[02:44] no group damage going on whilst your
[02:46] teammates will be busy killing off the
[02:48] little spiders before they reach the
[02:49] boss. If they ever do reach the boss, he
[02:52] will consume them and get a 30% damage
[02:54] increase for 1 minute. This must be
[02:57] avoided at all costs, as it will be much
[02:59] more difficult to heal through the
[03:00] boss's abilities if it has consumed one
[03:02] spider and almost impossible if it has
[03:05] consumed more than one. Note, however,
[03:07] that the spiders don't actually run
[03:09] toward the boss. They run toward
[03:11] individual players. This means that you
[03:13] just need to make sure to not kite them
[03:15] through the boss. This is made easier by
[03:17] the unintuitive fact that once they
[03:19] reach a player, not that much is
[03:21] happening. One would expect that they'd
[03:24] explode or otherwise deal some
[03:26] catastrophic amount of damage, but they
[03:28] don't. They just swing for relatively
[03:30] moderate melee damage, which you can
[03:33] quite easily heal through. So, if you're
[03:35] ever out of space, choose the spiders
[03:37] hitting you over choosing to let them
[03:39] reach the boss. Shortly after spawning
[03:41] the spiders, the boss then launches his
[03:42] Gossamer onslaught, which is the most
[03:45] challenging healer mechanic of the
[03:46] fight. like alerting shrill, the
[03:48] onslaught deals a high amount of ticking
[03:49] AoE damage, but additionally spawns
[03:52] puddles underneath players that they
[03:53] need to move out of. One thing to note
[03:55] here is that you don't have much time to
[03:57] move out of the puddles. The timer is
[03:59] shorter than it is on many other
[04:01] puddlebased mechanics, so make sure to
[04:02] not get tricked by that. Although you
[04:05] can manage to fit in some casts like
[04:07] regrowth into the puddle timer, it's
[04:09] better to play it safe here. After the
[04:11] puddle explodes, it will leave behind a
[04:12] web area on the ground which denies this
[04:14] space for the remainder of the fight.
[04:17] This means the more erratically and
[04:19] uncoordinatedly your team moves around
[04:21] during Gossamer onslaught, the worse the
[04:23] space restriction in the room will
[04:25] become. Ideally, the group should
[04:27] therefore stack on or near the tank and
[04:29] then move around slowly and jointly to
[04:32] minimize this area denial. Gossamer
[04:35] onslaught is challenging for healers
[04:37] primarily because you can't really cast
[04:38] while it is going on. As a result, plan
[04:40] to commit your cooldowns during this
[04:42] mechanic and not during alerting shrill.
[04:45] This will help you stay on top of your
[04:47] movement and not make any mistakes with
[04:49] it. When Gossamer Onslaught is over, the
[04:51] boss is just rinse and repeat. So, tank
[04:54] it, alerting Shrill, kill spiders,
[04:56] Gossamer onslaught, and start a new.
[04:58] After defeating the first boss, you will
[05:00] get into probably the most puck
[05:01] unfriendly part of the dungeon where
[05:03] you'll be fighting packs of hulking
[05:05] blood guards and blood stained web mages
[05:08] on the platform. Going left is, in my
[05:10] experience, the safer way to go with
[05:12] fewer ninja pulls. But to be fair, ninja
[05:14] pulls happen here all the time,
[05:15] regardless of whether you're going left
[05:17] or right. Immediately after being
[05:19] pulled, the hulking blood guards begin
[05:20] casting Locust Swarm, which puts a quite
[05:24] nasty ticking debuff on the entire
[05:25] group, which you need to heal through.
[05:27] So, make sure to be ready to put out big
[05:29] healing immediately after one of these
[05:31] is pulled. They will then periodically
[05:33] cast Locust Swarm again every 20
[05:36] seconds. The real wipe potential in
[05:37] these pulls, however, comes from players
[05:39] failing to interrupt revolting volleys
[05:41] by the bloodstained web mages, which if
[05:43] they do go through, deal a high amount
[05:45] of damage and put a nasty damaging
[05:47] poison debuff on players. If that ever
[05:49] happens, and you can group dispel
[05:50] poisons via, for example, revival or
[05:52] poison cleansing totem, make sure to do
[05:54] so. Especially when revolting volleys go
[05:56] through while locust swarm is going on,
[05:58] you'll likely wipe. So, make sure to
[06:00] keep an eye out for them during Locust
[06:02] Swarm and interrupt them yourself if
[06:05] necessary. The spiders can be CCd, so
[06:08] you don't need to have an interrupt to
[06:09] cancel the cast. It's generally safe to
[06:12] stand inside of the Paxia as there's no
[06:14] cleave damage going on except for the
[06:16] Hulking Blood Guard's frontal, which is
[06:18] extremely well telegraphed. After this
[06:21] area, you'll get to the second boss of
[06:23] the dungeon, a noob sect, which like all
[06:25] the other bosses in Arakara, can be
[06:27] quite challenging in a park environment.
[06:29] In principle, the fight is quite simple.
[06:32] The boss periodically puts an
[06:33] infestation debuff on a player, which
[06:35] deals moderate ticking damage, and upon
[06:37] expiration spawns a swirling cloud,
[06:39] which will randomly move through the
[06:41] room, and you must avoid getting hit by.
[06:43] Over the course of the fight, the number
[06:45] of clouds will increase, but they are
[06:46] generally quite easy to avoid. This
[06:49] however cannot be said for the boss's
[06:51] second ability, borrow charge. He will
[06:53] periodically target a ranged player with
[06:55] the charge. If he targets you, you'll
[06:57] get a red arrow over your head and then
[06:59] have some time to prepare for the
[07:01] charge. After that time, he will borrow
[07:03] underground and charge toward you at a
[07:05] very high speed. I was really surprised
[07:08] by how quick the charging speed is. You
[07:10] barely have any time to move out of it.
[07:12] So, here's what you should do. If you're
[07:14] in coms with the tank, he should not
[07:16] tank the boss in the center, but rather
[07:19] tank it toward the edge of the room.
[07:21] This allows you to put more distance
[07:22] between yourself and the boss when it is
[07:24] charging. If done correctly, this will
[07:26] take care of the problem by itself. Just
[07:28] make sure to start moving laterally when
[07:30] the charge is happening. If, however,
[07:31] the boss is tanked in the middle of the
[07:33] room, as you will often see it happen
[07:34] when you're playing with pugs, you will
[07:35] need a movement CD to dodge the charge,
[07:37] and you also need to be moving laterally
[07:39] already when the charge is happening. So
[07:42] get as far away from the boss as
[07:44] possible. Then run along the edge of the
[07:46] room while it is charging and use a
[07:48] movement CD as soon as the boss is
[07:49] burrowed underground. If you're afraid
[07:51] that you will get hit anyway, pop a big
[07:53] defensive. After the charge is over, the
[07:55] boss will then always cast impale at
[07:57] your location, which is a frontal cone
[07:59] attack. So be ready to move out of that
[08:00] immediately. In addition, the boss
[08:02] spawns smaller spider ads which need to
[08:04] be killed. They cast silken restraints
[08:07] which needs to be interrupted as it
[08:09] roots players in place if it is not. If
[08:11] you can contribute your own interrupts
[08:13] and damage to the ads, as killing them
[08:14] is extremely important and failing to do
[08:16] so is one of the main reasons for wipes
[08:18] on this fight. Then the boss casts eye
[08:21] of the swarm and puts down a safe area
[08:23] in the middle of the room which you need
[08:24] to move toward as quickly as you can
[08:26] because standing outside of it will kill
[08:28] you almost instantly. Inside the area,
[08:30] the tank usually stands at the right
[08:32] side to bait the frontal while the rest
[08:34] of the group moves clockwise. The phase
[08:36] is quite easy. Just make sure to dodge
[08:38] the swirlies and heal the players with
[08:40] infestation on them. After the phase,
[08:42] the fight sequences just repeat until
[08:44] the boss is defeated. Next, you'll move
[08:46] into the final trash area of the
[08:48] dungeon. Here, you'll be greeted first
[08:50] by one of the many blood overseers,
[08:52] which have two mechanics. First, they
[08:54] periodically cast venom volley, which
[08:56] must be interrupted, for they will
[08:57] otherwise deal a large amount of
[08:59] groupwide damage. Second, they spawn
[09:01] erupting webs on the ground that players
[09:04] need to move out of. Moving out of these
[09:06] webs is very easy unless you're being
[09:07] slowed down by tainted blood. Tainted
[09:10] blood is applied by reinforced drones
[09:12] whenever they melee hit a player. So if
[09:14] your tank is not losing any aggro, this
[09:15] will usually be only on the tank. If it
[09:17] stacks high enough, he will not be able
[09:19] to move and get killed by the erupting
[09:21] webs. To counteract that, you can dispel
[09:23] the debuff from him. However, if he puts
[09:25] many of the little mobs, this can be
[09:27] quite challenging as your dispel is on
[09:28] cooldown, but they reapply the debuff
[09:30] really quickly. What I like to do is to
[09:32] simply dispel exactly when the webs are
[09:34] going out. I use Big Wig's voice to help
[09:36] me with the timing here as it will
[09:38] usually announce to me erupting webs
[09:40] when they are coming and then this will
[09:42] prompt me to use my dispel. Moreover,
[09:45] winged carriers will periodically jump
[09:47] at random players and deal a moderate
[09:49] amount of damage. However, this damage
[09:51] can become quite high if many of them
[09:52] are pulled, especially when all of them
[09:54] attack the same player at once. So, be
[09:57] prepared for some major spot healing and
[09:58] also to pre-commit your own defenses to
[10:01] prevent them from one-shotting you with
[10:03] their jumps. Finally, puddles of goo
[10:05] will cover the ground during these
[10:06] fights, and if you happen to walk into
[10:08] one of them, you will spawn a little
[10:09] blob that is going to root you in place.
[10:12] This is dangerous due to erupting webs
[10:14] as you won't be able to move out of them
[10:16] while rooted. If you do get rooted, CC
[10:18] the little blobs using an interrupt,
[10:20] stun, or disorientation ability. and you
[10:22] can also get out of them using freedom
[10:24] abilities such as blessing of freedom.
[10:26] Finally, the end boss in Arakara,
[10:28] Kikatal, the harvester, features a
[10:30] number of not super difficult but very
[10:33] unforgiving mechanics. First, the boss
[10:35] will periodically put cultivated poisons
[10:37] on players, which is a poison debuff
[10:39] dealing a high amount of ticking damage.
[10:41] This is the only real damage you'll need
[10:43] to worry about during this fight, and it
[10:45] doesn't happen super often. So, don't be
[10:46] afraid to use your cooldowns to heal
[10:48] through it, as you won't need them
[10:50] later. You can also dispel the poisons
[10:52] if your class has the ability. When the
[10:54] poison debuff runs out or when it is
[10:56] dispelled, the targeted player will
[10:58] spawn two poison waves moving away from
[10:59] them, and you must avoid getting hit by
[11:02] these waves. The second mechanic of the
[11:03] boss fight is cosmic singularity, which
[11:06] pulls players toward the boss after a
[11:08] short preparation period. If you do get
[11:10] pulled to the center of the room while
[11:11] this is going on, you will die. So, make
[11:13] sure that that doesn't happen. To do
[11:15] that, you need to walk into one of the
[11:16] goo puddles on the ground, which you
[11:17] already know from the previous trash
[11:19] mobs to root you in place while the
[11:20] pulling is happening. Here, it is useful
[11:23] to know that you can spawn these goo
[11:25] puddles yourself by attacking the little
[11:26] blood workers that are aimlessly running
[11:28] through the room during the fight.
