Tomb of Sargeras Healing Strategy

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This is a resource for raiders and healing leaders alike, going over each encounter and providing timings and discussion regarding boss mechanics and how to best handle them. Because of the way Discipline works, understanding every instance of boss damage is important to proactively applying Atonement to handle that damage. Even though this is geared towards helping Discipline Priests learn boss damage patterns, it is inherently useful to any healer / healing leader.

For Heroic and Mythic boss damage patterns and ability timing, please check the Notes section for each boss!

Labels
Burst AoE Raid-wide AoE that comes in one quick burst. Constant AoE Raid-wide AoE that comes in smaller bursts over a period of time. DoT A damage over time effect is left on a target. Dispel Ability needs dispeled from a target. Spot Heal Ability will impact random players with small burst damage, not very predictable. Single Target Intense damage on one target. Normally tanks, but can also be caused by someone soaking damage. Cluster Damage will hit players in a particular area. Environmental Damage caused by fall damage, lava damage, or another environmental effect that is not actually cast by the boss. Damage Reduction Recommended to use a damage reduction cooldown for this ability. Raid Cooldown Recommended to use a raid cooldown for this ability. Melee Stack/Spread Ability requires melee to stack or spread. Ranged Stack/Spread Ability Requires ranged to stack or spread.
  • Raid Cooldown Burst AoE Shattering Star – If targeted, run behind existing spikes to break them. Large raid-wide AoE.
  • Ranged Spread DoT Crashing Comet – Move away from other players if targeted. Leaves a damage over time debuff.
  • Environmental Spot Heal Infernal Spike – Beware of spikes on the ground. Be prepared to top off people who get hit.
  • Burst AoE Constant AoE Infernal Burning – Moderate burst and a small AoE that lasts for 10 seconds afterward. This damage scales the more spikes that remain up. If you find yourself with several spikes during this, use a cooldown to cover it.
  • Single Target DoT Burning Armor – This debuff increases the damage the tank will take by leaving behind the Melted Armor debuff. It’s recommended to Shield / HoT the tank who needs to run out their Burning Armor debuff from the raid.
  • Raid Cooldown Burst AoE Shattering Star – If targeted, run behind existing spikes to break them. Large raid-wide AoE.
  • Ranged Spread DoT Crashing Comet – Move away from other players if targeted. Leaves a damage over time debuff.
  • Environmental Spot Heal Infernal Spike – Beware of spikes on the ground. Be prepared to top off people who get hit.
  • Burst AoE Constant AoE Infernal Burning – Moderate burst and a small AoE that lasts for 10 seconds afterward. This damage scales the more spikes that remain up. If you find yourself with several spikes during this, use a cooldown to cover it.
  • Single Target DoT Burning Armor – This debuff increases the damage the tank will take by leaving behind the Melted Armor debuff. It’s recommended to Shield / HoT the tank who needs to run out their Burning Armor debuff from the raid. Damage taken with Melted Armor increases by 100% (up to 200%) in Heroic Difficulty.
  • Environmental Fel Eruption – A quadrant of the room will be be covered with fire pools. Avoid these.
  • Raid Cooldown Burst AoE Shattering Star – If targeted, run behind existing spikes to break them. Damage from this increases the more Infernal Spikes that are destroyed. Large raid-wide AoE.
  • Ranged Spread DoT Crashing Comet – Move away from other players if targeted. Leaves a damage over time debuff.
  • Environmental Spot Heal Infernal Spike – Beware of spikes on the ground. Be prepared to top off people who get hit.
  • Burst AoE Constant AoE Infernal Burning – Moderate burst and a small AoE that lasts for 10 seconds afterward. This damage scales the more spikes that remain up. If you find yourself with several spikes during this, use a cooldown to cover it.
  • Single Target DoT Burning Armor – This debuff increases the damage the tank will take by leaving behind the Melted Armor debuff. It’s recommended to Shield / HoT the tank who needs to run out their Burning Armor debuff from the raid. Damage taken with Melted Armor increases by 100% (up to 300%) in Mythic Difficulty.
  • Environmental Fel Eruption – A quadrant of the room will be be covered with fire pools. Avoid these.
  • Burst AoE Melee Stack Ranged Stack Rain of Brimstone – In most cases can be soaked with immunities, but inevitably you’ll need to help soak; keep an eye out for these and help as needed. Moderate AoE.
Make sure to review the Fatboss / wowhead guide (which was used as a source for this guide).

 

 

 

Mythic Damage Pattern and Strategy

  • Shattering Star damage occurs every 1 minute until later in the encounter, when it will occur every 30 seconds. Overall damage increases over the course of the encounter, so staggering raid CD’s to ensure you have some to spare towards the end is important. In Mythic Difficulty, it’s important to try breaking as many spikes as possible while keeping one up for Infernal Burning.
  • Infernal Spike is something you need to keep an eye out for. The graphic below your feet is sometimes hard to see, so constant awareness is key.
  • Infernal Burning can get tricky and in some cases you can end up with a lot of spikes still up during this ability. It’s important to save cooldowns like Power Word: Barrier and Spirit Link Totem and having your raid stack behind 1 pillar to help mitigate this damage.

