25 Heroic Garrosh Hellscream – Metro’s Healing Guide!

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Welcome to Metro’s 25 man Heroic Healing guides for the Siege of Orgrimmar! It is important to understand that these guides are first aimed at helping healers understand their role, and then helping them maximize their play. Each will feature a general overview of the mechanics that matter to the healers, and conclude with a class-specific discussion. Let’s begin!

Understanding the encounter –

Congratz on making it to the final fight of the expansion. Being here IS understanding the encounter. Recognize the fact that this is the final progression target of Mists of Pandaria, and you will have a healthy respect for the ways this fight can crush your spirit and your body.

Luckily, as a healer your job is short and sweet. It may vary depending on the group you choose to venture with, so let’s first lay out the multiple ways we have attempted this encounter.

1 boss tank, 1 kite tank, 4 healers.
2 boss tanks, 1 kite tank, 4 healers.
1 boss tank, 1 kite tank, 5 healers.
2 boss tank, 5 healers.

These are all viable options, but we ultimately stick to having 1 boss tank, and 4 or 5 healers, depending on the group each week.

Regardless of which you chose, you need to understand that this is a potentially 15 minute encounter with many breaks in between, and a LOT of damage that needs to be healed in short bursts.

Once again, your utility will be your biggest benefit, so without further wasted breath, let’s begin the final guide for MoP!

*This is a very long fight, and there for a very long guide. Feel free to use CONTROL + F (Find feature) to explore the different segments you may have interest in reading.

Understanding the Healer’s Role –

For your benefit, I will break down each major demarcation of the encounter and explain the pitfalls of each from the healing position, as well as how you can maximize your raid’s ability to succeed.

Phase 1: The True Horde:

As soon as the encounter begins, the tank will already be in danger. Even with full BIS this boss is still the hardest hitting of any melee swings in the video game. Be ready for this.

The next damage to expect comes with the packs of adds. They will fixate on random players and do melee swings infused with shadow damage constantly. This will do a LOT of damage, and get even worse when he uses “Hellscream’s Warsong.” There should likely only be two sets, and the first one will die very quickly with everyone’s potion and CDs rolling.

When the second set comes in, you need specific people to chain lock downs, as if it were Challenge Mode. Our specific set is as follows:
Leg Sweep -> Shockwave -> Knockback 1 into Ring of Frost and Hunter Traps, Knock back 2, Gorefiend’s Grasp to Ox Statue -> They are killed by iron star.

If this is executed flawlessly, zero damage goes out. If it is not, 5-6 people will come VERY close to dying. Its honestly a fun mechanic to include in the last boss, so don’t expect to heal through it. Just contribute in what ways you can to their control.

The predictable damage of the phase comes in the form of the Iron Star hitting. Garrosh is still perfecting this technology, so after they go rolling through the room killing his “true horde” it will crash into the wall and do a LOT of shadow damage. This is a time for controlled CDs. Two are all there should ever be, so plan for it accordingly.

We use 1 Devo Aura, 1 Smoke Bomb, and 1 Anti Magic Zone for each. This is sufficient, but be sure to warn your wayward melee that leaving the zone+bubble is very risky.

The phase ends with little incident, and the 2nd hardest part of the encounter begins swiftly.

Transition 1: Temple of the Corrupted Serpent.

Things really escalate quickly in this phase, and it will require a portion of your cunn… no. ALL of your cunning as a guild to reliably perform the tasks you are asked in this phase.

This isn’t a general strategy guide, so it’s up to your group to organize how they want this done, but for completion’s sake understand you need 3 solid AOE interrupts or stuns.

There are a few ways healers can make a BIG impact on this, so let’s go through each option.

Holy Paladins can glyph the stun on Blinding Light. It must be glyphed, as the mobs can’t be knocked down or disoriented. If you are blood elf (which you should be,) you can rush up there, cast Blinding Light, and then AOE silence them with Arcane Torrent. From there, you can use Fist of Justice and Rebuke to interrupt two more individually, making possible for a Blood Elf Holy Paladin to handle all three adds for the entire duration. Any blood elf healer should volunteer for this. Taurens can do the same, but just be sure Warstomp is happening at the end of any stun chain, as it’s the shortest in the game. It will still work though.

Mistweaver Monks can function the same way, especially if you are Tauren or Bloodelf. Run up there, Leg sweep, and Arcane Torrent. You can even single interrupt one as well afterwards to get big value out of your slot.