[11:30] Simply hit them with an instant cast
[11:32] ability like shadowed pain or flame
[11:34] shock. They will die instantly and leave
[11:36] behind the puddle. As a healer, you can
[11:38] drastically improve the chances of your
[11:39] group not failing the pull mechanic by
[11:41] doing that a lot. Spawn as many puddles
[11:43] as possible. so that each of your
[11:45] teammates has a safe spot to go to and
[11:47] it's less likely that multiple players
[11:49] will try to get to the same spot or that
[11:51] the puddles despawn right when a player
[11:53] tries to move into them. After the suck
[11:55] is over, the boss will spawn erupting
[11:57] webs. However, you're still rooted, so
[11:59] you need to be quick to interrupt or CC
[12:01] the little mob that is rooting you and
[12:02] then move out of the puddles. The boss
[12:05] also spawns these web puddles during the
[12:07] fight, so you need to do a little bit of
[12:08] dodging throughout. I think a good way
[12:11] to approach the fight is to go in
[12:13] knowing that you don't really need to do
[12:14] that much at all. The encounter can feel
[12:17] daunting because seemingly so much is
[12:19] happening, but it's really not. All you
[12:21] need to know is that you have to heal a
[12:23] lot during the poison debuff phase and
[12:25] attack the little mobs to spawn the
[12:26] puddles. Then move toward the puddles
[12:28] when the pull mechanic is happening. And
[12:30] after it is over, interrupt them and
[12:32] move out of them. And that's it. That's
[12:34] Arakara for you. We're now moving on to
[12:37] Dawn Breaker, with which one of the
[12:38] easier dungeons from season 1 returns to
[12:41] the fold in season 3. However, despite
[12:44] its apparent simplicity, it's not
[12:46] without its challenges. The challenge in
[12:48] the first pack of the dungeon comes
[12:50] primarily from the Nightfall Ritualists
[12:52] casting tormenting ray at two randomly
[12:55] chosen players in the group. The cast
[12:57] cannot be interrupted and deals a
[12:59] moderate amount of damage. The ritualist
[13:01] also periodically puts a stigian seed on
[13:03] one player which needs to be dispelled
[13:05] before it runs out. If your group does a
[13:07] good job at interrupting the night balls
[13:09] from the nightfall shadow mages, then
[13:10] groupwide damage in the pool is low.
[13:12] Otherwise, be prepared to spot heal
[13:14] individual players taking damage from
[13:16] these casts. Ideally, you want to use a
[13:18] weak aura such as targeted spells to be
[13:20] able to see who is being targeted before
[13:23] they get hit. The second pull in the
[13:24] dungeon is usually the bloodlust pull.
[13:26] Like the first pull, it also contains
[13:28] Nightfall ritualists, but also a
[13:31] Nightfall Commander, which deals a
[13:33] moderate amount of damage to the tank
[13:35] via tainted slash. So, focus a little
[13:37] bit more strongly on tank healing during
[13:39] this pull. Also, feel free to blow all
[13:42] of your cooldowns here as the succeeding
[13:44] pulls on the two airships are super easy
[13:46] to deal with. On the airships, just make
[13:48] sure that you give a bit of priority
[13:50] healing to the player being targeted by
[13:52] bursting cocoon. Bursting Cocoon deals
[13:54] ticking damage, but also explodes for
[13:57] high damage when it runs out. So on high
[13:59] key levels, you need to make sure to top
[14:01] off your target before the debuff ends.
[14:04] The first boss in the instant is Speaker
[14:06] Shadow Crown. The fighting of whom is
[14:08] relatively straightforward, but does
[14:10] have some nuance. The boss has three
[14:12] abilities. First, it casts Obsidian
[14:14] Beam, spawning a rotating three-spoked
[14:17] star of void magic around it that you
[14:19] need to dodge. However, even if no one
[14:21] gets hit by the beams, the group takes a
[14:23] moderate amount of damage when they
[14:24] spawn. This is where the fight can get
[14:26] tricky due to how this damage event
[14:28] interacts with the boss's second
[14:29] ability, burning shadows. It puts a dot
[14:32] on a random player that also slows them.
[14:34] Ideally, you want to dispel it before
[14:36] obsidian beams hit so that the player
[14:38] can move around freely. However,
[14:40] dispelling it applies shadow shroud to
[14:42] your group, applying a large healing
[14:43] absorb and dealing ticking damage until
[14:45] the healing absorb is healed off. This
[14:47] can be quite dangerous if it overlaps
[14:49] with the initial damage from obsidian
[14:51] beams. Sometimes the burning shadow
[14:53] casts and obsidian beams will awkwardly
[14:56] overlap and you may be better off
[14:57] waiting with the dispel until you have
[14:59] healed the initial damage from obsidian
[15:01] beam. However, mostly you can simply
[15:03] dispel burning shadows instantly. Just
[15:05] make sure that you commit a healing
[15:06] cooldowns to quickly get rid of the
[15:08] healing absorb. The boss also casts
[15:10] collapsing knight spawning slowly
[15:13] growing void zones underneath two
[15:15] randomly chosen players. The tank will
[15:17] then move the boss away from these zones
[15:18] and position it in such a way that the
[15:20] group can comfortably dodge the obsidian
[15:22] beams. If you have a ranged interrupt,
[15:24] make sure to use it to interrupt the
[15:25] boss's spellcast when she's standing
[15:27] inside of one of these void zones to
[15:29] make sure that the tank can move her to
[15:30] the correct location. Finally, and
[15:32] perhaps the biggest problem that can
[15:33] happen in this fight with Parks is the
[15:35] scenario in which the group has the
[15:36] shadow shroud debuff, but the boss hits
[15:39] 50% or 0% and begins casting darkness
[15:42] comes. When that happens, the entire
[15:45] party needs to mount up and leave the
[15:46] platform, but they will then slowly rot
[15:49] down from the shadow shroud while
[15:50] flying. This can be avoided if people
[15:52] just wait on the platform until they are
[15:54] healed up, as there is a lot of time to
[15:56] mount up and get out of there. However,
[15:58] many packs won't do that, so you may
[16:00] need to commit big healing CDs during
[16:02] this phase to heal up your party before
[16:04] they hastily fly away. The next couple
[16:06] of trash pulls depends slightly on how
[16:08] your tank chooses to play the dungeon,
[16:10] but they are overall more of the same
[16:11] Nightfall ritualists, commanders, and
[16:14] also Nightfall tacticians who cast a
[16:16] black edge, a frontal cone attack.
[16:19] Despite their name, they are not very
[16:20] tactical about it, casting their frontal
[16:23] always at the location of the tank. So,
[16:25] you don't want to stand behind the tank.
[16:27] You'll also come across Nightfall Dark
[16:29] Casters, which aren't more than wannabe
[16:31] Nightfall ritualists casting an
[16:33] interruptible form of tormenting ray in
[16:36] tormenting beam, which is targeted only
[16:38] at a single player rather than at two of
[16:40] them. The first out of the three mini
[16:42] bosses then is Excreten the unbreakable.
[16:45] She cast terrifying slam, which is a
[16:47] tank hit where you must not stand near
[16:49] the tank. Additionally, she and all the
[16:51] other mini bosses cast abyssal blast,
[16:53] which deals moderate to high amounts of
[16:55] ticking damage to the targeted player,
[16:57] so some spot healing is in order. Next,
[16:59] you will fly over to Ascendant Viscoxa,
[17:01] which is a more challenging mini boss.
[17:03] She's paired with two Nightfall
[17:05] tacticians, so upon landing on the
[17:07] platform, you'll want to briefly look at
[17:09] where the tank is standing and not stand
[17:11] behind him to avoid getting hit by black
[17:13] edge. So, essentially, you will want to
[17:15] do exactly the opposite of what I'm
[17:17] doing here. This Coxria casts Abyssal
[17:19] Blast, requiring spot healing. But more
[17:21] importantly, she periodically casts
[17:23] Shadowy Decay, dealing a high amount of
[17:25] ticking AoE group damage. Make sure to
[17:28] ramp up your healing each time before
[17:30] shadowy decay hits, as it can get
[17:32] dangerous really fast if you're not
[17:34] prepared for it. Finally, you'll fly
[17:36] over to the last mini boss in Death
[17:38] Screamer, Eken Tuck. He's the most
[17:40] likely one to be the bane of pucks due
[17:42] to his dark orb ability. with it. He
[17:44] aims an orb of void magic at a randomly
[17:46] chosen player who can then choose where
[17:48] the orb is going to fly by moving around
[17:51] while the orb is forming. When the orb
[17:53] is fully formed, it will fly in a
[17:54] straight line away from the boss. The
[17:56] target player must aim the orb in such a
[17:58] way that it flies away from the boss
[17:59] without hitting anything. Because the
[18:01] amount of group damage the orb deals
[18:02] upon eruption depends on how far away it
[18:05] is when it explodes. If it is aimed at a
[18:07] wall directly on top of the group,
[18:09] everyone except the tank is likely going
[18:11] to die instantly. You can try to save
[18:13] the group with massive defensive
[18:14] cooldowns when you see that happening,
[18:16] but it might not be enough. As a healer,
[18:18] simply stand at the entrance of the
[18:20] tunnel when the orb is aimed at you and
[18:21] then let it fly past you. Watch out for
[18:24] players getting clipped by the orb while
[18:25] it is flying, as that will apply a nasty
[18:28] ticking debuff to them, which in
[18:30] combination with the orb explosion can
[18:32] be lethal really quickly. If you see a
[18:34] player take the debuff from getting
[18:35] clipped, focus your healing on them more
[18:37] strongly and apply an external. The same
[18:40] goes for players targeted by Abyssal
[18:42] Blast, who will also require some
[18:43] additional healing. Depending on the
[18:46] route, some tanks will clear a bit more
[18:47] of the trash in the courtyard area, but
[18:49] you'll often just fly to the next boss
[18:50] right away. The boss combines all
[18:52] abilities from the three mini bosses,
[18:54] except for the abyssal blasts. Bait the
[18:56] dark orb to an unobstructed area and
[18:59] chop up the group when its damage comes
[19:00] in. Likewise, be prepared for ticking
[19:02] AoE damage from shadowy decay. The boss
[19:05] will cast two dark orbs and two shadowy
[19:07] decays which you simply need to heal
[19:09] off. However, the third time is more
[19:11] tricky as it is an overlap of the dark
[19:14] orb explosion damage and shadowy decay.
[19:16] That is, the boss will fire the orb and
[19:18] cast shadowy decay immediately after it
[19:20] explodes. This is where you commit your
[19:22] cooldowns as a healer. Also, if you have
[19:24] Lumas living silk, this is an excellent
[19:27] usage scenario to absorb the initial
[19:29] dark orb impact damage. The boss also
[19:31] periodically spawns ads on top of
[19:33] players that need to be cleaved down. So
[19:35] make sure to stand close to the boss and
[19:37] not spawn them in Narnia. Finally,
[19:39] you'll fly back up to the Dawnreaker to
[19:41] meet its dark architect. The architect
[19:43] casts one of the hardest hitting channel
[19:45] damage abilities of the current season
[19:48] in tormenting eruption. Essentially the
[19:50] previously encountered tormenting beam
[19:53] on steroids. It also spawns a zone
[19:55] around the targeted player, so everyone
[19:57] must be spread out. Otherwise, this
[19:59] damage can get real dangerous real fast.
[20:02] Be prepared to blow cooldowns on
[20:04] tormenting eruption as its damage is
[20:06] hard to overstate. The architect also
[20:08] periodically spawns some additional ads
[20:10] that need to be cleaved down, but they
[20:12] are not that much of a concern for you
[20:14] as a healer. After, like Neo from the
[20:16] matrix, you have defied the architect.
[20:19] Rashaman, the final boss of the
[20:20] instance, will spawn. It's a two-phase
[20:23] encounter with the first phase taking
[20:24] place on the deck of the Dawnreaker.
[20:26] First, the boss spawns Arafi bombs
[20:29] trying to blow up the ship. To prevent
[20:30] it from doing that, you need to go to a
[20:32] bomb, click it, and then move back to
[20:34] the boss and use your extra action
[20:35] button to throw it in its face. Sounds
[20:38] easy enough, but it can be quite
[20:39] challenging due to erosive spray, which
[20:42] the boss casts shortly after placing the
[20:44] bombs. Erosive spray deals a very high
[20:46] amount of damage to the entire party,
[20:48] and you don't want to underestimate it.