Shattering Star is our bread and butter, since our cooldowns align well. I’d recommend to run Mindbender instead of Shield Discipline since the damage occurring every minute will line up better than running Shadowfiend + Tarnished Sentinel Medallion. One issue is that Evangelism will not sync for every ability.

Below is an example of how I would rotate cooldowns for each ability:

1st | Mindbender + Velens + Evangelism (@ 35sec)

2nd | Rapture > PWRx2 > Mindbender (@1m 35sec)

3rd | Mindbender + Velens + Evangelism (@2m 35sec)

4th + | Repeat

Note that the damage increases in frequency due to abilities happening faster towards the end of the encounter. You’ll want to use CD’s as they come up at that point, preferably when abilities are overlapping. Also note that Light’s Wrath can be used as needed. If you have the ability to put out 12+ Atonements, you should be trying to use Light’s Wrath if it’s going to provide healing to Atonement targets.

Infernal Burning is another ability to look out for. Make sure you’re ready to use Barrier in a situation where several Infernal Spike’s are up. There are some cases where Infernal Burning might overlap with Shattering Star, so be careful and if needed hold off CD’s to cover the overlapping damage events.

Burning Armor – Pre-shield the tank for this ability when he runs out. He will likely be out of range of healers and having a nice shield on them + HoT’s from other healers will help them survive.

Crashing Comet leaves a DoT on players which you can weave Plea / PW:S on to ensure those players have Atonement.

Torment

  • Abilities from the bosses will increase your level of Torment.
  • You will have an Extra Action Button that you can use to Confess.
    • When in the Fel Prison, you will need to pick up the Remnant of Hope orbs (golden orbs) while avoiding the Tormented Eruption (green swirly’s) on the ground. Use your Extra Action Button again to leave the area.
  • Damage will ramp up when inside the Fel Prison, due to the Soul Corruption debuff. Try to get out as soon as you get your orbs and clear your Torment.

Atrigan

  • Burst AoE Scythe Sweep – Tanks should be facing the boss away to avoid this damage, however you should keep an eye out for it, especially in PUG’s.
  • Raid Cooldown Constant AoE Bone Saw – Constant ticking damage for 16 seconds. Do not attack the boss during the cast.

Belac

  • Burst AoE Pangs of Guilt – Should be interrupted, however you should keep an eye out for it, especially in PUG’s.
  • Dispel Ranged Spread Echoing Anguish – Dispelable DoT that is applied by the boss to random targets. Stagger dispels on this ability and give enough time for people to run out of the raid and avoid Anguished Outburst to players within 8 yards.
  • Raid Cooldown Constant AoE Fel Squall – Similar to Atrigan’s Bone Saw ability, the boss will do constant ticking damage to the raid for 16 seconds. Do not attack the boss during the cast.

Torment

  • Abilities from the bosses will increase your level of Torment.
  • You will have an Extra Action Button that you can use to Confess.
    • When in the Fel Prison, you will need to pick up the Remnant of Hope orbs (golden orbs) while avoiding the Tormented Eruption (green swirly’s) on the ground. Use your Extra Action Button again to leave the area.
  • Damage will ramp up when inside the Fel Prison, due to the Soul Corruption debuff. Try to get out as soon as you get your orbs and clear your Torment.

Atrigan

  • Burst AoE Scythe Sweep – Tanks should be facing the boss away to avoid this damage, however you should keep an eye out for it, especially in PUG’s.
  • Raid Cooldown Constant AoE Bone Saw – Constant ticking damage for 16 seconds. Do not attack the boss during the cast.
  • Cluster  Ranged Spread Calcified Quills –  Sends a cone of spikes from the bosses location towards the targeted player. Try to direct this attack away from the raid.

Belac

  • Burst AoE Pangs of Guilt – Should be interrupted, however you should keep an eye out for it, especially in PUG’s.
  • Dispel Ranged Spread Echoing Anguish – Dispelable DoT that is applied by the boss to random targets. Stagger dispels on this ability and give enough time for people to run out of the raid and avoid Anguished Outburst to players within 8 yards.
  • Raid Cooldown Constant AoE Fel Squall – Similar to Atrigan’s Bone Saw ability, the boss will do constant ticking damage to the raid for 16 seconds. Do not attack the boss during the cast.
  • Cluster  Ranged Spread Suffocating Dark – Places a shadow barrier around random targets, slowing movement speed, dealing damage, and increasing Torment. It’s important ranged pre-spread at the edges of the room to avoid placing these in the middle.

Torment and Tormented Fragments

  • Abilities from the bosses will increase your level of Torment.
  • You will have an Extra Action Button that you can use to Confess.
    • When in the Fel Prison, you will need to pick up the Remnant of Hope orbs (golden orbs) while avoiding the Tormented Eruption (green swirly’s) on the ground. Use your Extra Action Button again to leave the area.
  • Damage will ramp up when inside the Fel Prison, due to the Soul Corruption debuff. Try to get out as soon as you get your orbs and clear your Torment.
  • When someone leaves the Fel Prison in Mythic Difficulty, they will spawn an add called Tormented Fragment.
    • These adds fixate on a player and do moderate melee damage.
    • When adds die, they will cast Explosive Anguish and deal damage to everyone within 8 yards. Move away when they cast.
    •  Damage from adds can scale up due to Harrowing Reconstitution.

