25H Kor’kron Dark Shaman – Metro’s Healing Guide!


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 –

The Kor’kron Dark Shaman encounter features a variety of mechanics that, on paper, seem quite potent. When looking at this fight coming from normal difficulty, most would imagine a very hectic, hard to control encounter. Unfortunately, for both us and Blizzard, it seems that NOTHING about this encounter played out how they expected!

This is what we are looking to avoid!

This is what we are looking to avoid!

I’m sure if you are considering this encounter on 25 man Heroic you will be implementing the split strategy, but if you aren’t its likely time to either quit that guild, or stage a coup d’état and get someone in there who cares about the healers. The fight will be completely random and near unhealable at times if you keep the bosses together, but if you separate them, it turns into a very planned and predictable encounter. Obviously, this guide will be describing healing mechanics for the former.

Understanding the Healer’s Role –

The healing role itself is not very complicated, compared to other fights in the raid, but distributing healers accordingly, as well as tanks, may present issues. Let’s make that the first thing we discuss!

In order to properly split your raid, you will have all melee DPS on Haromm on the Ramp side, and all ranged DPS on the Flat side. With this in mind, the next concern is tank and healer distribution. The best option to solo Kardris is a DK tank or Monk Tank, but regardless it’s important to understand that whoever is tanking on the Flat will be taking a massive amount of damage regularly, while the two on Ramp will be taking no damage comparatively. Because of this, the most logical designation for separation of sides would be:
Strong Single-target Healers on Flat, Strong AOE healers on Ramp.
However, while it seems logical to split up three and three, we find it much more realistic to have four on Ramp, and 2 on Flat. This is nearly only because of Toxic Mist, a mechanic which Haromm does to deal massive magic damage to “several” players, which usually translates to 75 percent of the group on Ramp. Another complication that essentially requires four on Ramp, is that if there aren’t three people out of melee range from Haromm, the Iron Tomb will cover melee, making the strategy require a tremendous amount of movement. We do not want this for any reason ever so on the off-chance that one healer does die we will have enough to make sure it does not.

Our Split is as follows, for reference.

Flat – Holy Paladin, Disp Priest
Ramp – Holy Paladin, Holy Priest, Resto Druid, Resto Shaman

Provided we agree on this, the next topic is explaining the start of the fight, as well as the actions taken to ensure to split.

The Pull –

It’s very likely that all four targets latch on to one tank for a few seconds, so keep an eye on this. Regardless, the bleed from the dogs hurts quite badly, so while they are alive, the tanks should be the priority. The rest of the group will be spread out, and should not need healing until the first round of mechanics go out – happening at 95 percent health. This case should be the only time both sets of mechanics are present from the Iron Totem on the entire group, so be sure to be aware of who receives the Iron Prison debuff if you are assigned to the Ramp team.

From this point, load up any targets with hots or shields that have the prison and will be split from you, and prepare to use a speed boost to get to your location ASAP. Once split, the roles will be entirely different, so I will explain them as such.

"Ramp side," Where Haromm will be tanked.

“Ramp side,” Where Haromm will be tanked.

Ramp and Haromm Healing –

The first challenge to overcome is getting everyone with the Toxic Mist and the Tombs where they need to be as you all arrive at the location chosen. This can be exceptionally dangerous if both are on the same person, as even if they survive the prison comfortably, the tick from the mist will kill them without preparation. It’s your job to monitor this and make sure it’s not a factor, preferably with an external CD if applicable.

Around the time this clears, the real mechanics will begin, so make sure you have all your healers stacked up in a good location for the tomb and AOE like crazy on whichever pile needs it most. It’s easy to forget about yourself in this case, so be conscious of when 3-4 healers get the Mist as you’ll likely not be receiving much healing by default.

Unfortunately, as alluded to at the start of the guide, the Foul Stream mechanic functions pitifully and will pretty much be an issue every time it’s out, even if handled correctly. It’s possible it’s due to being on the ramp and the ground wasn’t tested for the mechanic, but whatever the cause just be aware of it as an issue and don’t be surprised if a few melee get smashed when they shouldn’t have even been hit. Because of this issue, on top of the Toxic Mist, it’s extremely common to use all three Battle Rezes on Melee, and still have some dead for the end of the fight.