[20:50] Commit your cooldowns to heal through
[20:52] erosive spray when necessary as it is
[20:54] the only really dangerous mechanic in
[20:56] the fight. Also note that you have quite
[20:58] a bit of time to pick up the bombs. So
[21:00] it's okay to let them spawn, pump out
[21:02] healing during a rose of spray and then
[21:04] pick up a bomb and bring it to the boss.
[21:06] As a healer, you will never be targeted
[21:07] by rolling acid. So you don't really
[21:10] need to worry about it. Just make sure
[21:11] you're toward the center of the room and
[21:13] not toward the edges. After some time,
[21:15] the boss will flee and you'll need to
[21:17] follow him down to the ground. except
[21:19] nobody really follows him. Just fly
[21:21] toward the town, look for the bridge,
[21:22] and then fly down the street behind the
[21:24] bridge to the center of the big
[21:25] platform. However, make sure to use your
[21:28] movement abilities because taking too
[21:29] long will kill you. In phase two,
[21:32] Rashaman is easier as he no longer
[21:35] throws bombs, so you don't need to worry
[21:36] about playing around them. Instead, he
[21:38] targets two players with spinner
[21:40] strands, which will make them place webs
[21:42] on the ground and deals a rather high
[21:43] amount of damage to them. So be careful
[21:45] to top these players up after they get
[21:46] hit so that they have 100% HP when
[21:49] erosive spray hits again. You yourself
[21:51] as a healer will never be targeted by
[21:53] spinit strands either. So you can just
[21:55] chill at the back of the platform for
[21:56] the entire fight. After the boss is
[21:59] dead, you will be transported back to
[22:00] the dawn breaker for your welldeserved
[22:02] loot if Russian does not reach out to
[22:04] you from beyond the grave and kills the
[22:06] entire party using a bug that's been in
[22:08] the game from day one. Next up, we're
[22:10] moving on to the Priaryy of the Sacred
[22:12] Flame, which is definitely one of the
[22:14] more challenging dungeons in the dungeon
[22:16] pool. The first pole in the dungeon is
[22:18] often the most dangerous one, as many
[22:20] groups will pull a whole bunch of mobs
[22:22] together in the corner at the end of the
[22:24] room. This is challenging for you as the
[22:27] healer because you need to be really
[22:28] careful with healing before the tank has
[22:30] gathered up all the mobs as you might
[22:31] otherwise draw aggro. At the same time,
[22:34] you sometimes have to heal, especially
[22:37] if the tank doesn't do a good job at
[22:38] using his defensives. Consequently,
[22:40] you'll have to be prepared to draw aggro
[22:42] early in this fight and commit big
[22:45] defensives to live through it. After the
[22:47] initial part of the pull has gone well,
[22:49] make sure to stack close to the tank as
[22:51] then the fervent sharpshooters will not
[22:53] jump away very far and can be cleaved
[22:55] down. During the pull, there are two
[22:57] main dangers. First, Captain Sulleman
[23:00] casts Thunderclap every 14 seconds,
[23:02] dealing a massive amount of instant AoE
[23:04] damage to the group. For each
[23:06] Thunderclap, you want to be able to top
[23:08] up your entire group instantly after it
[23:10] hits, as any delay in your healing
[23:12] exposes your team to the risk of getting
[23:14] killed by the fervent sharpshooters
[23:16] potshot, which they will periodically
[23:18] direct at random players. The challenges
[23:21] of the fight are further amplified by
[23:23] the inclusion of an Arafi Knight who
[23:25] casts disrupting shout. Interrupting all
[23:29] spellcasting and dealing a moderate
[23:31] amount of groupwide damage. Overlaps
[23:33] between Thunderclap and Disrupting Shout
[23:35] can be extremely lethal, so be
[23:37] absolutely on top of your game with
[23:39] topping up the team after each cast. And
[23:42] don't be afraid to leave this fight
[23:44] without any of your healing cooldowns
[23:46] remaining. Next up is Sergeant Shane
[23:48] Mail, who is much easier than Sulleman.
[23:51] She is usually played in the same area
[23:52] together with a bunch of casters whose
[23:54] spells need to be interrupted. Usually,
[23:56] these pulls are not very challenging,
[23:58] but if your team fails to execute decent
[24:00] mob control, they can get somewhat
[24:03] erratic due to high spot healing
[24:05] requirements. The only dangerous ability
[24:07] of Shane Male herself is called Lunging
[24:10] Strike, in which she leaps at a random
[24:12] player and applies a bleed debuff to
[24:14] them. However, you can dodge the leap by
[24:17] premoving while she is casting. If you
[24:19] successfully dodge the leap, it will
[24:21] deal no damage and you won't get the
[24:23] bleed. From here on out, you will need
[24:25] to kill a bunch of similar trash on your
[24:27] way to the first boss of the dungeon,
[24:29] Captain Dalecry. Depending on the route
[24:31] you have chosen, he will be paired with
[24:33] a different companion and have different
[24:35] abilities. If you chose to go the left
[24:38] route, as we did in this key, he'll be
[24:39] paired with Elena Emberllands. Dalecry
[24:42] himself applies a bleed to the tank via
[24:45] pierce armor. If you're an invoker,
[24:47] dispel it on cooldown. If you're any
[24:48] other healer, you'll need to prioritize
[24:50] tank healing in this fight much more
[24:52] strongly than on any other boss fight.
[24:54] Elena will additionally cast divine
[24:56] judgment on the tank, increasing the
[24:58] damage taken. So, make sure to dispel
[25:01] them instantly. Other than focusing on
[25:03] tank healing, you will then only
[25:04] occasionally have to heal through
[25:05] periodic ticking damage from holy
[25:07] radiance as well as single AOE hits from
[25:10] earthshattering spear. Overall, if you
[25:12] focus on tank healing a lot and then on
[25:14] group healing during holy radiance, you
[25:16] will be fine. If you're able to, you may
[25:18] want to save some cooldowns for the next
[25:20] pulls as depending on how your tank is
[25:22] feeling, they can become rather
[25:24] challenging. The main danger in these
[25:26] polls stems from the ardent paladins who
[25:29] cast sacred toll. Sacred Toll deals a
[25:31] moderate to high amount of damage to all
[25:33] players in the party. However, multiple
[25:35] paladins will never cast sacred toll at
[25:38] the same time. This means they will
[25:39] always cast it in succession. With the
[25:42] next sacred toll following a few seconds
[25:44] after the previous ones. Consequently,
[25:46] if you pull two paladins, you'll need to
[25:48] heal two successive sacred toll casts,
[25:50] but if you pull eight, you'll need to
[25:52] heal eight in a row. As in the beginning
[25:54] of the dungeon, your top priority as a
[25:56] healer is to immediately top the group
[25:58] back up after each sacred toll cast. If
[26:01] you fail to do that, the next sacred
[26:03] toll may kill you. Here, it really helps
[26:05] to make a plan beforehand and then
[26:06] practice it by playing the key a few
[26:08] times and planning out your cooldowns
[26:10] across the fight. Also, I highly
[26:12] recommend Lumar's Living Silk here as
[26:15] well, as it basically eats up an entire
[26:17] sacred toll for free and can help you
[26:19] when you've made a sequencing mistake.
[26:21] Additionally, it's really useful to have
[26:23] some kind of add-on that will announce
[26:25] to you when the sacred tolls are
[26:26] inbound. As stated before, I like to use
[26:29] Big Wig's voice for that. After all the
[26:32] mobs in the room are defeated, you will
[26:33] face Baron Brown Pike. Stack on the boss
[26:36] in the beginning until he spawns his
[26:38] rotating hammers of purity. Afterwards,
[26:40] the tank will pull the boss to the other
[26:42] side of the room so that you don't need
[26:43] to worry about dodging them. Then, the
[26:45] boss will cast sacrificial py.
[26:47] Sacrificial P is a soak mechanic, but
[26:49] it's very important that players don't
[26:51] soak it immediately. That is because
[26:53] Brown Pike will cast Castigator Shield
[26:56] shortly after, dealing a high amount of
[26:58] group damage, and you don't want that
[26:59] damage to overlap with the soaking
[27:01] mechanic. So, wait for castigator shield
[27:04] to go through, heal it up, and then
[27:07] focus on soaking. If your team soaks
[27:09] before castigator shield, be prepared to
[27:12] blow cooldowns as things can get nasty
[27:14] really quickly. The first sacrificial P
[27:17] will contain three flames. That means it
[27:20] must be soaked three times. The P will
[27:22] deal a small amount of AOE damage every
[27:24] time that it is soaked by a player
[27:26] running into it. However, the more
[27:28] dangerous part of the soak is the damage
[27:30] overtime effect, which it leaves on the
[27:31] player who is soaking it. Usually, the
[27:33] tank will soak at least one, but often
[27:35] two of the PS, leaving only one
[27:38] additional target for you to heal.
[27:40] However, the second P and every second P
[27:43] after that will contain five flames
[27:45] instead of three, making the soaking
[27:48] mechanic much more dangerous. Plan to
[27:50] commit your cooldowns around these
[27:52] larger soaks. Track the soaking debuffs
[27:54] on your teammates to determine who will
[27:56] need the most healing, especially those
[27:58] players with two stacks of the soaking
[28:00] debuff will require your priority
[28:02] healing. Ideally, you'll have some
[28:04] classes like rogues or DKs who can soak
[28:07] without taking the debuff. Overall
[28:09] though, the fight is not that hard. Just
[28:12] remember to top up the group after each
[28:14] castigator shield and know that your
[28:16] cooldowns are best used during the
[28:18] soaking phase, especially when there are
[28:20] five soaks instead of three. Then the
[28:23] last room in the dungeon also contains a
[28:25] couple of new enemies with some new
[28:27] challenges, but you will still need to
[28:29] watch out for a few sacred toll casts.
[28:32] The most dangerous of the new enemies
[28:34] you'll face here are the light spawn.
[28:36] They target individual players with
[28:38] purification which deals a very high
[28:40] amount of ticking damage. Focus large
[28:42] amounts of your healing on these
[28:43] players, especially when a simultaneous
[28:46] sacred toll cast is going off as this
[28:48] overlap is very dangerous. Apart from
[28:50] that, the packs require a lot of mob
[28:52] control as the risen mages cast fireball
[28:55] volley which must be interrupted at all
[28:57] cost. Another sneaky little danger comes
[29:00] from the risen footmen who explode for a
[29:02] moderate amount of group damage when
[29:03] they die. So you should monitor their
[29:05] health bar and be prepared for this
[29:07] damage. If they are stunned while they
[29:09] die, this damage will not happen. But
[29:11] don't count on pugs reliably stunning
[29:14] them. In the first area of the room, the
[29:16] fights can be quite challenging, but if
[29:18] you can, you should hold on to some of
[29:20] your cooldowns for Sir Brown Pike. He
[29:22] deals a lot of ticking AOE damage as an
[29:24] aura for the entire time that he is
[29:26] alive. So be prepared for some high
[29:28] consistent healing output that may
[29:30] require cooldown usage. If you're
[29:32] playing with a good tank, you'll likely
[29:34] be able to focus on group healing for
[29:36] the most part. However, if the tank is
[29:38] not so good, you will also need to deal
[29:39] with substantial tank hits that can make
[29:42] the healing significantly more
[29:43] challenging. After brown pike, the rest
[29:45] of the dungeon, including the end boss,
[29:47] is quite easy. So, feel free to use all
[29:49] of your cooldowns on him if necessary.