Atrigan

  • Burst AoE Scythe Sweep – Tanks should be facing the boss away to avoid this damage, however you should keep an eye out for it, especially in PUG’s.
  • Raid Cooldown Constant AoE Bone Saw – Constant ticking damage for 16 seconds. Do not attack the boss during the cast.
  • Cluster  Ranged Spread Calcified Quills –  Sends a cone of spikes from the bosses location towards the targeted player. Try to direct this attack away from the raid.

Belac

  • Burst AoE Pangs of Guilt – Should be interrupted, however you should keep an eye out for it, especially in PUG’s.
  • Dispel Ranged Spread Echoing Anguish – Dispelable DoT that is applied by the boss to random targets. Stagger dispels on this ability and give enough time for people to run out of the raid and avoid Anguished Outburst to players within 8 yards.
  • Raid Cooldown Constant AoE Fel Squall – Similar to Atrigan’s Bone Saw ability, the boss will do constant ticking damage to the raid for 16 seconds. Do not attack the boss during the cast.
  • Cluster  Ranged Spread Suffocating Dark – Places a shadow barrier around random targets, slowing movement speed, dealing damage, and increasing Torment. It’s important ranged pre-spread at the edges of the room to avoid placing these in the middle.
Make sure to review the Fatboss / wowhead guide (which was used as a source for this guide).

 

Mythic Damage Pattern and Strategy

  • Confess – It’s important to get in and out quickly to remove your Torment. Healers should have priority on entering orbs and leaving to ensure you don’t get too many healers down in the Fel Prison.
  • Fel Squall – Occurs first at around 30 seconds into the encounter and will occur every minute after.
  • Bone Saw – Occurs first at around 1 minute into the encounter and will occur every one minute after.

Stagger cooldowns for Bone Saw and Fel Squall, they are the highest damage abilities during the encounter.

Timing when to clear your Torment is the name of the game here. I tend to try clearing after Bonesaw since there is a longer gap in time until the next Fel Squall begins. This doesn’t always work out since you may end up getting stuck in a “purple bubble”, hit by Calcified Quills, or a snafu with dispels. The main reason this is a top priority is when you max out your Torment, you will miss a majority of your attacks, which means we can’t heal. The worst situation is when you reach max Torment while doing your burst rotation and end up missing out on a majority of your healing.

I will normally run Mindbender + Promises for Mythic DI. Mindbender is up frequently enough to make good use, and the fight is mana intensive enough to merit running Promises.

Any ability (talking Bone Saw / Fel Squall here) I don’t cover with Evangelism + Velens + Mindbender etc, I will cast 1xPWR during the ability to help cover the damage. Normally, I will get Innervate from our boomkin, and I will normally time that Innervate for when I want to use Rapture to prepare for damage and other abilities are on cooldown.

This fight is one of attrition, and if you have people struggling to stay alive you can still likely kill the boss with a few people dead (the enrage isn’t that bad). Just make sure you’re up top for Fel Squall / Bone Saw and time going down properly and you’ll likely perform well.

  • Single Target DoT Jagged Abrasion – Tank swap mechanic. Leaves a stacking DoT that may require healing attention if the stacks are high (4-5).
  • Burst AoE  Melee Stack  Ranged Stack Unchecked Rage – Entire raid should stack in front of the boss to reduce the damage done by the ability. Moderate damage.
  • Ranged Spread Melee Spread  Aqueous Burst – This ability will place a circle around you, move away from others and avoid the Drenching Waters pool left behind.
  • Drenched – This debuff will be applied throughout the raid when Harjatan summons murlocs. Stacks only are removed after the boss casts Frosty Discharge.
  • Raid Cooldown Constant AoE Frigid Blows – The boss will begin by casting Draw In which pulls in Drenching Waters pools from around the room towards the boss. For each Drenching Waters pool he soaks, he gains a stack of Frigid Blows. Each melee attack from the boss does heavy raid-wide damage until the stacks are gone. The boss will also place new pools around the room at this time, you need to avoid standing in the “blue swirlies” to avoid taking additional damage. After all stacks of Frigid Blows are gone, the boss will cast Frosty Discharge and remove Drenched debuffs from the raid.
  • Single Target DoT Jagged Abrasion – Tank swap mechanic. Leaves a stacking DoT that may require healing attention if the stacks are high (4-5).
  • Burst AoE  Melee Stack  Ranged Stack Unchecked Rage – Entire raid should stack in front of the boss to reduce the damage done by the ability. Moderate damage.
  • Ranged Spread Melee Spread  Aqueous Burst – This ability will place a circle around you, move away from others and avoid the Drenching Waters pool left behind.
  • Drenched – This debuff will be applied throughout the raid when Harjatan summons murlocs. Stacks only are removed after the boss casts Frosty Discharge.
  • Raid Cooldown Constant AoE Frigid Blows – The boss will begin by casting Draw In which pulls in Drenching Waters pools from around the room towards the boss. For each Drenching Waters pool he soaks, he gains a stack of Frigid Blows. Each melee attack from the boss does heavy raid-wide damage until the stacks are gone. The boss will also place new pools around the room at this time, you need to avoid standing in the “blue swirlies” to avoid taking additional damage. After all stacks of Frigid Blows are gone, the boss will cast Frosty Discharge and remove Drenched debuffs from the raid.
  • Single Target DoT Jagged Abrasion – Tank swap mechanic. Leaves a stacking DoT that may require healing attention if the stacks are high (4-5).
  • Burst AoE  Melee Stack  Ranged Stack Unchecked Rage – Entire raid should stack in front of the boss to reduce the damage done by the ability. Moderate damage.
  • Ranged Spread Melee Spread  Aqueous Burst – This ability will place a circle around you, move away from others and avoid the Drenching Waters pool left behind.
  • Drenched – This debuff will be applied throughout the raid when Harjatan summons murlocs. Stacks only are removed after the boss casts Frosty Discharge.
  • Raid Cooldown Constant AoE Frigid Blows – The boss will begin by casting Draw In which pulls in Drenching Waters pools from around the room towards the boss. For each Drenching Waters pool he soaks, he gains a stack of Frigid Blows. Each melee attack from the boss does heavy raid-wide damage until the stacks are gone. The boss will also place new pools around the room at this time, you need to avoid standing in the “blue swirlies” to avoid taking additional damage. After all stacks of Frigid Blows are gone, the boss will cast Frosty Discharge and remove Drenched debuffs from the raid.
  • Cluster Splashy Cleave – This ability only hits players in front of the Razerjaw Gladiators, and the damage done is rather minimal, however, keep an eye on players health during the Murloc spawning phase of the encounter.
Make sure to review the Fatboss / wowhead guide (which was used as a source for this guide).