Shaman should expect a glyphed cap to be needed, and if tauren offer Warstomp immediately after it. It may be difficult to get the stormlash down in time, even with the glyph so if you can’t get there quick enough make sure you can be the second in the chain. It may be possible to project the totem in time, but this is a big risk.

ANNIHILATE:

Once the adds are handled, your raid should make all 25 players getting the buff simultaneously of paramount importance. This phase does a LOT of damage even with the buff, so any player without it will be near 1 shot from the damage, even with the 800k health we have at 585~.

If there is only one or two people with the debuff, you can give them things like sac or iron bark. If there are 5+ you should consider using things like Devotion Aura or Healing Tide totem here. Anything that hits everyone will work, but make sure you can still move otherwise it will have to be cut short.

I can’t impress enough how much healing this actually requires even with 25 buffed, so don’t take it lightly. Make sure everyone is stacked near the boss and in AOE heals. Move slightly to avoid each hit, and spam your lives to full!

Phase 2: Power of Y’shaarj

Imagine if he ate the Heart...

Imagine if he ate the Heart…

Once you land back in the original room and get to your designated position, immediately consider preparing for the Whirling Corruption. This mechanic should happen three times before another transition, and each time it’s incredibly lethal if you are aiming to maximize DPS and stand through it.

If for some reason you are ranging it, then go ahead and skip this entire segment, as the phase would literally be damage-free.

Assuming you stayed, let’s talk about the best way to handle this phase as well as planning towards the next. As we learned from the previous phase, controlled burst is the name of the game. I would recommend 1-2 reduction CDs, and 1 strong aoe heal cd each time. It depends on your group of course, but this is our group’s set up:

Whirl 1: 1 Minute Priest and Paladin CDs, Anti Magic Zone. Least dangerous, with so long to prepare.

Whirl 2: Complicated by weapon CD, so be careful of the weapon team’s health.
Guardian of Ancient Kings from 2 paladins, Smoke bomb and second AMZ
Most dangerous because of weapon team.

Whirl 3: 1 minute Priest and Paladin CDs, Smoke Bomb.
Dangerous, but only use CDs you won’t need for the next phase.

This is all about preparation, so make sure you have your Healing Rains and Effloresces placed, pre shielding from priests and paladins, and spam your best AOE heal for 4-5 globals. Even with the health we have now, this is still very dangerous, but needed for the strategy to work properly.

Transition 2: Uhh where did they go!?

SKIP THIS PHASE MY FRIENDS! Why?
Here is why:

– As we saw in Transition 1, the damage from Annihilate is insane, even when all 25 people have the buff. In this phase, there is 0 percent chance of all 25 having the buff. This means you will need designated healing assignments and cd rotation. With only 4 healers, this won’t be possible.

– On top of this, the whole goal of doing these transitions is stopping him from empowering the next phase. If it were possible to skip the adds, I would be all for it, but no matter how fast you are he still makes it. Why bother, when all he does is gain some health back then?

– Final point is that this 1 minute downtime allows for a full regen of any healer mana, and gives times for 5 minute CDs to be assured for the most important phase.

Honestly, you need to 4-5 heal this. If you are in a guild that isn’t trying this strategy, tell them of these three benefits. Assure them that the DPS requirement can EASILY be met with this amount of health gained. The only other option is pushing to skip this whole thing entirely, which is very doable. If he ever enters it, you should not engage.

Phase 2 Finale: Who’s world?

This is a very crucial part of the encounter, and as a healer, it’s the first time you’ll start seeing the tank need constant attention. The whirls can no longer be CDed through, so make sure everyone is at range and avoiding the add damage as they hit. The damage her is the red herring to distract you from the tank. DO NO FALTER. If you do, and you are solo tanking the boss, it’s a wipe. He will die every time you miss globals on him to heal elsewhere. Always have at least 1-2 people dedicated to this job.

At this point, you should have your kite tank employed. If you choose to kill the adds, then use whatever your class can offer to help facilitate this. It’s much easier to kite them, provided you have a brewmaster who is a valued player. Any player with a high mechanic IQ can do it, even if they have mediocre gear. They should never take damage.

This is a short phase, but if you don’t focus on healing the tank and the raid enough at the right times it will be even shorter with a long run back and next pull. Get it right. It’s the most important part of the healing fight.