Given our DPS pace, once three sets of Tombs go out the first Ashen Wall will be deployed and force the entire group to move. Once again, be prepared for the movement, and move to the pre-designated location. Be sure this location is still far enough away from the hitbox of Haromm, otherwise the tombs will cover melee.

Around 10 seconds after the first wall and movement, you will encounter the first Falling Ash. This is the part of the encounter where healing begins to really ramp up, and it would be optimal to discuss CD usage. You will see upwards of six or seven Falling Ash mechanics, so unfortunately they can’t all be covered, but either way one solid CD is a huge benefit. You do not want to layer CDs, as it is too short a window, so talk amongst your healers present on Ramp side and decide what best route there is for dealing with it.

From this point on, it’s quite repetitive. You’ll still have the Mist, Foul Stream,  and tank damage, but also the Ash, so provided you can keep the tanks alive and none of the healers die because of the Foul Stream or Tombs, it should be smooth sailing!

"Flat Side," where Kardris will be Tanked.

“Flat Side,” where Kardris will be Tanked.

Flat and Kardris Healing –

Regrettably, I have not completed this sub-role on a kill attempt, so take my offerings with a grain of salt. As always, if you have something to contribute, leave a comment and it will be my pleasure to amend the article with you accredited!

As the flat team, you will have more room to navigate, but less room for error, as the mechanics will move slightly and otherwise take up a lot of space. In terms of healing, it will be mostly single target, as the tank will be constantly pelted with Froststorm Bolt (getting much worse during the Bloodlust) and the few DPS who receive the Prison mechanic.

The Iron Prison itself will likely be the truest form of death for most people, as with 100 percent of the group being ranged DPS, most will be cloth and mitigate nothing of the initial physical damage. Because of this, it’s incredibly important to monitor who gets the debuff each time it goes out, and to have each of the players with it fully healed and prepared with a CD if needed. Many times, a tornado or other source of damage will complicate this, so give your best single target heals to players who need it.

I find the Foul Slimes to be more of a nuisance than a real source of damage if handled correctly, and provided you have a DK or Monk, they should always be exactly where they need to be. However, its pertinent to expect some stragglers, so if you see them creeping towards the stack, expect to heal through the damage.

Once Falling Ash comes out, things really get complicated. Players will continue to get the Prisons, and the tank will continue to be hit hard by the Bolt, so if a few things line up wrong, the two healers down here will have their hands tied. Hopefully, when you assumed the healing role, you realized that sometimes you simply can’t save everyone, and this will be a case of such. If it’s between the tank and a mage… well let’s hope you choose the tank otherwise you had better be prepared to taunt!

With only two healers, the falling ash will be much harder to CD through, so this is one distinct drawback to the method. Hopefully, between the two, you have 2 good reduction CDs, otherwise just keep trucking away. I can’t say it enough – if the tank dies the fight ends; if a caster DPS dies the fight continues. If you play by this rule, you should have success on Kardris.

Class Specific Tips –

Fight them in here for added challenge!

Fight them in here for added challenge!

Holy Paladin: Great for either role! Make sure you have at least 1 Holy Paladin on Flat, as Devo is mandatory for small healing group. Hand of Sac will save Prison target 100 percent – immunities will not.

Resto Shaman: Decent for Flat, amazing for Ramp. Healing rain on melee especially as Foul Stream comes out. Spiritwalker’s Grace to heal during Tomb Movement. 2 CDs make them great for Falling Ash no matter position.

Resto Druid: Ramp only, unless really needed. Hots are great counter to Toxic Mist. Mushroom explosion to counter one Ash, Tranq for another! OP Ironbark can and will save a person with Iron Prison and Mist.