Mythic Damage Pattern and Strategy

We 4 healed this encounter and each healer was doing at or above 1M hps. This is a very healing intensive encounter, however, it’s only during a few windows and the fight is short, so you can expend mana and not feel too afraid about being OOM for a major ability towards the end.

Frigid Blows are the biggest threat to your raid in this encounter outside of people making mistakes. Plan healing cooldowns to have 1-2 running for the 2nd and 3rd Frigid Blows (first one is rather weak and can be covered by a Devo if you have one). It’s not uncommon to run into a 4th Frigid Blowsso be ready to have cooldowns up again for it as well.

Tank damage from Jagged Abrasion is manageable as long as they are swapping properly. The only spot healing you may need to do is topping off folks who get hit by Splashy CleaveAqueous Burst or Drenching Waters. These abilities are all avoidable, so hopefully your fellow raiders are being nice and not taking avoidable damage.

This encounter seems to be designed for Discipline. Draw In Frigid Blows are separated by around 1 minute and 20 seconds, which means we can use our cooldowns for every one of them. Not only this, but Unchecked Rage are just far enough apart from eachother that you can spare a Power Word: Radiance cast for each one and still have two up for Frigid Blows.

Begin your ramp-up about 5-6 seconds prior to Draw In by casting using Plea, Power Word: Shield, and maybe even Shadow Mending someone who is below half health. Once Draw In begins, cast your 2x Power Word: Radiance charges > Velens > Mindbender (or Shadowfiend/Owl, depending what you have and are running) > Evangelism > Penance > Smites. This combo will be available for all Frigid Blows, so go nuts!

I used Power Word: Barrier as needed, usually later in the encounter when the raid was taking a lot of damage, or we had a few people dead so we were short for soaking Unchecked Rage. Your healing lead can specify when they think it’s best for you to use this based on your specific healing composition.

  • Font of Elune – This mechanic will either apply Lunar Suffusion or Umbra Suffusion depending on the floor of the room you’re standing in. Switching from one color of the floor to the other will cause you to take damage from Astral Purge, which is required to counter other mechanics. You don’t actively need to change your debuff, the floor changing over time will do this for you.

Phase One (100-70% HP)

Huntress Kasparian
  • Cluster Moon Glaive – Ability will hit the tank giving them the Discorporate debuff. Tanks can drop this by switching their debuff and taking Astral Purge damage. Tanks should handle this, but it’s important for healers to know it’s occurring none-the-less.
  • Melee Spread Ranged Spread Twilight Glaive – Players need to avoid this. The person who is targeted needs to run out of the raid. If you are targeted and have high Umbra Suffusion stacks, use a personal cooldown to limit the shadow damage taken.
Priestess Lunaspyre
  • Spot Heal Lunar Strike – This ability will hit players randomly and require some minimal spot healing. Keep in mind that if the raids Lunar Suffusion stacks are high, damage from this ability can increase.
  • Spot Heal DoT Moon Burn – DoT can be removed by switching debuffs and taking Astral Purge damage. As with other abilities, this damage can be increased if players Lunar Suffusion stacks are high, so be aware if added healing is needed.
Captain Yathae Moonstrike
  • Spot Heal Shadow Shot This ability will hit players randomly and require some minimal spot healing. Keep in mind that if the raids Umbra Suffusion stacks are high, damage from this ability can increase.
  • Cluster Twilight Volley – These will be placed under random ranged players. Make sure you move out quickly and also stand outside of melee range to avoid spawning one in melee.
  • Melee Stack Ranged Stack Incorporeal Shot – Boss will cast this ability when the room is fully Dark or fully Light. Player targeted should move to the middle of the room and needs soaked by everyone who can by standing between the targeted player and the boss. High Umbra Suffusion stacks could merit using a healing cooldown for this ability, so be ready to adjust as needed.