Phase 3: MY WORLD!

It’s his world, you can’t have it. The tank tries to take it from him, and he is very very unhappy about this. He will use his fists to make sure the tank does not take it. You will use your heals to make sure the tank does.

Plain and simple. If you didn’t get the message before, let me say it again. The tank WILL die if you don’t have 100 percent dedication to him at the right times. If you let the Empowered Whirl become more of a threat then it should be, it’s a wipe. Just light AOE heals, use devos, and stay focused.

Between the end of phase 2 and the entire phase three, we rotate every external we have. 4 sacs, Pain Suppression, Guardian Angel, and Iron Bark or whatever else we have if we have extra healers. If at any point, one of us missed this, its nearly a wipe. Also make sure to save Lay on Hands and Life Swap.

This entire phase is a flat out BURN. As healers, you need to know when to dps and when to heal. There is a great opportunity for this as he is transitioning. He is still in execute range, and not actually doing damage. Get 5-6 globals in of DPS to make the cushion that much easier. If you don’t meet the dps here, your entire strategy must change, so be prepared.

The other complication is a mechanic called Gripping Despair. This is what makes 1 tanking difficult, but easy at the same time. Essentially, the stack builds and builds and eventually explodes. With two tanks, it means this explosion is small, but often. With 1 tank, it means it likely happens only a few times. If you are unlucky (because of incredibly high DPS) it may never fall off until the end. Unfortunately, I doubt this is survivable. We had it happen to us once, and it killed everyone including the tank. Typically though, you should just be prepared for this AOE damage at the end of the phase while preparing for Stormwind Harbor. Have the tank call it out, and prepare with placement CDs like Smoke Bombs or Power Word Barrier.

And now, if you make it this far… Take a deep breath. This part is vital. The end is near, my friends. Just keep your heads level and get through it.

The grand finale! Phase Four: Stormwind Harbor!

Stay Calm!

Stay Calm!

I personally LOVE the added phases in Heroic modes, and this one doesn’t disappoint. There is time to take in the sights afterwards though…

So immediately, you’ll need to run to the boss’s tanking location and get stacked up in melee. I’ll assume you know how to handle the mechanics here, so just be ready for spot healing on players who get unlucky rolls on the damage from malice.

Tank damage is also very high, especially while moving the boss. Make sure you use the CDs you have left as they return, like Sac and Iron Bark, especially when moving from the Bombardment.

Speaking of, this is one of two things that can wipe you. It does a lot of damage even when not being hit, so make sure you plan around CDs. Use anything that doesn’t require people to stand in it, or the healer to channel it stood still. Should be obvious at this point.

Finally, the last true challenge. When the iron star hits Garrosh to interrupt him, you need to be very careful. This will happen as Malice is going out, so layer strong CDs on top of each other, preferably placement CDs like at the end of phase three. Smokebomb, AMZ, Spirit Link, and Power Word Barrier. Use them all, honestly. There is no reason not to. The damage this thing does is intense. Just keep an eye on the tank, who won’t be in any of these.

Expect one more Bombardment, which will be even more dangerous. Use Devo auras if you have them, and Rallying Cry or Demo Banner. Get back to the other side and quietly prepare celebration. Don’t vocalize it until after the third bombardment, but by the time this happens, the boss should be dead.

Congratulations. See my closing statement below.

TLDR Recap –

Bring as few healers as possible. NEVER forget the tank in the second half of the encounter. He will die if you do.

Stay calm when aoe healing, and rely on the preparation you have in place. Esepcially in phase three and four, use CDs to keep people alive from the AOE damage, and heal the tank over aoe spam. It’s easy to fall in that lull, and if you do you risk a wipe.

Without question, this is my favorite fight of the expansion. It’s extremely long, which is its one true downfall, making wipes absolutely heart wrenching. If you can see past that, you realize it’s truly a complete encounter. Every phase presents a different challenge, and I am a huge fan of the Challenge mode type mechanics in Phase 1 as well as the Heroic Nef mechanics in Transition 1, this time minus the lava and glitchy pillars!

Anyway, that’s if for these obviously. The next time you see a healing guide it will be on WoD Bosses. I for one cannot wait. MoP was the best expansion for raiding thus far, and anticipate WoD Being even better!