[29:53] Finally, Prius Merrey is the final boss
[29:55] of the dungeon, and she's actually
[29:57] rather easy to deal with. She has two
[29:59] dangerous mechanics that you need to be
[30:01] aware of. First, she casts Blinding
[30:03] Light, during which you will need to
[30:05] turn your character away from her to not
[30:07] get blinded. If another player gets
[30:08] blinded, you can dispel it. The blind
[30:11] deals a moderate amount of group damage,
[30:12] which you'll need to heal through. I
[30:14] like to pre-cast an AoE group heal, such
[30:16] as spirit bloom, for example, so that it
[30:18] goes off immediately after blinding
[30:20] light hits. The second dangerous ability
[30:23] is inner fire, which is simply a ticking
[30:25] AoE damage radiating from the boss
[30:27] during some phases of the fight. It
[30:30] deals moderate damage per tick and isn't
[30:32] very difficult to heal, but you should
[30:34] stay on top of it. Commit your healing
[30:36] cooldowns whenever inner fire takes
[30:38] overlap with the damage hit from
[30:39] blinding light. At 50%, the boss runs to
[30:43] the top of the platform and gives
[30:44] herself a shield, calling a bunch of
[30:46] small ads to her side. This is usually
[30:48] where you use your blood lust to get the
[30:50] shield off her as fast as possible and
[30:51] limit the number of ads that are
[30:53] spawning. The ads will die automatically
[30:55] over time, even if no one is damaging
[30:57] them. But they run at random players, so
[30:59] make sure to put some distance between
[31:01] yourself and them. Also, if you see that
[31:03] ads might reach you or one of your
[31:05] teammates, this is the moment to blow
[31:07] all of your defensives. And that was
[31:09] Priaryy, which I found to be quite a
[31:11] satisfying dungeon once I had figured
[31:13] out how to correctly deal with multiple
[31:16] successive sacred toll casts. Next up,
[31:19] we are moving to Tatsavves, or more
[31:21] specifically the streets part of the
[31:23] dungeon. Mechanically, it's one of the
[31:26] more challenging dungeons, but in terms
[31:28] of healing requirements, it is rather
[31:31] average. Upon entry, you will
[31:33] immediately fight Gale Warden Zomaras
[31:36] and a few of his henchmen. The fight is
[31:38] quite easy, but you should watch out for
[31:41] his radiant pulse, which deals a large
[31:43] amount of initial damage and then some
[31:45] damage over time. The next pull is
[31:48] usually the bloodlust pull, and it is
[31:50] quite challenging. It contains an
[31:52] armored overseer who periodically places
[31:55] a rotating beam splicer on the ground.
[31:57] When a player gets hit by it, the beam
[31:59] deals a high amount of ticking damage,
[32:01] so watch out for the debuff on your
[32:03] teammates and commit your healing
[32:05] cooldowns if they get hit. I don't think
[32:07] it's possible to see where the rotating
[32:09] arms of the beam are going to spawn. So
[32:11] when you see the orb on the ground, move
[32:13] away from it as they might spawn
[32:15] underneath you otherwise. However,
[32:17] what's more dangerous than the beam
[32:19] splicers are the glyphs of restraint put
[32:22] on individual players by the
[32:23] interrogation specialists. Glyph of
[32:25] restraint reduces the targets movement
[32:27] speed by 40% and deals a high amount of
[32:29] ticking damage. However, it can be
[32:31] dispelled. Be quick with your dispels
[32:34] here as there will be more glyphs going
[32:36] out than you have dispels available. So
[32:38] you don't want to fall behind too far.
[32:40] If you're playing in a group, ask
[32:42] players who can to dispel themselves.
[32:44] For example, rogues can dispelled with
[32:45] Glock of Shadows. And finally, the
[32:47] support officers will continuously cast
[32:49] spells your team needs to interrupt. If
[32:51] hyper light bows go through, individual
[32:54] players will take high damage. If
[32:56] hardlight barrier goes through, the
[32:57] entire group will take pulsing damage.
[33:00] Afterwards, you'll face a bunch of the
[33:02] same mobs as well as the next mini boss
[33:03] in Portalman Zohon. Immediately upon
[33:06] being pulled, he will unleash a Radiant
[33:08] Pulse, dealing high amounts of damage to
[33:10] the entire party. So, be prepared to
[33:13] deliver huge heals immediately. Also, he
[33:16] will likely cast Radiant Pulse again
[33:18] during the fight, so be ready for that
[33:20] as well. Other than that, the fight is
[33:22] easy. Just interrupt the empowered
[33:24] glyphs of restraint cast and dodge all
[33:26] ground effects. You will then face
[33:29] Zofax, the first boss of the dungeon.
[33:31] The fight is really easy as well, and
[33:33] there's only a few things to look out
[33:35] for. First of all, again, dodge all
[33:37] ground effects. Second, he periodically
[33:39] casts impound Contraband, which will
[33:42] silence two players and deal a moderate
[33:45] amount of damage to them. They will
[33:46] remain silenced until they pick up the
[33:48] weapon that spawns on the ground, which
[33:51] is highlighted by a subtle golden beam
[33:53] toward the ceiling. However, impound
[33:56] contraband does not deal ticking damage
[33:58] after being applied, so you have plenty
[34:00] of time to collect your weapon if it is
[34:02] targeting you. Finally, the boss casts
[34:05] interrogation on a DPS player, which
[34:07] will lock the targeted player in a cage
[34:09] and deal moderate ticking damage to
[34:11] them. Focus your healing on that player
[34:13] until your party has broken the cage by
[34:16] dealing damage to it. Also, don't stand
[34:18] in front of the boss as it is moving
[34:20] toward the cage. After the boss, you'll
[34:22] face Tracker Zakors. Again, avoid the
[34:25] beam splicer and dispel the tank
[34:27] immediately when he is affected by
[34:28] lockdown as that is a full stun on the
[34:31] tank. The ancient core hounds and the
[34:33] enraged eye horn in the next section are
[34:36] very easy to heal. So, you shouldn't run
[34:38] into much trouble here as long as the
[34:39] interrupts are going out properly. Just
[34:42] make sure to dodge the fire breath of
[34:43] the hounds. Next, you'll get to the
[34:46] Grand Menagerie, the second boss
[34:47] encounter in the dungeon. The fight is
[34:49] rather easy. First, Alcrux targets
[34:52] players with gluttony, allowing them to
[34:54] collect the orbs on the ground, which
[34:56] normally need to be avoided. For each
[34:58] orb collected, they will get a 5% damage
[35:00] increase due to devoured enema. However,
[35:03] gluttony also deals a moderate amount of
[35:05] damage to the targeted player. So, make
[35:07] sure to keep an eye on them. When
[35:09] gluttony runs out, it transfers to the
[35:11] nearest other player. So, make sure to
[35:14] stay away from the gluttony target
[35:15] because you don't want to be the one to
[35:17] whom the damage buff is transferred.
[35:19] However, the orb collection mechanic
[35:21] only comes into play after the next boss
[35:23] acolyte will spawn. This usually happens
[35:25] before Arrox is defeated, and if the
[35:27] tank is not vigilant, you will get
[35:29] aggro. So, be careful to position
[35:30] yourself far enough away from the center
[35:32] of the room or behind the tank to avoid
[35:35] this problem. Echolyte will release the
[35:37] orbs that need to be collected with
[35:39] gluttony via venting protocol. Also, he
[35:42] has a tank hit in flagagillation
[35:44] protocol and he casts purification
[35:46] protocol. Apparently, the guy really
[35:48] follows the protocol. Purification
[35:51] protocol spawns two big circles around
[35:53] players. You can dispel one of them and
[35:55] the other one will run out, dealing a
[35:57] large amount of damage to everyone
[35:58] standing in its area. However, the
[36:00] dispel target will not take any damage.
[36:02] If you're a priest, you can also use
[36:04] mass dispel here. Note also that
[36:06] Gluttony continues to be applied to
[36:07] players even after Alcrux is defeated.
[36:10] Finally, Vensa Goldfuse will join the
[36:12] fight. Whirling Annihilation pulls all
[36:14] players toward her, so make sure to run
[36:16] away from her until the cast is over.
[36:18] Also, she periodically targets an
[36:20] individual player with chains of
[36:21] damation, which roots them in place
[36:23] until they are destroyed. Chains of
[36:25] damination deal a moderate amount of
[36:27] ticking damage that you'll need to heal
[36:28] through. After defeating the Menagerie,
[36:31] you'll face a bunch of mobs in the
[36:32] market area. Noteworthy enemies here are
[36:34] the veteran spellcasters who cast hyper
[36:36] light salvo at one player but hitting
[36:40] all players standing in its path. So
[36:42] when the group is clumped up, the spell
[36:44] can get real nasty real fast. It is a
[36:46] channel spell and will always release
[36:48] the first tick, but you should then
[36:50] immediately interrupt it. Other than
[36:52] that, just keep an eye on the tank as he
[36:54] often takes a decent amount of damage in
[36:56] these poles. Depending on the route that
[36:58] the tank is taking, you might face
[36:59] commander so far next. Ideally, the tank
[37:02] will pull him off the little platform
[37:04] he's standing on, as that will make the
[37:05] fight substantially easier for you as a
[37:08] healer. The fight is quite
[37:09] straightforward. The mini boss will link
[37:11] two players together via lethal force,
[37:13] pulling them toward each other. As a
[37:15] healer, you'll also be frequently
[37:17] targeted by this debuff. If you get
[37:19] bound to another player, run away from
[37:20] him until the tether automatically
[37:22] breaks after some time. Make sure to not
[37:24] get pulled into any of the shock mines
[37:26] on the ground or into the player to whom
[37:28] you are bound. If two players do
[37:30] connect, they will take high amounts of
[37:31] ticking damage, but the damage is
[37:33] manageable on most key levels. The third
[37:36] boss of the dungeon is the postmaster.
[37:38] This is often the puck killer because he
[37:40] has some very unforgiving mechanics if
[37:42] people don't know what to do. First, he
[37:44] will cast hazardous liquids spawning
[37:46] little puddles on the ground which need
[37:48] to be soaked. If they are not, they
[37:50] spawn void zones on the ground and deny
[37:51] that area of the room for movement. The
[37:54] group usually can't soak all of the
[37:56] puddles, so just make sure to soak those
[37:58] toward the center of the room. For each
[38:00] puddle soaked, the player will get a
[38:01] ticking magic debuff. Dispel the player
[38:03] with the highest amount of stacks after
[38:06] the puddle soak is over. Immediately
[38:07] after the soaks, the boss will cast fan
[38:10] mail, which is a relatively strong
[38:11] ticking AoE damage effect. Therefore,
[38:14] you'll face an overlap of the debuffs
[38:15] from hazardous liquid as well as the AoE
[38:18] damage from fan mail. Ideally, ramp up
[38:20] your healing while soaking the ground
[38:22] effects already. This part of the fight
[38:24] is also when you want to commit your
[38:25] healing CDs. After fan mail finishes,
[38:28] the boss will cast money order, which is
[38:30] a group soak dealing moderate amount of
[38:31] group damage. Just make sure that the
[38:33] group is topped up before it hits.
[38:35] Finally, the boss will then spawn
[38:36] unstable goods on the ground. Pick up
[38:39] one of these pieces of luggage and throw
[38:40] it into the activated vent at the side
[38:42] of the room. The activated vent is the
[38:45] one with a bunch of white debris flying
[38:47] toward the ceiling. After throwing the
[38:50] luggage into the vent, the boss will
[38:51] repeat the same cycle of hazardous
[38:53] liquids, fan mail, money order, and
[38:55] unstable goods until he is defeated.
[38:58] Before the next boss fight, you'll need
[39:00] to play the market event to gain entry
[39:02] into the theater. Here, you need to pick
[39:04] up the item and bring it to the marked
[39:06] position on the mini map. However, to be
[39:07] honest, I just stand around and wait for
[39:09] someone else to do it. So, don't take my
[39:11] word on how exactly how it works. Also,
[39:13] picking up the items is sometimes bugged
[39:15] and can kill your key. Let's just hope
[39:18] you have teammates who vote in favor of
[39:19] abandoning the key if that happens.
[39:21] Otherwise, you might just stand around
[39:23] there for 20 minutes. Thanks, Blizzard.