Phase Two (70%-40%)

The bosses will keep the same abilities as before. Added abilities or new mechanics to watch for will be listed below:

  • Burst AoE Deathly Screech – This ability can come from the Call Moontalon Owl that is spawned in this phase. This ability is normally interrupted and the add is focused down, but if an interrupt is missed, be prepared to top people up.
  • Raid Cooldown Burst AoE  Embrace of the Eclipse – When the room is either fully Dark or fully Light, this ability will occur. It usually occurs after Incorporeal Shot. It’s extremely important that healing absorbs are healed off of everyone within the 12 seconds by assigning healing cooldowns for this ability. Players who cannot get their absorb removed during that time need to spread 8 yards from others to avoid splashing them with damage.
  • Damage Reduction Single Target Rapid Shot – This is a lot of single target damage on the target. The target should drop any Umbra Suffusion they have to reduce the damage being taken. Blessing of Protection or an external cooldown should be used for each person who has Rapid Shot on them, if one is available.

Phase Three (40%-0%)

The bosses will keep the same abilities as before. Added abilities or new mechanics to watch for will be listed below:

  • Ranged Spread Glaive Storm – When this cast is about to occur, stand towards the outside of the room and avoid glaives ricocheting off the walls.
  • Ranged Spread DoT  Lunar Beacon – Places a DoT on a player. Once the duration ends the player will drop a Lunar Barrage. Players should run these out of the raid into a safe area away from others.

Due to the amount of mechanics, I’ll list what mechanics change with in Heroic difficulty. For a full list of abilities and mechanics, please review the Normal/LFR tab.

Phase One

Incorporeal Shot and Embrace of the Eclipse will both occur in this phase.

  • These spells will overlap with one another, time cooldowns to cover both instances of damage.

Phase Two

Embrace of the Eclipse and Glaive Storm will both occur in this phase.

  • These spells will overlap with one another, time cooldowns to cover both instances of damage.

Phase Three

Glaive Storm and Incorporeal Shot will both occur in this phase.

  • These spells will overlap with one another.

Due to the amount of mechanics, I’ll list what mechanics change with in Mythic difficulty. For a full list of abilities and mechanics, please review the Normal/LFR and Heroic tabs.

Astral Purge will now do raid-wide damage and apply Astral Vulnerability to the entire raid for 2 seconds. To counter this, your raid leader will likely assign groups of a few people to clear to stagger the amount of stacks for Astral Vulnerability and the reduce the raid damage taken.

People clearing Moon Burn and Discorporate debuffs need to ensure they are clearing these debuffs at the same time as these groups.

This mechanic will increase the healing requirement for the encounter, but the new incoming damage should be predictable if mechanics are executed properly.

Make sure to review the FatBoss / wowhead guide (used as a source for this guide).

Mythic Damage Pattern and Strategy

Make sure you have enough healing cooldowns to cover each instance of damage. You’ll want to consider bringing 5 or 6 healers to this encounter for progression. Incorporeal Shot and Embrace of the Eclipse will overlap in phase one. Raid cooldowns should be staggered to cover all Embrace of the Eclipse casts through the first two phases. Healing cooldowns can be used again in phase three if they are back up to cover Incorporeal Shot and Glaive Storm . The first Embrace of the Eclipse occurs around the 45 second mark and will occur every 55 seconds after that until the end of phase two.

Spot healing should be done for those taking damage from Moon Burn. You will also want to use Blessing of Protection on Rapid Shot targets to cause the attack to not occur. Any Rapid Shot that cannot be covered by a BoP, alternate tank external cooldowns to cover each instance of someone taking this damage. It’s best to set up a rotation to cover this.

 

Prep should always occur 15 seconds prior to the ability occurring. You will have one PWR cast between bursts that you can use, but don’t use it once you’re within 20 seconds of the next ability. I would normally save this PWR cast for when melee were needing to clear their buffs since that seemed to be the time where my raid was most likely to take more than 2-3 stacks of the Astral Vulnerability debuff.

Below is an outline of timing for the major damage and how I staggered my cooldowns to cover each (note that I have access to one Innervate but no Wisdom):

0:45 | Embrace of the Eclipse | I would use Velens + Evangelism with in the first 20 seconds of the pull since it would be up for the next Embrace at 1:40. For the first Embrace, I would get Innervate about 12-15 seconds before the damage > PW:S until 4 seconds left > PWRx2 > Lights Wrath > Penance > Smites.

1:40 | Embrace of the Eclipse | Begin applying Plea / PW:S 12-15 seconds in advance > PWRx2 with 4 seconds left until the ability > Velens > Shadowfiend > Evangelism > Penance > Smites.

2:35 | Embrace of the Eclipse |  Plea / PW:S 12-15 seconds in advance > PWRx2 with 4 seconds left > Lights Wrath > Penance > Smites.

3:30 | Embrace of the Eclipse | PWRx2 with 4 seconds left until the ability > Velens > Evangelism > Penance > Smites.

4:25 | Embrace of the Eclipse | Plea / PW:S 12-15 seconds in advance > PWRx2 with 4 seconds left > Lights Wrath > Penance > Smites.