If you would like to see logs of a representative kill, you can find ours here. Currently set to the My World phase. Only phase that DPS matters. Feel free to browse though!

If you would like to see a video of our kill to better understand the strategy, you can do so here:

 

25H Paragons of the Klaxxi – Metro’s Healing Guide!

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Welcome to Metro’s 25 man Heroic Healing guides for the Siege of Orgrimmar!
It is important to understand that these guides are first aimed at helping healers understand their role, and then helping them maximize their play.
Each will feature a general overview of the mechanics that matter to the healers, and conclude with a class-specific discussion. Let’s begin!

I wasn't joking, its really quite buggy.

I wasn’t joking, its really quite buggy.

Understanding the encounter –

Before we go anywhere, understand this fight is nuts. I’m going to explain all the mechanics, because none of them really effect healing directly, but everyone needs to be aware of them, especially the healers. If you don’t know exactly what one does, it will wipe you, so as a player who chose the healing role, it’s also your job.
Also, this guide will be extremely long, so feel free to skim through each section on the bosses and ask questions on the forums if needed. This fight is difficult because how everything pieces together, so it’s important to know it all.

To understand this fight is to realize that there are a LOT of different mechanics. I mean an absolute ton. Literally dozens and they can all kill you. Luckily, you’ll quickly realize that they all happen on very strict timers, so if you handle things properly this fight will appear a lot more basic after some progression.

The most important piece of wisdom I can lend is to make sure all 25 members of your raid are alert and aware of each combination of mechanics. They often overlap and happen 2 at a time, so if you aren’t paying attention to both you will certainly die to one. It should be stated again that with this enrage, if you have to blow 3 rezzes early, you might as well just wipe it, once you have completed the learning progression of course. There are just too many ways to die late to afford those early deaths!

Understanding the Healer’s Role –

The healer plays the innocent bystander on this encounter, much to both my dismay and enjoyment. It is a REALLY easy encounter as a healer, and I’d go so far as to say the easiest of the entire last half. I mean compared to Thok, this is snooze mode. But I suppose that’s a horrible way to preface the second most difficult encounter in the expansion, huh?

Let’s talk truths now. There are a handful of mechanics that can be survived if healed up, and there are handfuls that cannot be survived no matter what you do. In order to properly address this encounter and account for all different strategies, it will be best if we break down each mechanic, discuss how its handled by our group, discuss how its effects healers, and then conclude with ways it may interfere with other mechanics. Feel free to skip around to the difficult parts if needed!

  1. Skeer the Blood Dude:

Is our first target. Only real mechanic is Bloodletting. First set has to be forced to another boss, and second set needs to be controlled before they get to him. Paladin, Shaman, and Monk healers can all play a role in this by stunning, slowing, or rooting them. He dies first so nothing else matters. Just heal the tank.

  1. Rik’kal the whatever:

Rik’kal is the second target of our raid, and this means is mechanics will happen for two boss lives as he is down from the start. The Mutate: Amber Scorpion is the most important so let’s discuss that first. It’s going to pick three players each time to transform into a scorpion. As a healer, we are immune, luckily, but not immune to its downstream effects. When a player is turned, they deal a small pulse of damage to every around them, and often times this deals a TON of damage, especially if it picks 2-3 melee. If it picks 3, its near death every time. It’s so difficult to avoid, it’s really frustrating. Hopefully your health pools are quite high by now and it can be mitigated with random shielding, but either way, be prepared to heal the three targets up, as they will continue to be susceptible to extra damage.

Next mechanic of his is the Injection and subsequent Amber parasites. They come out three times for us, and this means that 6 people will be taking high physical damage quite often. The best way to handle this as a healer is to prevent the damage instead of heal through it – a theme that this raid has done well on capitalizing on. You can stun, interrupt, fear, root, or knock back and you will have relieved a LOT of damage. The most important thing to do is to prevent their channeled Feed cast. If you have a way to do it, you must. Otherwise, add Feed to your UI’s buff watch.
Spell ID: 143362
This will let you know when someone is taking the damage, then you can prevent the cast in some way.

Since Rik’kal is the second boss, none of his abilities actually interfere with others. Only thing you need to be aware of is the potential need to stop DPS and prevent as much damage from the scorpions and feed as possible.