[39:26] After completing the market event, you
[39:28] will enter Mser's Oasis, or as I like to
[39:30] call it, Mser's chamber of unending
[39:33] boredom. As a healer, your job is
[39:34] usually to sit down at the drum set.
[39:37] Doing so will grant you an extra action
[39:39] button. Whenever notes spawn on the
[39:40] ground, turn your character toward them
[39:42] and hit the extra action button to play
[39:44] the notes. When you have played 12
[39:46] notes, you will get a damage, healing,
[39:48] and haste buff via tempo up. You want to
[39:51] maintain that buff for the duration of
[39:52] the fight by playing new notes when they
[39:55] appear. Other than that, simply dodge
[39:57] ground effects and contribute a bit of
[39:58] damage to help your team break the
[40:00] boss's shield before his final warning
[40:02] cast finishes. Finally, you'll face
[40:05] Soazi, which is, in my opinion, one of
[40:07] the best designed boss fights in the
[40:09] season. The fight is relatively
[40:10] straightforward, but requires some quick
[40:12] thinking. When the fight begins, the
[40:14] boss will spawn a bunch of teleporters
[40:15] on the ground with a symbol on them.
[40:17] Walking into a teleporter will instantly
[40:19] teleport you to the other teleporter
[40:21] with the same symbol. Then the boss
[40:23] casts Shri, requiring you to use the
[40:25] teleporters. You can see where the Shri
[40:27] is spawning by looking for the little
[40:29] white circle on the ground. From this
[40:31] circle, waves of white energy will
[40:33] expand and deal high amounts of ticking
[40:35] damage to anyone getting hit by them.
[40:36] This means that you will need to find a
[40:38] way to get inside of the Shy circle
[40:40] without getting clipped by its edge.
[40:42] that is you need to teleport inside it.
[40:44] So identify a teleporter that leads to
[40:46] the inside of the Shuri and take it
[40:48] before Shuri reaches your location. As a
[40:51] healer, your attention is additionally
[40:52] taxed by phase slash, dealing a moderate
[40:55] amount of taking damage to three
[40:57] randomly chosen players in your group.
[40:59] Occasionally, the boss will teleport to
[41:00] a different quadrant in the room and
[41:02] start casting double technique, which
[41:04] needs to be interrupted. If your group
[41:06] fails to interrupt before the cast is
[41:08] complete, you will wipe. Thus, find your
[41:10] way to the quadrant that the boss is in
[41:12] via the teleporters before the double
[41:14] technique cast finishes. Double
[41:16] technique needs to be interrupted twice.
[41:18] You can minmax the double technique
[41:19] interrupt by delaying the second
[41:21] interrupt until the cast has almost
[41:23] finished, essentially giving you free up
[41:25] time on the boss. However, be careful to
[41:27] not delay the first interrupt as the two
[41:29] successive spells are on the same
[41:31] underlying cast bar. That means if you
[41:33] interrupt the first cast at the very end
[41:35] of its cast bar, the second cast will be
[41:37] almost instant. So, I hope this helped
[41:39] you get a better handle on what to keep
[41:40] an eye on as a healer in streets. We now
[41:42] move on to the other part of the
[41:44] Tatsavves Mega Dungeon, Gambit. Gambit
[41:47] is a bit of an odd one. On the one hand,
[41:49] it's super easy and the timer is so
[41:51] forgiving that you can't help but wonder
[41:53] who signed off on the dungeon timers in
[41:55] this season. However, the dungeon also
[41:57] has some major challenges that can be
[41:59] real showstoppers for Pugs. The dungeon
[42:02] starts off relatively easy. Most of the
[42:04] time, the tank will do a big bloodlust
[42:05] pull at the beginning of the dungeon,
[42:07] including Merk Bryan Fishmancers, Merk
[42:09] Bryan Shell Crushers, and a Coast Walker
[42:12] Goliath. The major thing to watch out
[42:14] for is the tidal stormed from the
[42:16] Goliath, dealing a high amount of AoE
[42:18] group damage. So, be ready for that.
[42:20] Otherwise, if the pull and the ones
[42:22] after that are properly controlled,
[42:24] there's very little going on. interrupt
[42:27] the cry of Mergle McGurgle when you see
[42:30] it go off as it is a 50% damage increase
[42:33] to all the mobs around the caster. The
[42:35] first boss, Hillbrand, is similarly
[42:37] easy. There's pretty much nothing to
[42:39] heal except the occasional purifying
[42:41] burst. The only thing that can really
[42:43] kill you is failing to start moving
[42:45] quickly when purged by a fire is going
[42:47] off. During the sanitizing cycle
[42:49] intermission, one of the players needs
[42:50] to go to the front console, after which
[42:52] the edges of the front console will
[42:54] display one room each. The other four
[42:56] players need to pick up the runes in the
[42:58] room by walking through them and then
[42:59] bring the correct rune to the correct
[43:01] side console as indicated by the front
[43:04] console. So, for example, if the front
[43:06] console shows the orange rune on its top
[43:08] right side, you need to bring the orange
[43:10] rune to the console in the front of the
[43:11] room and to the right. After the first
[43:13] boss is dead, you will get to an area of
[43:15] the dungeon where the trash becomes more
[43:17] dangerous. The danger is primarily
[43:19] driven by the hourglass tight sages
[43:21] casting brackish bolt at random targets.
[43:24] They cast all the time and the bolt
[43:25] deals a high amount of damage. So, if
[43:27] your tank pulls a lot of them, you may
[43:28] need to commit healing cooldowns and be
[43:30] really on point with spot healing. In
[43:32] the footage you see here, it was still
[43:34] bucked and they only targeted the tank,
[43:36] but that's no longer the case. So, you
[43:37] need to heal everyone. Contribute to
[43:40] controlling the mobs using your utility
[43:42] if you can. The second boss, Time
[43:44] Captain Hooktail, is the first
[43:46] showstopper for pugs, and it has a
[43:48] couple of mechanics you'll need to
[43:49] consider. First off, every player in
[43:51] your party will periodically be targeted
[43:53] by cannon barrage, which you need to
[43:56] move out of and which will spawn lava
[43:57] zones on the ground that persist for a
[43:59] long time. To minimize the area denial
[44:02] from these lava puddles, it is essential
[44:04] that everyone in your team except for
[44:06] the tank is stacked up in the same place
[44:08] and moves slowly together while the
[44:11] cannon barrage is happening. That way,
[44:13] you will retain as much space in the
[44:15] room as possible. You can start at the
[44:18] edge of the wall as you see here, or
[44:20] even better, a little down the shoreline
[44:21] behind the boss. Then move slowly
[44:24] clockwise around the edge of the wall.
[44:27] If the fight isn't yet over when you
[44:28] reach the opposite shoreline, ideally
[44:30] the entire party will double back to the
[44:33] starting spot. Dodging the falling
[44:35] cannon barrage is usually quite easy,
[44:37] but some players will randomly get
[44:39] targeted by anchor shot, which drags
[44:42] them toward the shore. If you get
[44:44] targeted by anchor shot while the cannon
[44:46] brush is coming down, be quick to move
[44:48] against its pole to not get hit by the
[44:50] falling lava. Okay, got it. Dodge lava
[44:53] puddles and slowly move clockwise.
[44:55] Second, Corair brutes will spawn
[44:57] periodically at the shoreline and run
[44:59] towards players to attack them. Their
[45:01] attacks deal very high damage and you
[45:03] don't want to get hit, which is also the
[45:05] main reason to stay away from the shore
[45:07] and toward the wall. It is the tank's
[45:09] responsibility to hit the cosair brutes
[45:11] with the boss's infinite breath, which
[45:13] will kill them. If he does this well,
[45:15] you don't need to worry about the brutes
[45:17] too much. However, remember that the
[45:19] tank must aim the breath at them, and
[45:21] you can help him do that by not
[45:22] positioning yourself awkwardly behind
[45:24] him or by kiting the mobs into the
[45:27] breath if the situation allows for that.
[45:30] Finally, the healer mechanic of the
[45:32] fight is called time bomb. Time bomb
[45:34] applies a magic debuff to two players in
[45:36] the group, causing them to take
[45:38] increasing ticking damage, but also
[45:39] giving them a 30% haste buff. When you
[45:42] dispel the debuff, the entire group will
[45:44] take a moderate amount of AOE damage.
[45:47] Now, theoretically, it would be best to
[45:49] minmax the dispel so that your teammates
[45:51] can benefit from the haste buff for as
[45:53] long as possible. However, my
[45:54] recommendation, especially for beginners
[45:56] who are not that familiar with the fight
[45:58] yet, is to just dispel both of the time
[46:00] bombs on cooldown. Those were all of the
[46:02] mechanics. The main challenge of the
[46:04] fight comes from its back end when your
[46:06] team can no longer run along the wall
[46:08] and would need to double back to the
[46:10] start. So try and keep your healing
[46:12] cooldowns for that part of the fight as
[46:14] it can get quite hectic. After defeating
[46:17] Hooktail, you'll be teleported to the
[46:19] final room of the dungeon. If you've
[46:20] done well, you might just have 15
[46:22] minutes left because the timer and the
[46:23] key is so ridiculously forgiving. The
[46:26] trash in this room poses some unique
[46:28] challenges for healers. The main one
[46:29] being the adorned starse seeker spawning
[46:32] a wandering pulsar. After the pulsar
[46:34] spawns, there will be a short leniency
[46:36] period after which it will continue
[46:38] pulsing high amounts of AoE damage until
[46:40] it is killed. Therefore, your team needs
[46:43] to focus down the pulsar quickly before
[46:45] the damage gets out of hand. If your
[46:47] group fails to do that, have your
[46:48] healing cooldowns handy to heal a lot of
[46:50] AoE group damage for a long time. Other
[46:53] than that, the trash is pretty
[46:54] straightforward with focused ritualists
[46:56] casting hyperllight bolt, which deals
[46:58] spot damage to individual players if it
[47:00] is not interrupted. Expect some
[47:02] hyperllight bolts to go through as
[47:04] players will likely hold their kicks for
[47:05] the unstable rift casts which must be
[47:08] interrupted as their completion will
[47:10] likely wipe the group or come close to
[47:13] it. And at last, you get to Soia, the
[47:16] final boss in Gambit, and it's a very
[47:18] challenging encounter for the healer. At
[47:20] the beginning, there really isn't
[47:21] anything to heal until the boss spawns
[47:23] the first collapsing star. Similar to
[47:26] the pyrus of Baron Brownpike and Priy,
[47:28] it will spawn a void zone on the ground
[47:30] with four charges that need to be soaked
[47:33] before the timer expires. Each time a
[47:35] stack is soaked by a player running into
[47:36] the void zone. Collapsing star will deal
[47:38] a high amount of ticking damage to
[47:40] everyone in the party. The goal is to
[47:42] soak one charge, then let the debuff run
[47:45] out, then soak the next charge, let the
[47:48] debuff run out again, and so on. If you
[47:50] fail to let the debuff run out, for
[47:51] example, because two players soak at the
[47:53] same time, the damage will likely cause
[47:54] a wipe. Therefore, it is best when one
[47:57] player does the soaks by himself.
[47:59] Ideally, this player is not you, so not
[48:01] the healer. Although one would think
[48:03] that the healer is the ideal player for
[48:05] the job as he's also in charge of
[48:06] healing the group back up and can
[48:08] therefore best estimate when the next
[48:10] soak is in order, running into the
[48:12] collapsing star causes a major knockback
[48:14] which makes healing very difficult,
[48:16] especially if you need to cast or you
[48:19] would need to be in melee range to heal
[48:20] effectively. So wait for someone else to
[48:23] do the soaks. Only start doing them
[48:25] yourself when there's evidently no one
[48:26] else feeling responsible or bothering to
[48:28] help. Collapsing stars fall during the
[48:30] entire fight and they are the main
[48:32] challenge for you as a healer. After
[48:34] pushing Sia into phase two, she will
[48:36] gain an immunity and spawn stars in the
[48:38] room while casting hyper light jolt.