5:30 | Incorporeal Shot | Begin applying Plea / PW:S 12-15 seconds in advance > PWRx2 with 4 seconds left until the ability > Velens > Shadowfiend > Evangelism > Penance > Smites.

6:25 | Incorporeal Shot | Plea / PW:S 12-15 seconds in advance > PWRx2 with 4 seconds left > Lights Wrath > Penance > Smites.

7:20 | Incorporeal Shot | This is a gap in your cooldowns. I would recommend to try covering what you can by Pleaing / PW:S as before, use Penance and Smite, but you’ll want to have another throughput CD / SLT / Barrier running on this one to supplement the lack of CD’s you’ll have available.

Outside of preparing for bursts, I’d highly recommend to show Moon Burn and Rapid Shot specifically on your raid frames. During  Moon Burn I would ensure that these targets and tanks had Atonement using Plea / PW:S. The same goes for Rapid Shot, however, you’ll want to be ready to Pain Suppression these targets as assigned by your healing lead. It’s highly recommended to have healing assignments for  Rapid ShotNote: Blessing of Protection can be used to avoid the cast of this even though it’s shadow damage.

Remember to Leytorrent after a major burst likely sometime after Glaive Storm in phase 2 when needed.

Melee Stack/Spread Ranged Stack/Spread  DoT  Hydra Shot – One player will be targeted with this ability. If you’re not targeted, try to be in a line to help soak damage. (Immunities do work for this ability) (This ability will occur the entire encounter) (THIS WILL NOT BE CAST IN LFR DIFFICULTY)

 

 

Burden of Pain – You’ll only have to deal with this damage if tanks mess up their swapping. (This ability can occur the entire encounter)

Phase One

  • Environmental Concealing Murk – Green pools, avoid these.
  • Environmental Slicing Tornado – Stand behind green pools. 
  • DoT Consuming Hunger – Cast on a few random players. Keep Atonement on these targets. If you’re targeted, clear the debuff by standing in Thundering Shock pools.
  • Dispel Thundering Shock – Players who stand in this should be dispelled as soon as possible.

Phase Two

Phase Three

  • Spot Heal DoT Jaws from the Deep – Adds will cast Dark Depths and should be interrupted, however if they aren’t they will do initial damage to the targeted player plus an additional damage over time.
  • Concealing Murk – This ability will last for half the duration (10 seconds) than it did in LFR and Normal difficulties (20 seconds).
  • Hydra Shot – This will now target 3 players. This requires targets of the ability to spread to ensure that you will not get two stacks of Hydra Acid. If you take two stacks of this debuff you’ll be stunned for 6 seconds.
  • Consuming Hunger – This debuff now lasts 2 minutes. Since this debuff can’t be removed in phase 3 and will continue to be applied, raid damage will slowly increase as the encounter goes on. It’s important to hold off on DPS going into phase 2 to ensure players can remove their debuffs when pools are available.
Coming Soon…

 

 

Coming Soon…

 

 

Spirit Realm

Single Target Crush Mind – Tanks should be handling this on their own, but there is some moderate damage taken by the tank and this will scale up over time.

Melee Stack Ranged Stack Soulbind – Move to middle of the room and stack with your bound target.

 

Raid Cooldown Constant AoE  Wailing Souls – This can be handled a couple different ways. Some groups will send everyone to the Corporeal Realm except a healer and a tank who stay in the Spirit Realm. If this is the case, have your best single target / spot healer stay down. Some groups will have everyone stay down that was assigned to the Spirit Realm, if this is the case, there is a high amount of raid healing required so you want to ensure you have sufficient raid healing here.

Environmental Soul Rot – Green pools on the ground, avoid these.

Cluster Soul Eruption – Adds will explode when they die, try not being near them.

 

Melee Stack Ranged Stack Shattering Scream – If you get this debuff, stand near the player in Corporeal Realm who has Bonecage Armor

Corporeal Realm

Single Target Bone Shards – Tank will take moderate damage from this ability but should be using mitigation to reduce the amount.

Melee Stack Ranged Stack Soulbind – Move to middle of the room and stack with your bound target. Ranged Spread Collapsing Fissure – Place these in areas away from other people Melee Spread Ranged Spread Tormented Cries – Place these on the sides of the encounter area. Cluster Rupturing Slam – Avoid these from the Reanimated Templar.

 

Phase Two: 30%

Burst AoE Sundering Doom – Corporeal Realm stacks, Spirit Realm moves out.

Burst AoE Doomed Sundering – Corporeal Realm moves out, Spirit Realm stacks.

These two abilities will alternate until the boss dies. 

Dispel Spirit Chains – Dispel this ability when in Spirit Realm.

 

Torment – This is the enrage mechanic. Be aware of when stacks increase so you can plan your cooldowns accordingly. Having 1-2 cooldowns towards the end of the encounter could secure a kill.

Shattering Scream and Bonecage Armor mechanics are more important in Heroic, however, they are not necessarily impactful to the healing strategy in the encounter. 

Wailing Souls is still the biggest damage event in the encounter, especially in Spirit Realm, since players in that realm can have Wither which will increase the amount of damage they take. Keep and eye on these players specifically during Wailing Souls if they do not switch realms.

There is very little that is changed for healers between Heroic and Mythic besides increased damage.