  1. Korven the Lame:

This will be the third target, but comes down as soon as he is killed, so his mechanics will only happen for one boss life. He has two abilities that effect the Healers, but it’s important to make sure your group knows how to split damage to handle the Encase in Amber mechanic. If it’s the first time you are hearing this, make sure you bring it up!

The first thing you need to worry about is Shield Bash and the damage it will present. Its tied in with Vicious Assault so in terms of tank damage, let’s examine them as a whole first. The way we handle the mechanic is simply to eat the damage, and then swap tanks afterwards. Otherwise, he is cleaving in random directions and it turns quickly into a big mess. In order to facilitate this, it’s just big heals. Our tanks use their CDs and then call for external if they need.

The Vicious Assault also has a complication with it that, to my knowledge, it not intended. For some reason, this mechanic CONSTANTLY hits the melee who are behind the boss. I know what you are thinking, and trust me we have tried. Everyone is at max melee hitbox, and allll stacked up, yet every pull, 1 person gets hit while all the other melee do not. It’s obviously some type of glitch, but it’s something you should prepare for if it’s unavoidable. The way I handle it is simply to spam the melee with shields before it’s about to happen, to pad the damage. Otherwise, you can actually coordinate CDs like spirit shell or bubble if it’s an issue. These abilities will be up before you need them again

The boss is only out for one life, but his mechanics can result in a complication between Hisek, who has yet to be discussed. When Hisek chooses an Aim target, if its melee, and they are attacking Korven while he is doing his assault, they will die 100 percent of the time it lines up this way. There is no saving them, as they will take all 6 slashes, not just 1 random one. The best option to resolve this is just have them stand to one side of the boss and have him pointed the other way. It’s all very luck-driven though, so just be ready for it.

I'll think twice before helping random quest mobs!

I’ll think twice before helping random quest mobs!

  1. Hisek the Sharpshooter:

Hisek is our fourth target, but starts the encounter active, therefore his abilities will happen for the duration of 4 lifes, the most dangerous being his own. He has three abilities, one being Multi-shot which cannot be controlled, but will put pressure on the group as its very likely that everyone will be clumped up in the start. Just always be AOE healing, and it’s a non-issue.

The next mechanic is Rapid Fire, which really gave our group fits, but realistically should also be a non-issue. It’s heavily complicated by other mechanics, however, but from a healing perspective this is one that if the player gets hit they die. There is no saving. We will discuss the complications after we examine Aim.

Aim is without question the most disruptive mechanic in the first 4 boss’s lives, and will REALLY pressure your healers if not handled properly. It chooses a target, and will do an INCREDIBLE amount of damage to them, but will be split to anyone standing in the line connecting the two. Five people + the aimed person are recommended as a minimum to split, but it can’t just be any players. Even with 6, that still means 700k+ damage to each, therefore they need to be certain classes that can take that damage. Mages, Warlocks, Rogues, and Monks are the only real options, but Shadow Priests can go as well if they have dispersion available. This is extremely important as the healer to recognize, because you need to be cautious of each effected player and give them some pre-shielding to pad, or heal them to full before they go in, then heal them up again quickly after it’s over, especially if they Cauterized as Mages. Another huge issue is the likelihood that one of these people will get selected, or die. Because of this, we have around 8-9 people responsible for it, but that’s on your general strategy, just mentioning it to alert healers to the potential.
Before we finalize the discussion, also be aware that you can use any ability that takes you off the combat table to escape the aim. Spectral Guise for Priests is the only healing spec that has one, but between mages, rogues, and hunters, you should have a large portion of your raid able to avoid ever having to soak it.

Both Aim and Rapid Fire can become extremely complicated by both mechanics Ka’roz does. He is the final kill, but has some really important mechanics, so make sure whoever is calling these things out is loud and clear. If Aim happens with a Whirl, be prepared to see some ranged get in serious trouble. If Rapid Fire happens with Hurl Amber, be prepared to see some ticks of magic damage go out from the puddles! They both overlap once each with our current strategy.

  1. Xaril the Colorful:

This is our fifth kill, and he is killed as soon as he is down so his extremely dangerous abilities will only happen for one boss life. Also, you should note that this is where we use Bloodlust, Second potions, and line up Skull Banners with Hisek’s death gift known as Compound Eye. If used by a ranged DPS, it makes the boss take 15 percent more damage for 10 seconds as well as doing a lot of damage. Use all these things to your advantage, and if you are lucky, you will only see one mechanic.