Holy / Disp Priest: Disp 100 percent must be Flat, Holy must be ramp. Disp bubbles mandatory for tank survivability in Bloodlust with Ash falling. Holy Hots are hard counter to Mist. Lifegrip someone if they are caught in a bad spot – especially behind the ashen wall!

Misty Monk: (Do not currently have a monk healer in our progression.) Not exceptional for either role. How does Fistweaving effect this? Can’t fistweave on ramp, as negating the 4 man stack for the Tombs, especially if one is already dead. Can’t fistweave on Flat, as risk spawning tornadoes on the tank, and would be covered in the Slimes. Does anyone have experience as a monk on this fight? Would honestly love to hear what is best.

TLDR Recap

Disp Priest, Holy Paladin for Flat. Resto Druid/sham, Holy Priest, for Ramp. Others can flex. Be prepared for Iron Prison, especially if on ramp side, as it can kill you with Toxic Mist easily. Foul Stream is buggy, don’t get frustrated. Tank above all else, especially when bloodlust on Flat. ZZZ pot tough to use on either side, shouldn’t run oom though. CD every opportunity for Falling Ash – call it out in voice coms.

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!


25H Immerseus – Metro’s Healing Guide!


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 -

The opening encounter of the final tier is quite a mixed bag for the healing role, most relatable to the Tsulong encounter, but honestly unlike anything we have completed before.

The mechanics that matter to a healer come in two phases, as does the encounter. In the first phase, we see massive tank damage, incidental damage from people standing in their puddle for too long, and then the heroic-only addition – a damaging debuff, plus adds after some time – both of which will be discussed further shortly.

The second phase commonly referred to as the “split” phase or “add phase,” is essentially no different from the normal equivalent of the encounter, minus the multiplication of the numbers dealt. If one were to look at the dungeon journal, the mechanic at the very bottom may seem like something that the raid or healers need be conscious of, but unfortunately this is another case of poor execution of a mechanic that could have been much more.

The mechanic itself is known as “Sha Pool,” and is a heroic-only addition that claims that whenever a puddle (the adds) reaches the boss, the pool expands. More so, the journal states that the pool deals increasing damage to anyone stood in the area, but doing so causes it to shrink. Long story short, this never comes into effect for any group killing any amount of adds, and even if it does touch a few people, it does so little damage its quite irrelevant.

Understanding the Healer’s Role –

Now that we know the theory behind the encounter, let’s talk basics for the healing core. The general strategy demands the room be split evenly in the add phase, but the heroic-only adds and debuff suggest that you stack to easily deal with both. This means each healer will need to employ speed boosts to reach their location in the split phase to maximize their uptime.

With this split in mind, it’s also important that the tanks have dedicated healers. They will take an enormous amount of damage in early gear levels, so two strong single target healers should be deployed, one of each side so as to maintain an even split.

In the main phase, the healers not handling the tanks will focus on aoe healing as many ranged or melee as possible. They will be taking consistent damage, either from mistakes or the debuff. The debuff itself can be dispelled, and should be as it deals increased damage for every tick, however is on 18-20 people at once, so it is also less important than it seems. If you feel it is worth the global, then feel free, especially if you are targeting some one particularly undergeared or already low-health.

From here, the heroic-only adds are the final complication of the phase, and marks the end of the “stack.” The initial issue we had here was keeping them off healers, so depending on how many tanks you have free or what type of dps you expect, its best for a paladin healer to “anchor” them with Righteous Fury, and then simply Hand of Salvation himself as they begin to reach him. This is likely not required or feasible in many groups, but something that I have found an integral part of fights with multiple priest and druid healers. (see Tortos bats!)