Phase One

In terms of added mechanics for healers, there really isn’t much to note about this encounter. It is very similar to Heroic in terms of times where the raid will take damage. In the Spirit Realm, the amount of damage taken during Wailing Souls will be higher, and you should keep special attention on those with Wither since those players will remain in the Spirit Realm.

We normally would push our damage enough to only get 2 Wailing Souls during phase 1. You will want to use SLT, Barrier, or any damage reduction CD’s you have for the initial damage from Wailing Souls as those with  Wither will be taking quite a bit of damage. This helps smooth out the damage quite a bit, and the phase will get easier as those with the debuff start to expire. Stagger CD’s so that after SLT/Barrier (or whatever damage reduction you use) expires, another CD is available to be used right after it and so on. Remember, you need to have CD’s up mostly for the beginning damage, as it gets easier to heal normally as people lose their Wither debuffs.

Phase 2

Relatively simple here, Spirit runs out first, Corporeal stacks first. You will need to alternate until the boss dies, and damage will continually get worse as the encounter goes on. Try to save CD’s for the end of this phase since the damage will be far more threatening. You specifically want to use them when your side has to run out, as damage taken during that time is higher than when stacking.

Note: I healed in the Spirit Realm, and I would highly recommend Discipline Priests be used there due to the type of damage that needs healed.

Phase One

I used Barrier on the first Wailing Souls and again in Phase 2. After Barrier / SLT, you can begin to ramp up and use your Evangelism combo after people have taken some damage. Note: you do not need to start DPSing right after the other persons cooldown ends, you may end up overhealing quite a bit.

I made sure to use PW:S on those with Wither during Wailing Souls since the damage they took was increased.

Phase Two

Basically you just alternate your CD’s as they come up, specifically when your side runs out, but try to ensure you have conserved enough mana going through phase one so you can last the entirety of phase two. This is a battle of attrition at this point. If your guild has made it past the phase two transition, you’re likely on your way to a kill.

Phase One

First, and most importantly, ensure that you have set up your raid frames to show Fel Infusion and Light Infusion. These two abilities interact with other mechanics in the encounter and it’s extremely important that you know who has what debuff, especially for healers. Players need to stack with their respective debuff groups.

Environmental Burst AoE Unstable Soul – This is the “bomb” ability. You can avoid this by not being near a player with a different Infusion buff (there is a 5 second grace period after the boss changes everyone’s buffs). If you do get this debuff, you will need to jump into the hole in the center with 1.5 seconds left or less on the timer to avoid raid-wide damage.

Burst AoE Cluster Hammer of Creation – This ability will be soaked by players with the Light Infusion debuff.

Burst AoE Cluster Hammer of Obliteration – This ability will be soaked by players with the Fel Infusion debuff.

Phase Two

Melee Stack Ranged Stack Essence Fragments – When phase 2 begins, you will need to run between “lanes” to either absorb or avoid these orbs. You should avoid orbs opposite your Infusion debuff. Your raid leader will likely mark a stack point for people to stand on. As a healer you don’t necessarily need to actively soak these, as you can gain the benefits if someone in range does instead. The goal is to get as many of the stacks of the Creator’s Grace or Demon’s Vigor buffs (goes up to 10) as you can (increases damage and healing done). Raid Cooldown Constant AoE Wrath of the Creators – This ability is channeled and damage increases the longer it is active. DPS have the duty of breaking the shield, but if DPS is slow the damage can get to the point where you cannot keep up. Try to save raid CD’s to cover the last portion of the cast if possible, since the initial damage is rather low.

Light Echoes and Fel Echoes need to be avoided. These will appear on the ground as “swirlies” and will target random players. This requires players to spread when they are not soaking Hammer of Creation or Hammer of Obliteration. If you get hit by either of these abilities, you’ll get Unstable Soul (bomb) and need to jump into the well.

 

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Coming Soon…

 

 

Phase One

Burst AoE Rupture Realities – Burst damage on the raid, required to run away from the boss to limit the amount of damage it does. You can use cooldowns early on as long as they will be up for Phase Two, where this ability will do far more damage. Ranged Spread Shadowy Blades – If targeted, you need to run your blades out of the raid and to the back of the room. Do not stand next to or in the line of players with this debuff. Spot Heal Unbound Chaos – When this ability is cast, players need to run from their current position backwards away from the boss in a line; this will prevent others from running into the pools you leave behind. Damage is completely avoidable, but it’s very likely some people will take damage.

Ripple of Darkness – This is an ability you should never see but there is a possibility if your tanks do not get within melee range of the boss in time.

Phase Two

Burst AoE Raid Cooldown Rupture Realities – This ability is retained from Phase 1 but is a lot more deadly in this phase. Assign a cooldown rotation to cover these casts. Each time he casts this ability, he breaks off parts of the encounter area. Constant AoE Sear – Constant minor ticking damage on the raid. Ranged Stack  Cluster Dark Mark – A few random targets will be targeted by this ability. Players need to stack next to them to soak the damage. This ability will knock back players after it goes off so position yourself to not land in lava if you soak one.

 

 

Phase One

Burst AoE Touch of Sargeras – 3-4 people need to soak each of these (3 total). When they go off, the raid will take moderate AoE damage.