[48:41] Hyperlight Jolt connects each player to
[48:43] another player with a red arrow and
[48:45] every player needs to position himself
[48:47] behind one of the stars so that the red
[48:49] arrow head goes through it. If done
[48:51] correctly, all stars will be hit and the
[48:52] hyperllight jolt phase will be over,
[48:55] resuming the boss fight. If one of the
[48:57] stars is missed, she will cast
[48:58] Hyperllight Jolt again until all stars
[49:00] have been hit. However, try to avoid
[49:03] that if at all possible because
[49:04] Hyperllight Jolt deals damage to
[49:06] everyone when it is cast and for each
[49:07] successive cast, it deals 25% increased
[49:11] damage. As players will be spread out
[49:13] very far during the Hyperllight Jolt
[49:14] phase, it can be even more challenging
[49:16] to heal that damage. Finally, Solia will
[49:19] occasionally shatter the stars in the
[49:21] room via energy fragmentation, causing
[49:23] them to explode into little shooting
[49:25] stars that you need to dodge. As a
[49:27] healer, a bit of metal preparation for
[49:29] the Solia fight goes a long way. Be
[49:31] ready to heal the collapsing star stacks
[49:33] quickly and effectively. This is also
[49:35] where you'll likely commit your
[49:36] cooldowns. Then, be prepared to
[49:38] emergency pump heals if your group fails
[49:40] to hit all five stars during hyper light
[49:43] jolt, as you will need to top everyone
[49:44] up before the second cast finishes.
[49:46] Ideally, have a cooldown mentally set
[49:48] aside for this scenario. For example,
[49:51] revival or healing tide totem would be
[49:53] useful here. For our next dungeon, we're
[49:55] moving on to the halls of atonement. If
[49:57] the timer in Gambit is relaxingly
[49:59] forgiving, the timer in halls is
[50:01] exceptionally tight, which puts
[50:03] additional strain on you as a healer, as
[50:05] the pools will likely need to be big. At
[50:08] the start of the dungeon, you'll likely
[50:09] be getting into a big pole with blood
[50:11] lust, often on the left side of the
[50:12] platform. The main danger in this pool
[50:14] stems from the shard of Hulkas and his
[50:18] thrash cast. Thrash deals a very high
[50:20] amount of group damage and will require
[50:22] your full attention. Apart from pumping
[50:25] big heals to get through thrash, you
[50:27] will need to dispel the mark of
[50:28] obliteration debug from your teammates,
[50:30] which will deal a moderate amount of
[50:32] damage when it expires. However, you'll
[50:34] need to sometimes let some of them
[50:36] expire, which is usually not a super big
[50:38] deal. Sometimes you'll also need to
[50:41] decide between dispelling Mark of
[50:42] Obliteration or the tank debuff tainted
[50:45] armor, which increases the tank's damage
[50:48] taken by 2% per stack. If you feel that
[50:51] your tank is struggling, prioritize
[50:53] dispelling him. Otherwise, prioritize
[50:55] dispelling Mark of Obliteration instead.
[50:57] There are two more noteworthy enemies
[50:59] you'll face in the first area of the
[51:01] dungeon. The first are depraved hound
[51:03] masters, and they're bears. You'd think
[51:07] that they'd have hounds, but all right.
[51:09] Generally, they aren't very dangerous.
[51:11] But it is of paramount importance to
[51:12] interrupt their loyal beasts cast, which
[51:15] will greatly empower their bears if it
[51:17] goes through. If that happens, the bears
[51:20] will get very big and very red.
[51:22] Absolutely be alarmed by that and commit
[51:24] an external like pain suppression or
[51:26] iron bark to the tank preemptively as he
[51:29] might just get mauled by the bears. The
[51:31] second noteworthy enemies in this area
[51:33] are the stoneborn slashers. Generally,
[51:36] you don't need to worry about them too
[51:37] much. That is until they cast disrupting
[51:40] screech, which will deal a moderate
[51:42] amount of group damage and interrupt
[51:43] your spell casting. To avoid being
[51:45] silenced, stop casting when you see the
[51:47] disrupting screech going off and use
[51:49] instant cast abilities instead. Again,
[51:52] an add-on like Big Wig's voice is highly
[51:54] recommended to deal with this ability
[51:56] comfortably. After all threshy boys have
[51:58] been defeated, the first boss of the
[52:00] dungeon, Hulk, will spawn in. The boss
[52:02] fight is relatively straightforward.
[52:04] Everyone needs to stand at the red
[52:05] circle around the boss and they will
[52:07] otherwise get feared. If someone does
[52:09] ever get feared by standing outside of
[52:10] the circle, you can dispel them and hope
[52:12] that they'll realize where to go. For
[52:14] healers, the boss has two damage events
[52:16] with the same damage pattern. First,
[52:19] heave debris throws debris at a random
[52:21] player and deals moderate groupwide
[52:23] damage on impact. Ideally, you want to
[52:24] position yourself on the opposite side
[52:26] of the boss from where your tank is
[52:27] standing to bait the heave debris cast
[52:29] away from the boss's movement direction.
[52:32] Second, crumbling slam is also a debris
[52:35] throw, but it happens on the tank. This
[52:37] is another reason for you to stay away
[52:39] from the tank, as any erratic tank
[52:41] movement might otherwise cause the
[52:43] debris to land on your head, killing you
[52:45] instantly. All in all, the debris throws
[52:47] aren't very challenging to heal. So,
[52:49] just run your normal healing rotation,
[52:51] and you will be fine. Ever so often, the
[52:53] boss will cast refracted sin lights,
[52:55] spawning beams around him, which you
[52:56] will need to not get hit by. Usually,
[52:58] this phase is a no-brainer, but it can
[53:00] get challenging if the tank did not
[53:01] properly position the boss and the
[53:03] ground is full of debris puddles. If
[53:05] that is the case, expect to be
[53:06] delivering a lot of healing to your
[53:08] group. Although this scenario is not
[53:10] very likely, this is where your healing
[53:11] cooldowns are used in the fight, so hold
[53:13] them for this rainy day. After Harkas
[53:16] has been defeated, you'll make your way
[53:18] up the stairs, facing some old enemies,
[53:20] but also some new ones. First, you will
[53:23] still need to be on the lookout for
[53:24] disrupting screeches from the slashers
[53:26] to not get silenced. Second, you will
[53:28] fight some stoneborn reavers, which deal
[53:31] a moderate to high amount of damage to
[53:32] the tank. So, tank healing is something
[53:34] to look out for in these poles. Also,
[53:36] the stone bone reavers will cast turn to
[53:38] stone, turning everyone around them,
[53:40] well, to stone if people fail the
[53:42] mechanic and stand in the spells area.
[53:45] This will stun them for a long time, but
[53:47] it can be dispelled. From my experience,
[53:49] it's mainly the tank who will
[53:51] occasionally get turned to stone, so be
[53:52] ready to dispel him instantly. The
[53:55] second boss in the dungeon is Echelon.
[53:57] He will periodically summon ads to his
[53:59] side, which need to be cleaved down.
[54:00] When the ads die, they turn to stone.
[54:03] The player targeted by Stone Shattering
[54:05] Leap will then need to run on top of the
[54:06] little stone figurines to permanently
[54:08] remove them from the fight or they will
[54:10] otherwise respawn later. Players hit by
[54:13] Stone Shattering Leap will suffer
[54:14] moderate to high amount of ticking
[54:15] damage afterwards, so be prepared to
[54:17] heal them. Usually only one player gets
[54:19] hit, but be ready to heal multiple
[54:20] people just in case. Overall, the fight
[54:22] is very easy, but can get tricky when
[54:24] the ads are not killed quickly enough,
[54:26] are not properly assembled in one place,
[54:28] or the player targeted by leap does not
[54:30] destroy the stone forms, which will
[54:32] cause them to resurrect. In that case,
[54:34] you might find yourself in a fight with
[54:36] many, many ads dealing high amounts of
[54:38] damage rather erratically to players in
[54:39] the party. Therefore, try not to use
[54:41] your cooldowns to heal through the
[54:43] regular damage of the fight and hold all
[54:44] of them for the possibility of the fight
[54:47] going really wrong in the later stages.
[54:49] After defeating Echelon, you will face
[54:51] more of the same enemies on your way to
[54:53] the third boss, high adjudicator Elise.
[54:56] She casts unstable enema on two players,
[54:58] dealing a moderate amount of ticking
[55:00] damage. Dispel one of them instantly and
[55:02] the other one when your dispel comes off
[55:04] cooldown. Ideally, dispel melee players
[55:06] first as they have a harder time
[55:07] spreading out and the debuff damages
[55:09] players right next to the target as
[55:10] well. Apart from that, the boss will
[55:12] occasionally spawn a ghastly parishioner
[55:14] which will deal moderate ticking damage
[55:16] to the group for as long as it's alive.
[55:18] It needs to be kited into one of the
[55:20] enema vessels at the side of the room at
[55:22] which point it will disappear and the
[55:24] group damage will stop. Overall, the
[55:26] fight is not very hard to heal, but you
[55:27] need to focus on players with unstable
[55:29] enema on them while the ghastly
[55:31] parishioner is alive, as they'll be
[55:32] taking damage from both abilities at the
[55:34] same time. Also, the fight can get
[55:36] challenging if someone fails to kite the
[55:38] mob, and this is where your healing
[55:41] cooldowns will be best placed. The final
[55:43] trash mob in the dungeon is a mini boss
[55:45] by the name of Inquisitor Cigar.
[55:46] Overall, the fight is easy, but you will
[55:48] need to deliver a decent amount of group
[55:50] healing during his display of power
[55:52] cast, which deals ticking damage to the
[55:53] group, and then some additional damage
[55:55] when it expires. Occasionally, you'll
[55:57] also be fixated by some of the smaller
[55:58] ads, so make sure to bring them in
[56:00] cleave range of the boss. Also, the mini
[56:02] boss will heal himself on occasion,
[56:04] which is normal. And last and least, the
[56:07] pompous, the incompetent, the
[56:09] unremarkable Lord Chamberlain. In this
[56:11] fight, there will be nothing for you to
[56:13] do until there is. First of all, simply
[56:16] dodge all of the ground stuff as well as
[56:18] the flying statues. Second, when he
[56:20] casts the door of shadows, he will draw
[56:22] all statues toward him. So, make sure to
[56:25] move away from him and not get hit by
[56:27] them. Then, he will push the statues
[56:29] away from him in a straight line. And
[56:31] so, you also need to make sure to not
[56:33] get hit by that either. This push away
[56:35] also deals a hefty amount of group
[56:37] damage, which you quickly need to heal.
[56:39] Afterwards, the boss will start
[56:41] channeling ritual of woe, projecting red
[56:44] beams of sinful energy at each of the
[56:46] statues surrounding him. Each beam needs
[56:48] to be soaked by one player positioning
[56:50] himself between Lord Chamberlain and the
[56:52] respective statue. If that is done
[56:54] correctly, there will be a low amount of
[56:55] kicking damage going on throughout this
[56:57] phase, but it's very easy to heal.