Provided the healers can keep the adds from all grouping up on them, and all the DPS have eyes, the first phase should end without incident and the transition to the split phase should begin. Use a speed boost to find your place asap, and begin to prepare to heal your area’s Contaminated Puddles. The approach to this is no different than it was in normal, but I will include some options for individual classes that should help put it in perspective.

immerseus-contaminated-and-purified-puddlesThe final challenge to overcome as a healing unit presents itself as the fight grows close to completion. You will notice the final two sets of “explosions” caused by the adds reaching the boss to deal quite a hefty amount of damage, and with everyone spread out it’s not as feasible as on other encounters to prepare for “raid-wide” cooldowns. At this point, it’s important to understand how much damage you expect people to take, and use what you have reactively.  Obviously, the second to last will be the most important to heal everyone up quickly from, so use throughput CDs like tranquility then, whereas the final will be the most damage, and it’s irrelevant if you are healed up after, as the fight ends. However, with this final blast, it’s quite possible the entire raid could be wiped out, and on our first kill we had this happen, leaving only me bubbled, and one tank alive to loot the chest. For this reason, save cds like Devotion Aura, or Power Word: Barrier to be used as the bulk hit.

Class Specific Tips –

Holy Paladin: Can anchor adds with RF to prevent healers without threatdrops from threating many adds. Hand of Sac can be used on the tanks right as the blast happens to save their lives, should you be focused on tank healing. Speed of light is extremely useful for getting across the room quickly. Lay on Hands should be used on a puddle towards the end of the encounter. Stagger three throughput CDs for each split phase to maximize your efficiency.  Devo best used for the very end to save as many people as possible, despite limited range. Make macro to /tar Contaminated Puddle /cast Beacon of Light. Will automatically put beacon on the target to build holy power on, especially useful with it off the GCD.

Resto Shaman: Ghost wolf and Spiritwalker’s grace can be used to quickly get to the room while not losing much. Tough to refresh Earth shield, as you will likely be far away from the tanks when it needs to happen. Chain heal on 4-5 puddles is likely the best option, but may not be enough as they begin to get farther apart. Be sure to have Rain down so they pass through it for the maximum time. Healing stream is underrated here, and will be quite efficient for healing people who need it as you concentrate on the puddles. Healing Tide best used on the final sets of explosions to quickly heal others up before the final split. Spirit link can be used to save lives as the explosions happen, but can also be used to split the health of a few puddles if one gets topped quickly.

Resto Druids: Cat form and sprint makes travelling across the room easy. Hots are king, spread rejuv to as many people as you can before you all spread out; other healers may lack movement healing to get them all topped before the puddles become priority. Druids have the most efficient heal in the game for the puddles, that being charged mushroom explosions. Have seen charged mushroom heal 4-5 puddles to full instantly before I can even start casting. Spreading hots and using genesis is likely the second best combo in the game as well. Ironbark will be useless, as you’ll likely never be close enough to the tanks when it matters; use it on dps that need it. Tranq needs to be used on the second to last explosion in order to assure everyone around you is topped for the final set.

Holy / Disp Priests: Strong AOE heals for when multiple puddles spawn towards the end. Divine Hymn or Barrier can be used to tremendous effect. Use Hymn second to last explosion, barrier for the final to save lives! Disp is arguably weaker here, as absorbs in no way contribute to the puddles. Void shift as potent as Lay On Hands, plus a glyph that turns you into a puddle!!! Puddles can be Life-gripped!

Misty Monk: (Do not currently have a monk healer in our progression.) Roll can be chained to make the room seem much smaller. Renewing mists may be unreliable with players eating charges. Single target heals seem to be best option here. Try placing healing orbs? Can’t confirm. Life Cocoon + renewing mists and uplift on the final sets can be tremendously effective. Fistweaving the dps puddles may double dip enough to merit as an option. Revival can be used to heal everyone up on second to last explosion, or perhaps better used to clear all debuffs at once in main phase? Can’t confirm.

TLDR Recap

Tanks will take massive damage, and incidental damage will happen consistently to remainder of raid. Stack healers in main phase, spread out evenly in split. Be sure to have big raid-wide CDs available for the final explosions: Throughput cds (tranq, tide etc) for the second to last blast, Reduction CDs (Devo, barrier etc) for the final explosion. Have a definitive plan for your class’s approach to healing puddles, and make /tar macros to help facilitate. Keep yourself and others alive over the puddles if needed – can always make up ground later.

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!