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A returning BFA dungeon. It has a rather open layout which means you may play very different routes. Overall, it is not a scary dungeon healing wise, but mechanics have to be executed precisely. The purge is mandatory for Priestess Alun'za
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I recommend that your group has access to the following dispels:
SoothePurgeCurseDiseasePoisonYou should make sure to pick Improved Detox
This is the trash you will find in the center crossroads of Atal'Dazar.
Toxic Saurid melee attacks will add Poisoned Claws. You will also need to spread out as their Leaping Thrash hits pretty hard. Locking them down is a good solution.
The Feasting Skyscreamer are not so dangerous, except that their Terrifying Screech absolutely needs to be interrupted/stopped.
With the changes to count in this dungeon, you might end up pulling the middle pack, expect lots of random damage from Deadeye Aim and a bad frontal with Frenzied Charge. From a healer perspective, you should be ready for the AOE from Wild Thrash. It has been recently modified and has now no limit in range, so it is unavoidable AOE.
Put down Ring of Peace between the Saurids and your Ranged. The Saurids will be pushed back as they try to jump at them. You are also blessed by AWakenedFaeline on these packs, spin to win!
This is a pure mechanical fight. As a healer, there is not so much you can do here, outside of making sure you are executing things perfectly.
The only real damage here is on the tank, be ready to help them if needed (they might really need the help) and that's about it.
Remember this nice Shadowmeld trick explained here by Quazii:
You can place your Transcendance behind a pillar and teleport when the boss is casting Terrifying Visage to min/max your uptime!
Tiger's Lust can also give a speed boost to a teammate in danger of being caught by Pursuit
This is the trash you will meet if you go to your left at the start to reach Priestess Alun'za
There are some nuances between the Plaza in front of the boss and the rest of the left side zone.
In general, there are plenty of casters with nothing but important spells to stop or interrupt. In higher keys, this will become the way as most of the damage is avoidable, compared to the right side, but it takes much more coordination.
Dazar'ai Augur will spam Wildfire, get as many interrupted/stopped as you can, simply ensure you have one interrupt for Fiery Enchant where they make the Dazar'ai Juggernaut burst in flames. The Juggernauts themselves have a leap Merciless Assault and a soothable enrage Fanatic's Rage. Be ready to quickly side-step Merciless Assault if you are ranged. The easiest is to watch its timer with a spell cooldown WA.
The Gilded Priestess will cast Transfusion. You should soak a Tainted Blood pool if you are targeted, so that she takes damage instead of healing
The Left side corridor includes mostly the same mobs, except the priestess. The one new mob is the Dazar'ai Confessor, a really annoying mob. Help your tank move the mobs when their Bwonsamdi's mantle is coming up.
You have an incredible tool with Statue. Place it at some distance, and if everybody is careful to position themselves right under the Juggernaut feet, they will always Merciless Assault the statue! This makes this corridor incredibly easier at very low cost for you.
A dodge bullet fight where you get a little help from Blizzard. Getting hit by an orb reduces the damage done by the player, so I'm willing to bet DPS will not soak those to finish a cast ;)
Other than that, you should always keep an eye on the Spirit of Gold and help control/kill them
The boss will cast Transfusion every 30-35 seconds, and you should have CDs ready for this. It is important that Gilded Claws is purged as soon as possible, same to dispel Molten Gold.
Be sure to be fast at picking a Tainted Blood for Transfusion, to be back in melee when damage hits. This will be the hardest part of the fight for you. Simply alternate Chi-ji and Sheilun's Gift to handle the damage.
You can use Paralysis to lock down one Spirit of Gold.
The first danger here is the Shadowblade Stalker, stealthed, who buffs their melee attacks with Venom-Tipped Blade and have a tank buster with Venomfang Strike. They will also cast Fan of Knives, dealing some AOE damage.
The Zanchuli Witch-Doctor spam Venom Blast and have an important interrupt Unstable Hex. If it does go off, be careful if you dispel it as it will spread to close people (there will be a circle to indicate that).
The Shieldbearer of Zul will create a Barrier that enemies should be pulled out from ( Bulwark of Juju).
The true problem here, the Reanimated Honor Guard are coupled with a Reanimation Totem. They can't be hurt until the totem dies, but then they will start spewing Rotting Decay which is a lot of AOE damage, as well as hit the tank with Rending Maul.
Be prepared for this, it hurts, and their Grotesque Pool will make it hard to get your casts out at times. This mob certainly makes the right path ridiculously hard to heal at very high key levels.
You can use RingOfPeace to help push enemies out of Bulwark. You can also dispel Unstable Hex with TigersLust.
A fight over which you have little control. Try to help with your interrupt and your damage to even out the totems
The main source of damage on the group will be Noxious Stench through the fights, be ready to react if the channel is not instantly interrupted and the stacks of Lingering Nausea are piling.
The first phase is definitely the biggest challenge. There are two main aspects to it. The first is the range which can be tricky to handle, with the DPS trying to even damage on the totems, that may naturally spread them around. The second is to be able to interrupt Noxious Stench channel (Boss will use it every 20sec-ish) as fast as possible. Each tick of the channel will add a stack of Lingering Nausea, which means more DOT damage on the team. The main issue to kick it fast is that the boss jumps around constantly with Toxic Leap. It is very hard to predict when a channel will become problematic, so the easiest strategy is to be ready for burst damage every 20 seconds, you will not need anything in P2
Not much to say healing wise during this phase, technically speaking, Noxious Stench is still there, but you will always interrupt it really fast.
This is not an easy fight for Mistweaver, as it hits where it hurts for us, the melee range. Try to stick to the boss as much as you can, and communicate with your ranged players that you will not in any circumstance be able to heal them if they decide to live on the other side of the room. If you do stick to the boss, you will be able to interrupt Noxious Stench every time, which can definitely help! However, in P2, you can just go full damage on the boss and let Ancient Teachings do the work.
After the hotfixes of Nov 21st, Yazma will become a much harder boss, with some high spot damage requirements.
At 100 energy (every 40 seconds), Yazma will cast Soulrend, which is both a mechanic and a damage event. This is the main damage event of the fight. If one of the adds reaches Yazma, you are in for a Soulfeast. Other than that, there will be spot healing here and there from the spiders hitting people (Echoes of Shadra) and the tank Buster (Skewer) but it should be nothing out of control.
Now that Wracking Pain cannot be interrupted or dispelled, you will need to do some intense ST healing. Do not hesitate to use an external if you are behind or the target does not have any defensive!
This should be a comfortable fight, Soulrend is on a 40-sec timer, which means you can use Chi-ji and SG in alternance. When it comes to Wracking Pain, between LifeCocoon, Leaf if you have it, and your general ST healing boosted by ChiHarmony, you are easily the best fitted healer for this.
Do not forget to use your own defensives to avoid 1-shots!
You can think of coupling Chi-ji and Transcendance since you do have to move to handle the associated mechanic (spawn spiders away and get back to boss), it can help you to drop your transcendence by the boss, start Chi-ji well early, go spawn the spiders away and transcendence back to finish your Chi-ji.
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