The mechanic set he possess is simple, but its combination is what makes it absolutely lethal. The mechanic is known as Catalyst, and happens in two steps. Firstly, he assigns each player a color. The next step is the toxin that is distributed, but it’s COMPLETELY different than it was on Normal, so let’s take a moment to learn each now.

Purple Reaction – Least deadly, should do zero damage unless player is DCed or colorblind. Have them run in a small circle and then make a Q shape at the last second. Only healing complication is that it should be ran far away from the other mechanics, so you may be out of range of tanks. Effects players with Red or Blue selection.

Orange Reaction – Middle of the pack, worry-wise, but if handled should also do zero damage. Expands a ring of death a few yards in a 360 degree area from the target when the toxin reaches them. Need all players to run far away so the whole raid isn’t in jeopardy. Melee have it the hardest, so be ready to heal them up quickly, especially if a tank gets it. Effects Yellow and Red selected players.

Green Reaction – Most retarded idea for a mechanic ever, and if you get it on this encounter, you are really pressured for the remainder. All targets effected place a small green cloud under them, which roams randomly and deals damage over time to anyone who gets in it, even for a second. This is the only one that should be an issue, so if you see it go out, be ready to heal the life out of the melee. The clouds do as they please, especially later on, and will just wander right into the tank or melee pile and make things ridiculously harder. Soaking them really isn’t an option, despite the journal entry.

We are fortunate to have enough burst dps to only see one set of mechanics, if everyone utilizes Lust, banners, totems, and the Compound eye along with their second potion. We 6 heal as well, while many groups want to 5 heal this fight. If you are lucky, you will never see green.

Since this only happens once, it’s unlikely it will be complicated by anything else, but it is possible the Hurl Amber may do so. If this is the case, you just have to hope you are in good position to dodge both at once, especially if it was just Orange reaction. This is why this phase is so difficult though.

  1. Kaz’tik the Bug Gym Leader:

KOOCHONGS! Actually, its spelled Kunchongs, but regardless, this is our 6th kill. He does nothing. His bugs do a LOT though. Obviously, if someone is too close to the bug, they die and it’s a wipe pretty much, as not only did you lose a player, but now you have to quickly burst down a bug before you lose more. Just don’t let this happen. Call out players that aren’t paying attention.

We will mention Sonic Projection, as it says in the journal that it picks a random player to fire at, but to my experience, it certainly does NOT. It just fires in the direction he is facing. If he turns to do something else, it will fire at the group, but otherwise, it just shoots at the tank, and they can dodge it if they are active. Either way, if it hits a player it will nearly 1-shot them, so be ready to heal them up quickly.

The only real mechanic is the Mesmerize that forces you to fixate on a bug and walk towards them. Once again, Spectral Guide etc can be used to break this. However, it you should have to deal with it, be ready to pump all healing into that target asap. They will immediately be marked with a star, and could use anything you can afford to give them, even an external.
Another really useful trick is to life grip them away if they are too close. Since there are three bugs and we are all spread out, it’s pretty likely that the one you target may be one closest to you, but if you get lucky, it will always be one across the room. Either way, heal em up!

The only real complication here is blindness. When the Hurl Amber comes out, you just see people moving for no reason, and quite often, this causes them to run into a bug and get eaten. Just stay calmmmm guys. Nothing about this is the healers fault though, so hopefully you don’t have to worry.

  1. Iyyokuk the Mentally Unstable:

It’s the finallll count down! WOOO you have reached the last three bosses, as this is our 7th kill, but is out for three life spans. This seems dangerous at first, but we found we had way more issues with the Kunchongs than we did simply healing through the fire, so we just elected to make a healing rotation, and worry about him later on.

Paragons

Our Spread. Feel free to edit as your needs see fit.

I have no idea what any of his mechanics mean or how the whole selection process works, but it really doesn’t matter. Refer to the chart to see how we handle our Fiery Edge phases. We account for 9-10, but if you have strong DPS you should only see 8 using this strategy.

Also, account for Diminish. It can ruin you, but realistically, it shouldn’t be a concern. It will execute anyone low enough, so if you ever see someone sitting low, do anything in your power to heal them up immediately.

The fire complicates every other mechanic, and the Whirl, Amber, and various forms of spreading out make this even more difficult. The main reason, is people are trying to avoid the beams if they don’t have them, but forced movement forces even more movement. Just be preemptive with raid CDs and you shouldn’t have many issues. Hopefully this is where you will use your rezzes, so realistically, a few deaths aren’t that big of a deal.