[56:59] However, if the boss's beam connects
[57:01] with one of the statues, all hell will
[57:03] break loose. In this scenario, the group
[57:05] will take catastrophic amounts of
[57:07] ticking damage, and you should be
[57:09] prepared to commit all of your cooldowns
[57:10] immediately to somehow be able to live
[57:13] through it. After the phase, the boss
[57:15] will return to his insignificant
[57:16] existence until it is cut short by your
[57:19] inevitable victory. Were it not for the
[57:21] tight timer, Halls would actually be
[57:23] rather easy, but as it is, you can't
[57:25] really make many mistakes in the dungeon
[57:26] and still time it, let alone two chest
[57:29] it. The same, however, cannot be said
[57:31] for Ecodome Aldani. here. It feels like
[57:34] the two chest is pre-programmed into the
[57:36] game code. EcoDome really is one of the
[57:38] easiest dungeons and might be Blizzard's
[57:40] tests of easier mechanics that do not
[57:42] need any combat add-ons to solve
[57:44] effectively. Nevertheless, there are
[57:46] some challenges in Ecodome that we'll
[57:47] take a look at now. Most of the time,
[57:49] you'll do a blood lust pull at the start
[57:51] of the dungeon, including voracious
[57:52] gorges and overged mites. Voracious
[57:55] gorges cast gorging smash, dealing a low
[57:58] amount of groupwide damage and spawning
[57:59] puddles on the ground that need to be
[58:01] avoided. Overged mites cast gorge which
[58:04] must be CCD as it deals a heavy amount
[58:07] of single target damage as well as
[58:08] triggering over gorged making the mites
[58:11] explode upon death similar to the
[58:13] bombshell crabs in floodgate. Therefore,
[58:15] it is paramount to CC the gorge cast. If
[58:18] your group fails to do that, prepare for
[58:20] very heavy healing when the overched
[58:22] mites die. Afterwards, you'll face
[58:24] Azaka, the first boss in EcoDome. It
[58:27] regularly spawns frenzied mites which
[58:29] jump at individual players. To be able
[58:31] to AoE them down effectively, the group
[58:33] should be stacked up. The longer the
[58:35] mites are alive, the more damage they
[58:37] will deal. However, they will usually
[58:38] die very quickly, so that's not usually
[58:41] a big problem. The boss also casts toxic
[58:44] regurgitation, which spawns a circle
[58:46] around two players, causing them to drop
[58:47] a void zone when the debuff expires.
[58:49] Upon expiration, the two players
[58:51] targeted by toxic regurgitation will
[58:53] take a moderate amount of ticking
[58:54] damage. After two applications of toxic
[58:56] regurgitation, the boss will cast
[58:58] devour, drawing all players in toward
[59:01] himself and also spawning frenzied mites
[59:03] that are drawn toward him as well. Your
[59:05] goal in this fight is to prevent the ads
[59:07] from reaching the boss as that will
[59:08] cause it to feast on the mites, healing
[59:11] it for 5% HP and giving it a 15% damage
[59:14] buff for 1.5 minutes. The effect stacks,
[59:16] so the consumption of multiple mites can
[59:18] get dangerous quickly. Other than that,
[59:20] devour deals a moderate amount of
[59:22] ticking damage to the entire party. Use
[59:24] your healing cooldowns in this phase if
[59:26] necessary. Now, the puddles that were
[59:28] previously left on the ground by the
[59:30] toxic regurgitation will slow down the
[59:32] mites. So, focus on those mites on the
[59:34] other side of the room first, which are
[59:36] running toward the boss more quickly.
[59:38] Focus on the mites inside of the void
[59:40] zones later. If nothing goes wrong, the
[59:42] fight is usually really easy, and you
[59:44] might want to save your cooldowns for
[59:45] the next pull, which is more
[59:47] challenging. After defeating Azakar, you
[59:50] will get into a fight against an
[59:51] overcharged sentinel. At the beginning
[59:54] of the fight, it has a shield, but as
[59:55] soon as the shield is removed, it will
[59:57] radiate unstable core until it is
[1:00:00] defeated. Unstable core damages players
[1:00:02] in the group every 1.5 seconds and
[1:00:05] spawns a void zone under their feet. As
[1:00:07] your highest priority, do not linger in
[1:00:08] the void zone as it deals a very high
[1:00:10] amount of damage. If you're a ranged
[1:00:12] healer, you may want to stay away from
[1:00:14] your group so as to not clutter up the
[1:00:16] ground with void zones for your DPS. If
[1:00:18] you're a mele healer, try to stack with
[1:00:20] your DPS or your tank to overlap void
[1:00:22] zones and preserve more space. The pull
[1:00:24] also includes tamed ruin stalkers who
[1:00:27] cast warp. Naturally, you want to dodge
[1:00:29] these cast, but note that CCing the warp
[1:00:32] cast will cause it to be cancelled and
[1:00:34] the mob will not recast it. As a result,
[1:00:37] welltimed CC can prevent the ruin
[1:00:39] stalkers from dashing outside of the
[1:00:41] pack and not taking any damage from
[1:00:43] group cleave. Finally, the wastelander
[1:00:46] ritualists in the pool cast arcane bolt
[1:00:48] which needs to be interrupted as well as
[1:00:50] arcing energy which needs to be
[1:00:52] dispelled. If the pack is played
[1:00:54] sloppily, healing requirements can be
[1:00:56] really high. So, don't be afraid to use
[1:00:58] your cooldowns on this first pack. It is
[1:01:00] one of the more challenging ones in the
[1:01:02] dungeon. You will face similar pulls
[1:01:04] until you arrive at the second boss or
[1:01:06] bosses Tabat and Awaz. Who makes these
[1:01:09] names? The boss will occasionally spawn
[1:01:11] a binding javelin on two players which
[1:01:13] needs to be killed. The longer the
[1:01:15] javelin is alive, the more damage the
[1:01:17] players will take. So get ready to ramp
[1:01:19] up your healing if DPS is low or players
[1:01:22] don't focus the javelins properly.
[1:01:24] However, the mechanic is usually quite
[1:01:26] simple to heal. The same is not
[1:01:28] necessarily true for the next phase in
[1:01:29] which the boss teleports to the center
[1:01:31] of the room and casts warp strike at
[1:01:34] individual players from the edges of the
[1:01:36] room. A warp strike needs to be kited in
[1:01:38] such a way that goes through the boss.
[1:01:39] So, everyone needs to position
[1:01:41] themselves in such a way that the boss
[1:01:42] is between them and the point of origin
[1:01:44] of the warp strike. Getting hit by the
[1:01:46] warp strike causes a moderate amount of
[1:01:48] damage. However, because all players
[1:01:50] will be dancing around the boss strike
[1:01:51] to bait their warp strike, what happens
[1:01:54] often is that they get hit by more than
[1:01:55] one of them. And this is where the fight
[1:01:57] can get real dangerous as the damage
[1:01:59] from warp strikes stacks causing players
[1:02:01] to tick down quite quickly. Therefore,
[1:02:03] you'll want to hold your big healing CDs
[1:02:05] for this phase and be ready to unleash
[1:02:07] them at a moment's notice. When enough
[1:02:09] warp strikes have been kited through the
[1:02:11] boss, it will cast destabilized, which
[1:02:13] effectively makes one boss two bosses
[1:02:15] and therefore serves as a damage amp
[1:02:17] phase. Use your bloodlast here if it is
[1:02:19] ready. After the damage amp, the fight
[1:02:22] sequences just repeat until the
[1:02:23] encounter is over. In the final trash
[1:02:25] area of the dungeon, some new enemies
[1:02:27] appear. Wastelander packed speakers cast
[1:02:30] erratic ritual, dealing a moderate
[1:02:32] amount of ticking damage to the entire
[1:02:33] party. However, compared with some other
[1:02:35] group damage events like radiant pulls
[1:02:37] from Tatsavves, the damage is quite
[1:02:39] easily manageable. Before the last boss
[1:02:42] in the dungeon, depending on how the
[1:02:43] tank pulls, you might face two of them
[1:02:45] at the same time, which poses a bigger
[1:02:48] challenge and will definitely require
[1:02:49] the use of some of your healing
[1:02:51] cooldowns. And at last, the final boss
[1:02:52] in Ecrodome is Soulcribe, and it will
[1:02:55] try to take your soul, but gently.
[1:02:58] First, she casts Whispers of Fate, and
[1:03:01] then Ceremonial Dagger, dealing some
[1:03:03] initial damage and shattering your soul
[1:03:05] from your body. It will reappear into
[1:03:07] one of the lines radiating from the
[1:03:09] boss, and you will need to collect it
[1:03:10] before the cast time finishes. If you
[1:03:12] fail to collect your soul before then,
[1:03:14] you will receive the debuff wounded
[1:03:16] fate, reducing your haste by 30% and
[1:03:19] dealing a moderate amount of ticking
[1:03:20] damage. Be on the lookout for teammates
[1:03:22] with the debuff and prioritize them with
[1:03:24] your healing. Now, there are two other
[1:03:26] versions of the soul collecting spiel.
[1:03:29] First, Dread of the Unknown, where
[1:03:30] you'll need to collect your soul quickly
[1:03:32] and then spread out to avoid hitting
[1:03:34] other players with the ring spawned
[1:03:35] around everyone. When Dread of the
[1:03:37] Unknown is cast, your soul will always
[1:03:39] spawn really close to you, so don't look
[1:03:41] in places that are far away. Second, the
[1:03:43] boss will cast eternal weave, spawning
[1:03:46] not one but three souls. However, like
[1:03:49] the others, it's quite simple. Just
[1:03:50] immediately start running at the soul
[1:03:52] that is inside of the cleave area, then
[1:03:54] collect the other ones. The cleave areas
[1:03:57] will shift occasionally, and it might
[1:03:58] shift onto a soul that was previously
[1:04:01] outside of it. In this case, again, run
[1:04:03] toward that soul first, otherwise it
[1:04:05] will get shattered and you will suffer
[1:04:07] from wounded fate. Overall, the healing
[1:04:09] requirements in this fight are low, and
[1:04:11] if everyone focuses on collecting their
[1:04:13] souls, the fight, and to be honest, the
[1:04:15] entire dungeon is really easy. And
[1:04:18] finally, Operation Floodgate is one of
[1:04:21] the more healing intensive dungeons in
[1:04:23] this season. The first notable trash mob
[1:04:25] here is the Shreddinator. He casts
[1:04:27] shredation, spawning saw blades on the
[1:04:29] ground and dealing a very high damage to
[1:04:31] anyone foolish enough to stand in them.
[1:04:33] Monitor the shredation cast on the name
[1:04:35] plate and start moving laterally before
[1:04:37] the cast finishes. If done correctly,
[1:04:39] you will not take any damage from
[1:04:41] shredation. The shreddinator also has a
[1:04:43] frontal cone attack in flamethrower, so
[1:04:45] don't stand in front of it. All of the
[1:04:48] shreddinator's damage is technically
[1:04:49] avoidable, but what you'll find as a
[1:04:51] healer in perks is that people manage to
[1:04:53] get hit anyway. Apart from the
[1:04:55] Shreddinators, the more dangerous
[1:04:56] enemies to look out for in the first
[1:04:58] area of the dungeon are the Venture
[1:05:00] Company surveyors, who throw dynamite at
[1:05:02] random players, dealing high amounts of
[1:05:05] single target damage. Especially on high
[1:05:06] keys, people can get one shot when they
[1:05:08] are targeted by two of them at the same
[1:05:10] time. They also cast surveying beam,
[1:05:13] which channels a beam of fire at a
[1:05:15] target and deals very high damage.
[1:05:17] However, the surveying beam cast can be
[1:05:19] interrupted, and its damage can be
[1:05:21] avoided by moving while it is channeling
[1:05:23] onto you. That is if you can move. Some
[1:05:26] pulls include both surveyors as well as
[1:05:28] venture company architects who cast nail
[1:05:31] gun at random targets, rooting them in
[1:05:33] place and applying a high damage bleed.
[1:05:36] When a target rooted by nail gun is also
[1:05:38] targeted by the surveying beam, they
[1:05:40] will likely die unless you react really
[1:05:42] quickly with externals like pain
[1:05:44] suppression or life cocoon. Generally,
[1:05:46] these packs are best dealt with by
[1:05:48] controlling them. And as a healer,
[1:05:49] contributing as much as you can to CCing
[1:05:51] the mobs can reduce the healing
[1:05:53] requirement quite a bit. The first boss
[1:05:55] or second, depending on the route, is
[1:05:57] Big Mama, who is surrounded by dark fuse
[1:06:00] mega drones. The goal of the fight is to
[1:06:02] kill the mega drones quickly. They cast
[1:06:04] maximum distortion, which must be
[1:06:06] interrupted because it deals high
[1:06:08] pulsing AoE damage if it is not. They
[1:06:10] also cast Doom Storm, targeting a random
[1:06:13] player and flying toward them. Big Mama
[1:06:15] will also frequently cast electro crush
[1:06:18] on the tank, dealing moderate damage and
[1:06:20] some damage over time. Therefore, keep
[1:06:22] an eye on the tank during this fight.
