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Season 3 M+ Dungeon Guide (For Healers) | World of Warcraft The War Within

Transcribed Jun 14, 2026 Watch on YouTube ↗
Advanced 37 min read For: Experienced World of Warcraft healers preparing for Season 3 Mythic+ dungeons.
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AI Summary

This 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.

[0:19]
Arakara First Pull

Tricky to avoid aggro; use defensives early, e.g., druid Convoke to get hots rolling.

[0:50]
Engorged Crawlers Poison

Venomous spit applies poison debuff; dispel if possible, otherwise heal through.

[1:00]
Resonant Barrage Interrupt

Trilling attendants cast resonant barrage; must interrupt to avoid groupwide damage.

[1:06]
Ixen Mini Boss

Dodge frontal cleave; interrupt horrifying shrill to prevent high group damage.

[1:56]
Attic Poison Spider

Spawns poison clouds; healer can focus on damage if poison bowls are interrupted.

[2:14]
Avenox First Boss

Alerting Shrill deals ticking group damage; ramp healing before it hits. Spiders must not reach boss.

[3:41]
Gossamer Onslaught

High ticking AoE with puddles; move quickly, use cooldowns. Group should stack and move together.

[5:00]
Hulking Blood Guards

Locust Swarm puts ticking debuff on group; interrupt revolting volleys from web mages.

[6:21]
Anub'essek Second Boss

Infestation debuff spawns clouds; burrow charge is fast—move laterally, use movement CDs.

[8:44]
Final Trash Area

Blood overseers cast venom volley (interrupt); tainted blood slows tank; dispel before erupting webs.

[10:26]
Kikatal End Boss

Cultivated poisons ticking damage; cosmic singularity pulls players—use goo puddles to root.

[12:37]
Dawnbreaker First Pull

Nightfall ritualists cast tormenting ray (uninterruptible); dispel stigian seed before it expires.

[14:04]
Speaker Shadowcrown

Obsidian beam dodge; burning shadows dot—dispel carefully due to healing absorb.

[16:42]
Excreten Mini Boss

Terrifying slam tank hit; abyssal blast requires spot healing.

[17:01]
Ascendant Viscoxa

Shadowy decay AoE; ramp healing before it hits.

[17:36]
Death Screamer Eken Tuck

Dark orb aimed at player; aim away from group to avoid lethal explosion.

[18:50]
Dark Architect Boss

Tormenting eruption high channel damage; spread out, use cooldowns.

[20:19]
Rashanan Final Boss

Phase 1: bombs and erosive spray; phase 2: spinner strands and erosive spray.

[22:10]
Priory First Pull

Dangerous; careful with healing to avoid aggro; stack near tank for cleave.

[22:57]
Captain Sulleman Thunderclap

Massive AoE every 14s; top group instantly to avoid potshot kills.

[24:29]
Captain Dalecry

Bleed on tank; dispel if possible; prioritize tank healing.

[25:26]
Ardent Paladins Sacred Toll

Successive casts; top group after each; plan cooldowns.

[26:36]
Baron Braunpyke

Sacrificial pyre soak after castigator shield; 5-flame soaks more dangerous.

[29:53]
Priory End Boss

Blinding light turn away; inner fire AoE; shield phase at 50%.

[31:19]
Tazavesh Streets First Pull

Gale Warden Zomaras radiant pulse; watch for beam splicers and glyphs of restraint.

[33:03]
Portalman Zohon

Radiant pulse high damage; interrupt empowered glyphs.

[33:29]
Zofox First Boss

Impound contraband silences; pick up weapon; interrogation cages DPS.

[34:46]
Grand Menagerie

Gluttony allows orb collection; dispel purification protocol circles.

[37:36]
Postmaster Boss

Hazardous liquids soak; fan mail AoE; money order group soak.

[39:26]
Mueh'zala Oasis

Play drums for tempo buff; dodge ground effects.

[40:05]
So'azmi Boss

Teleporters to dodge shuri; interrupt double technique.

[41:42]
Gambit First Pull

Tidal storm from Goliath; interrupt cry of Mergle McGurgle.

[42:35]
Hylbrande Boss

Easy; dodge purged by fire; sanitizing cycle rune puzzle.

[43:46]
Time Captain Hooktail

Cannon barrage move together; anchor shot; time bomb dispel on cooldown.

[46:26]
Final Trash Gambit

Adorned starseeker pulsar; interrupt unstable rift.

[47:16]
So'azmi End Boss

Collapsing star soak one at a time; hyperlight jolt phase.

[49:55]
Halls of Atonement First Pull

Shard of Halkias thrash; dispel mark of obliteration; tainted armor on tank.

[51:58]
Halkias Boss

Stand in red circle; heave debris and crumbling slam; refracted sin lights.