Cluster Lingering Darkness – A pool that is now left behind by Shadowy Blades.

Phase Two

Constant AoE Sear – If the boss stays in the lava this damage will be permanently buffed for the entire encounter. Tanks will need to move him onto part of the platform to avoid increasing the raid damage.

Black Winds – “Tornadoes” will now spawn and fly across the room the entire phase. It is extremely important to avoid these as they will leave an extremely painful 12 second DoT on you after getting hit. Keep an eye on these, especially when soaking Dark Mark and ensuring you don’t land on one after soaking.

Coming Soon…
Coming Soon…

Phase One

Single Target Felclaws – Tanks will take a stacking debuff that should be swapped after 5. Keep an eye on tanks and use CD’s as needed if they get high in stacks, specifically the other tank has died.

Melee Stack Ranged Stack Rupturing Singularity – Orb drops in a sometimes random location in one of the corners of the map, in some cases will drop right in the center. Try to be close to the orb but not under it to avoid getting knocked off the edge of the platform.

DoT Armageddon – Orange swirls will appear on the floor. As a healer, you want to try soaking this if no one else is but ideally they will be covered by other ranged players. DO NOT MOVE UNTIL THE SWIRL IS GONE FROM BENEATH YOUR FEET!

Intermission One

Kil’jaeden will begin to fly around the room and planting in one spot for a period of time. Most of the raid can stand in the middle, but as a Discipline Priest, you can follow the boss around the room and DPS him so you can still heal through Atonement (damage reductions don’t change your Atonement healing).

DoT Armageddon – Still occurs in this phase, make sure to soak as needed. DO NOT MOVE UNTIL THE SWIRL IS GONE FROM BENEATH YOUR FEET!

Melee Stack Ranged Stack Focused Dreadflame – Beam shot in a line from the boss from his current location. Need at least 5 to stand in this but /range 5 to ensure you’re not splashing others with damage. 

Phase Two

Raid Cooldown Burst AoE Shadow Reflection: Erupting – Add’s will spawn after a debuff expires on random players. Those affected by the debuff need to stand directly behind the boss. These add’s will begin chain casting Erupting Dreadflame which gets progressively stronger with each cast. Add’s should only ever get of a maximum 2-3 casts, but normally just two.

Intermission Two

Raid Cooldown Deceiver’s Veil – This debuff requires you to find Illidan within the shadows. He will have a green pool around him where you can gain his sight to avoid this debuff. However, the buff from Illidan only lasts for a short period of time and will require you to refresh it periodically. 

Phase Three

Damage Reduction Burst AoE Darkness of a Thousand Souls – This ability occurs right after the intermission ends and the raid has to stack behind KJ during his cast. Cooldowns like Darkness, SLT, and Barrier are great here.

Cluster Tear Rift – There will be a green circle area at that location that you need to avoid being in, as it applies a stacking debuff that hurts. However, this area allows you to avoid damage from Darkness of a Thousand Souls. The goal here is to get into the rift at about 2 seconds left until KJ’s cast for Darkness of a Thousand Souls ends. Immediately move back out.

Environmental Demonic Obelisk – These pillars will spawn at random locations at set intervals. When they spawn, keep an eye where they are located and make sure to avoid where their “corners” are pointing. These will only ever shoot perpendicular to the edges of the platform. These will knock you back if they hit you as well as deal a moderate amount of damage, avoid being in their paths.

Obviously, as with other encounters, the damage goes up from Normal/LFR so everything will do more damage. Keep HoT’s / Shields on those who have soaked Armageddon since they will take damage over time..

It’s preferred to have a cooldown like Tranquility, Healing Tide Totem or any major throughput CD to help top people up for the second intermission.

The biggest change for this encounter in Heroic (for healers) is the addition of the Flaming Orb in Phase 3. You need to be aware of where the rift is (green orb on side of platform) and avoid being near / in the path of the Orb spawn point and the Rift. 

 

 

Coming Soon…

There are only a few problem areas of the encounter healing-wise (this is for Heroic):

Phase 1: Missing soaks is normally the biggest issue until your group quits messing it up. It is possible to heal through one missed soak in Phase 1, but it might not be that easy in other phases due to mechanics overlapping.

Intermission 1: This is a really easy intermission, just focus on soaking and standing in the Focused Dreadflame and you’ll be in good shape here.

Phase 2: This is where add’s begin to spawn, and their AoE can be pretty threatening. The first set of add’s isn’t bad, second set has a bit more overlap with other abilities (mainly Focused Dreadflame), third set has overlap with Focused Dreadflame and Armageddon, so try to plan for this damage.

Intermission 2: Healing absorb going on players and group-wide damage makes this a fairly high healing phase, but nothing extremely threatening unless you didn’t top people off before it. Focus on topping folks off first by using a healing CD after getting your Illidan sight buff.

Phase 3: Initial burst in phase 3 does quite a bit of damage, but you have time to top folks off. This shouldn’t be threatening but you should focus on topping people off after the damage occurs to avoid anyone dying from the constant damage that begins to occur during this phase.

Written by Mend. Edited and reviewed by others here at Focused Will.

© Mend 2017. The materials on this page may be freely copied and distributed so long as our copyright notice and website address are included.