  1. Kil’ruk I’m so Sick of Abilities that Force me to move:

If you are on this boss, it’s pretty much over unless you have like 7 people alive. This boss will still present some issues though, so let’s examine them.

Long story short, at this point, the tanks will be getting absolutely obliterated. Luckily, with Iyyokuk dead, there shouldn’t be any other damage going out aside from him. Keep the tanks alive at ALL costs here, because if they don’t survive, and you do hit the enrage, you probably won’t survive it.

Death from Above is tough to dodge, but shouldn’t 1-shot you. The only real option is to anticipate it and run before he jumps. Otherwise, it’s a non-factor. Just keep moving and hope players live.

Reave is the only thing that really sucks here. It does do a lot of damage, and can be a big pain if you aren’t noticing it. He will be down from the last few kills, so just be careful of the other mechanics out and don’t get dragged through them.

  1. Ka’roz the Pest:

This boss is the last kill, but is actually out since the first boss goes down, like 45 seconds into this 12 minute encounter. Because of this, his mechanics are extremely potent by the end, but luckily they are all 100 percent avoidable. They do, however, cause the most disruption with other mechanics, so its important we are aware of them and how they work.

The first one is called Flash and Whirl, depending on which you consider the actual mechanic. He will charge around at players and leave some greenish trail behind him indicating how insanely fast this man is, or something like that. That trail, if stood in it, will stun you next time he charges, which is just a second after. So all you have to do its move out of it, by strafing left or right! Easy!
Problem is, it’s extremely common for him to simply charge the same direction, just back the other way this time, meaning there are two lines right next to each other, causing you to move from one right into the other. This means you have to move again, and by that time, another mechanic has likely happened, and now you are either stunned or dead. RIP

Luckily for you, the debuff you get from being stuck, can be removed with Blessing of Protection! In order to make this easier, add the spell ID – 143701 to your frames, and then you will see when anyone is hit by them. Even if you aren’t a paladin healer, you should still be aware of this. Not knowing means them dying likely, but being aware may mean saving their life!

This mechanic is the main complicating factor in the encounter, and will happen with pretty much every other one out there. The biggest issue is after Korven dies, he does a flash and Hisek does Rapid Fire while everyone is heading to their spread locations. We almost always lose some one here, but the more you do the fight the better you’ll get at it. It’s also really handy that Rapid Fire is physical, because if someone DOES get stuck, they can be bopped and wont risk dying to either. This also complicates Fiery Edge and Aim quite severely, as already discussed.

The other mechanic he does is called Hurl Amber. It’s highly telegraphed, as he will fly up in the air, then leap down and throw the amber at a spot on the ground. This spot will also have a tell, a spurt of orange goo from the location. There will be three of these, so make sure you move as a raid when stacked up, and individually when spread. This mechanic will eventually grow so strong that 1 tick of it will be near instant death, especially if you aren’t prepared, so towards the end if you aren’t paying attention to it, you will wipe the group.

It’s complicated once again by pretty much every other mechanic, especially Rapid Fire and Reave, but also the Colored Reactions from Xaril. Having to move from two things at once is always tricky, especially when they are both in separate patterns.

TLDR Recap

Well that’s it, that’s the entire fight. I’ll try to quickly summarize everything you need to know as a healer.

parangonHDTanks will get trucked, throughout entire encounter. Use stuns, interrupts, fears and roots to help handle the parasites and the Bloods when they spawn. Every time Aim happens, focus healing on the soakers. Use pre-determined healing CD rotation to make Fiery Edge a non-factor. Focus healing on target of Mesmerize to prevent them from dying as they head towards kunchong. Don’t panic, and keep the tanks alive at all costs until the end!

Only other thing to remember is using BoP on those stuck in Whirl, Lifegrip those with mesmerize fixation, and use Spectral Guise if you are targeted with aim or mesmerize yourself. Otherwise, just heal people who need it and pray everyone dodges all the mecanics!

As always, this guide is from the perspective of a Holy Paladin in 25 man heroic raid leadership perspective. Experience is limited when it comes to priest and monk healers, so if you have input feel free to join the conversation! Otherwise, if you have any questions feel free to ask! Enjoy SoO!