[53:55]
Echelon Boss

Ads turn to stone; stone shattering leap; hold cooldowns for messy fights.

[54:49]
High Adjudicator Aleez

Unstable anima dispel; ghastly parishioner kite.

[56:07]
Lord Chamberlain

Dodge statues; door of shadows; ritual of woe soak beams.

[57:31]
Echo Dome First Pull

Voracious gorges gorging smash; CC gorge from overfed mites.

[58:24]
Azakar Boss

Frenzied mites; toxic regurgitation; devour phase—kill mites before boss.

[59:50]
Overcharged Sentinel

Unstable core AoE; dodge void zones; CC warp from ruin stalkers.

[61:06]
Takat and Awaz

Binding javelin; warp strike kite through boss; destabilized damage amp.

[62:52]
Soulscribe Boss

Whispers of fate; collect soul; dread of the unknown spread; eternal weave three souls.

[64:18]
Floodgate First Trash

Shreddinator shredation dodge; surveyors dynamite and surveying beam.

[65:55]
Big Mama Boss

Kill mega drones; interrupt maximum distortion; jump start heavy AoE.

[67:58]
Demolition Duo

Bombs from Kiza; dispel gel near bombs; barrel charge aim at bombs.

[69:50]
Swampface Boss

Razor choke vines; awaken the swamp heavy AoE; sludge claws on tank.

[71:36]
Gizel Gigazap Boss

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.

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Study Flashcards (15)

What is the key mechanic of the Engorged Crawlers in Arakara?

easy Click to reveal answer

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?

easy Click to reveal answer

Resonant barrage, which deals big groupwide damage.

1:00

What happens if spiders reach the boss Avenox?

medium Click to reveal answer

The boss consumes them and gets a 30% damage increase for 1 minute.

2:52

How should the group move during Gossamer Onslaught?

medium Click to reveal answer

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?

medium Click to reveal answer

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?

hard Click to reveal answer

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?

medium Click to reveal answer

They root you in place to resist the pull of cosmic singularity.

11:15

What does dispelling Burning Shadows do?

medium Click to reveal answer

Applies shadow shroud to the group, a healing absorb with ticking damage.

14:42

How to handle the dark orb from Eken Tuck?

hard Click to reveal answer

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?

hard Click to reveal answer

Dark orb explosion damage overlapping with shadowy decay.

19:11

What is the key mechanic of Captain Sulleman?

easy Click to reveal answer

Thunderclap every 14 seconds dealing massive instant AoE damage.

23:00

How to handle multiple Sacred Toll casts from Ardent Paladins?

hard Click to reveal answer

Top group after each cast; plan cooldowns; use Lumar's Living Silk.

25:35

What is the correct order for Baron Braunpyke's mechanics?

medium Click to reveal answer

Wait for Castigator Shield, heal it, then soak Sacrificial Pyre.

26:53

How to avoid the Shuri mechanic from So'azmi?

hard Click to reveal answer

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?

medium Click to reveal answer

Soak puddles toward center, then dispel player with highest stacks after soak.

37:44

💡 Key Takeaways

📊

Spiders Feeding Boss

Critical mechanic: preventing spiders from reaching boss avoids a 30% damage buff.

2:52
🔧

Coordinated Movement

Group stacking and slow movement during Gossamer Onslaught minimizes space denial.

4:27
🔧

Burrow Charge Dodge

Specific lateral movement and CD usage required due to high charge speed.

7:28
💡

Goo Puddle Strategy

Using goo puddles to root yourself counters the pull mechanic effectively.

11:15
⚖️

Dispel Trade-off

Dispelling Burning Shadows applies a healing absorb, requiring careful timing.

14:42
🔧

Sacred Toll Sequencing

Multiple successive casts demand precise cooldown planning and topping.

25:35
🔧

Teleporter Usage

Using teleporters to dodge Shuri is a unique movement mechanic.

40:25

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Healer's Guide to Arakara First Pull

45s

High-stress pull with aggro risk and poison dispel mechanics that healers must master.

▶ Play Clip

Gossamer Onslaught: Healer Nightmare

60s

Explains a brutal movement-heavy mechanic that often wipes groups, with a clear counter-strategy.

▶ Play Clip

How to Survive the Burrow Charge

60s

A surprising one-shot mechanic with a simple positioning fix that most pugs get wrong.

▶ Play Clip

Sacred Toll Overlap: Healer's Bane

60s

Multiple back-to-back group-wide damage events that require precise cooldown planning.

▶ Play Clip

Postmaster: The Pug Killer

60s

Unforgiving soak and dispel sequence that ends keys, with a clear step-by-step solution.

▶ Play Clip

[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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