[1:06:24] Also, she will target a player with
[1:06:26] sonic boom, dealing high damage to
[1:06:28] anyone who gets hit by the disc as well
[1:06:30] as silencing them. When you are targeted
[1:06:32] by sonic boom, move away from the boss.
[1:06:34] Apply a movement speed buff to yourself
[1:06:35] and move laterally to avoid getting hit.
[1:06:38] If your group fails to kill the drones
[1:06:40] quickly, Big Mama will apply Kilob block
[1:06:42] barrier to herself, reducing her damage
[1:06:44] taken by 80%. And also dealing a
[1:06:47] moderate amount of pulsing AoE damage to
[1:06:49] your entire party. This can be very
[1:06:51] dangerous because as soon as the drones
[1:06:53] are dead, she will then begin casting
[1:06:55] jump start, pulsing a high amount of AoE
[1:06:57] damage onto all players for 12 seconds.
[1:07:00] Make sure to monitor the HP of the
[1:07:01] drones diligently and start ramping up
[1:07:03] your healing before they die, as it can
[1:07:05] be easy to fall behind when jump start
[1:07:07] hits you unprepared, and you still need
[1:07:09] to use a couple of global cooldowns to
[1:07:10] set up your big heals. Generally
[1:07:12] speaking, you will need one or multiple
[1:07:14] healing cooldowns to heal through jump
[1:07:16] start. When jump start finishes, Big
[1:07:18] Mama will leave behind an expanding
[1:07:20] puddle of electricity on the ground,
[1:07:21] permanently, denying that space of the
[1:07:23] boss arena for the rest of the fight.
[1:07:25] So, begin the fight at the edge of the
[1:07:26] room and not in the middle. After the
[1:07:28] jump start cast is over, the boss then
[1:07:30] resummons the mega drones and the cycle
[1:07:32] repeats until she is defeated. After Big
[1:07:35] Mama, there is one more notable enemy in
[1:07:37] the blood warer, which casts warp blood,
[1:07:40] dealing a moderate amount of damage to
[1:07:41] all party members, but also applying the
[1:07:44] same amount as a healing absorb. As a
[1:07:46] result, the cast deals very high damage
[1:07:48] to the entire group, and you will
[1:07:50] usually need a healing CD to power
[1:07:51] through one blood warp cast. Expect that
[1:07:53] the blood warper casts two times if your
[1:07:56] party does okay damage. The next boss is
[1:07:58] the demolition duo. It is one of the
[1:08:00] easier fights, but does have some
[1:08:01] challenges. As the main mechanic of the
[1:08:03] fight, Kiza casts a big bada boom,
[1:08:06] planting six bombs at random locations
[1:08:07] in the room. The bombs must be destroyed
[1:08:10] before their timer runs out. This can be
[1:08:12] done in two ways. First, Kiza will cast
[1:08:14] kinetic explosive gel on one player,
[1:08:16] which you need to dispel when they are
[1:08:18] near one or multiple bombs. Be careful
[1:08:20] here, as the gel deals a moderate amount
[1:08:22] of ticking damage and also hurts a lot
[1:08:24] when it is dispelled. If your target has
[1:08:26] low HP, top them up or apply an external
[1:08:28] cooldown to them before you dispel.
[1:08:31] Second, Bront targets random non-tank
[1:08:33] players with barreling charge, which
[1:08:35] needs to be aimed at the remaining
[1:08:36] bombs, which will be destroyed when he
[1:08:38] runs through them. Avoid getting hit by
[1:08:41] the charge as that might kill you. You
[1:08:43] have five opportunities to clear the
[1:08:44] bombs. Gel, three charges, and another
[1:08:46] gel. Because you can clear multiple
[1:08:48] bombs with each of these abilities,
[1:08:49] there's usually some redundancy. But if
[1:08:51] your group fails to clear the bombs, the
[1:08:53] explosion is normally not a one-shot.
[1:08:55] Just get ready to do some big healing.
[1:08:57] Over the duration of the entire fight,
[1:08:59] Kiza will cast quickshot at random
[1:09:01] players, dealing a moderate amount of
[1:09:02] damage. This is where the real danger of
[1:09:04] the fight lies. Monitor your party's HP
[1:09:06] closely and quickly heal targets that
[1:09:08] get hit. Finally, the bosses need to die
[1:09:11] at the same time. If that is not
[1:09:12] managed, it's better to kill Kiza
[1:09:14] slightly before Bront, whose tank hit
[1:09:16] will then get successively stronger, but
[1:09:18] he can usually be played safely for 20
[1:09:20] to 30 seconds. You will also have to
[1:09:22] fight a pack of disturbed kelps, who
[1:09:24] apply a heal to themselves in
[1:09:25] restorative algae, but the cast can be
[1:09:27] interrupted and the buff can be purged.
[1:09:30] They also cast jettison kelp, which
[1:09:32] deals a high amount of AoE damage and
[1:09:34] must be CCed, otherwise it can
[1:09:36] potentially wipe the group. You may be
[1:09:38] tempted to hold on to your healing
[1:09:39] cooldowns because of the upcoming boss
[1:09:41] fight, but if you see that the pack is
[1:09:43] not properly controlled, you must be
[1:09:44] willing to use them or your party will
[1:09:47] likely die. From this point forward, the
[1:09:49] healing challenges of the dungeon kick
[1:09:51] into higher gear. First up is Swampface,
[1:09:54] who applies razor choke vines to your
[1:09:55] teammates, but not to yourself. The
[1:09:57] vines damage all of your team members
[1:09:59] throughout the entire fight, requiring a
[1:10:01] moderate amount of healing. The vines
[1:10:02] also bite players in packs of two,
[1:10:04] snapping them back together if they move
[1:10:06] too far apart. As a healer, you will not
[1:10:08] have to deal with this. However, if one
[1:10:10] player dies and there's only four of you
[1:10:12] remaining, then you will also have to
[1:10:13] play this mechanic. Moreover, the boss
[1:10:16] will cast mudslide, which is a frontal
[1:10:17] that needs to be moved out of. The usual
[1:10:20] strategy in Pugs is to always move
[1:10:21] clockwise, which I found to be a silent
[1:10:24] understanding that is not often even
[1:10:25] vocalized in chat anymore. At regular
[1:10:27] intervals, swamp phase casts awaken the
[1:10:30] swamp, dealing a high amount of damage
[1:10:31] to your party over 4 seconds and
[1:10:33] spawning water waves that need to be
[1:10:35] dodged. The awaken the swamp phase is
[1:10:37] the main challenge of the fight, and you
[1:10:38] should make sure to have your main group
[1:10:40] healing spells available, as well as be
[1:10:42] ready to commit one additional cooldown
[1:10:43] during this phase. Start by using your
[1:10:45] shorter cooldowns first because they
[1:10:47] will rotate back at the end of the
[1:10:48] fight, which usually lasts between 2 and
[1:10:50] 3 minutes. Use your longer cooldowns in
[1:10:53] the middle of the fight. Finally, the
[1:10:54] boss casts sludge claws on the tank
[1:10:56] after awaken the swamp ends, which deals
[1:10:58] a ton of damage, but I found it to be a
[1:11:00] non-issue because the tank doesn't
[1:11:01] usually have take any other damage
[1:11:03] during the fight. In the underground
[1:11:05] area after swamp phase, you will have to
[1:11:07] deal with the electricians who apply
[1:11:08] overcharge to a random player, which
[1:11:10] needs to be dispelled. Make sure to
[1:11:12] dispel it quickly because the debuff
[1:11:13] goes out more frequently than it can be
[1:11:15] dispelled. If overcharge expires without
[1:11:17] being dispelled, the target will be
[1:11:18] stunned for 6 seconds. Finally, the most
[1:11:20] dangerous mobs down here are the dark
[1:11:22] fuse jump starters, especially when you
[1:11:24] fight two of them at the end before the
[1:11:25] last boss. Their battery discharge pulls
[1:11:27] us a high amount of AoE damage onto the
[1:11:29] entire party and requires you to move
[1:11:32] out of the electric puddles on the
[1:11:33] ground. The end boss, Gizel Gigazap, can
[1:11:36] also be rather difficult. Be especially
[1:11:38] wary of his first turbocharge cast. When
[1:11:40] playing with pugs, it happens often that
[1:11:42] the tank awkwardly chains the jump
[1:11:44] starter pack onto the boss and the group
[1:11:46] is not at full HP when the fight starts.
[1:11:48] However, the boss will immediately go
[1:11:50] into his turbocharge AoE when he is
[1:11:52] pulled. Therefore, be on your toes after
[1:11:54] the jump starters die to be ready to
[1:11:55] heal another large AoE event right away.
[1:11:57] If you have any cooldowns left from the
[1:11:59] jump starters, the first turbocharge
[1:12:00] cast is a good point to be pressing them
[1:12:02] because others will rotate back up
[1:12:04] later. And it's important to stabilize
[1:12:06] the encounter early. After casting
[1:12:07] turbocharge, the boss will drop a bunch
[1:12:09] of water puddles from the ceiling, which
[1:12:10] you can freely walk through without
[1:12:12] taking damage. And you can also stand in
[1:12:14] the ground effect when they drop.
[1:12:16] Nothing associated with water deals any
[1:12:18] damage to you during this fight.
[1:12:20] However, you do not want to linger near
[1:12:21] the water because the boss will also
[1:12:23] cast Gigazap on two targets,
[1:12:25] electrifying any water puddles in an
[1:12:27] area around these targets. Gigazap deals
[1:12:29] a high amount of initial damage and
[1:12:31] applies a damage over time effect. This
[1:12:33] can be quite challenging to heal,
[1:12:34] especially if your teammates don't use
[1:12:36] their defensives properly. Be ready to
[1:12:38] commit externals such as pain
[1:12:40] suppression or life cocoon to heal
[1:12:42] through this damage. Next, each player
[1:12:44] will get a leaping spark spawning near
[1:12:46] them, which needs to be kited into a
[1:12:48] non-electrified water puddle. It then
[1:12:50] disappears, electrifying the water in
[1:12:51] the process. Walking into electrified
[1:12:54] water will stun you and kill you, so be
[1:12:56] careful. As a healer, it's also good
[1:12:58] advice to kite spark into puddles that
[1:13:00] are further away so that the melee pairs
[1:13:02] can take the puddles closer to the boss.
[1:13:04] Finally, Thunder Punch is a tank hit
[1:13:06] that deals moderate to high amounts of
[1:13:07] damage, knocking the tank back. If they
[1:13:10] play well, this is not super dangerous,
[1:13:11] but if they don't, the tank can get
[1:13:13] knocked off the platform or be knocked
[1:13:15] into an electrified puddle. In that
[1:13:17] event, be ready to emergency heal a DPS
[1:13:20] player who has aggro comed the tank or
[1:13:23] if he is stunned in a puddle, use a
[1:13:24] displacement spell such as leap of faith
[1:13:27] to get them out of there. After the
[1:13:29] leaping sparks, the boss cycles back
[1:13:31] into Gigazap and then turbocharge,
[1:13:33] starting the sequence in you until he is
[1:13:36] defeated. Overall, this season packs a
[1:13:38] number of interesting healing
[1:13:39] challenges, but if you've made it to the
[1:13:41] end of this guide, you should now be
[1:13:43] prepared to tackle them. And if you're
[1:13:45] here, thank you very much for watching
[1:13:47] this super long video. I appreciate it a
[1:13:49] lot. If you still haven't watched
[1:13:51] enough, watch this video to learn more
[1:13:53] about common healer mistakes and this
[1:13:55] video to view my early impressions of
[1:13:58] all the healers in season 3. Like the
[1:14:01] video if you liked it, and please
[1:14:02] subscribe to my channel if you want to
[1:14:03] see more content like this. Thank you
[1:14:06] very much for watching everybody and see
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