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A returning dungeon from Legion, Black Rook Hold is a well-balanced dungeon, although it is rather linear. There are some packs that will require careful management, but the bosses are straightforward.
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I recommend that your group has access to the following dispels:
PurgeYou can talent off Improved Detox, You will not need it.
This first area proposes a choice, both paths are mostly the same except for their mini-boss: Lord Etheldrin Ravencrest on the left, Lady Velandras Ravencrest on the right.
You will most likely use your Dispel on cooldown to dispel Soul Blade from Ghostly Retainer. This would otherwise stack to become dangerous. This is also a good use of your AOE CCs. Ghostly Councilor will spam Soul Blast, which creates spot damage. Finally, Ghostly Protector is always the focus target, as they will eventually cast Sacrifice Soul, slowing down the whole process.
When the group is running low on controls, think of LOS to avoid damage from the casts, there are many walls to hide behind
Lord Ravencrest will spam cast Spirit Blast, and will use Soul Echoes from time to time. This creates a lot of mess in the room, but overall, this mini-boss is not too threatening.
You will rarely fight Lady Velandras Ravencrest, so lets just say that Strike Down can put your tank in danger real fast, while Glaive Toss will force your ranged to stay spread.
Use DiffuseMagic to reflect Soul Blade and do some extra damage. Make sure to make full use of your interrupt and AOE stops, it will make this area much easier!
This is not the most interactive boss of all times, and definitely not much of a healing fight. Be very careful about the Swirling Scythe, this is ultimately the biggest danger, and not in a fun way. Melee, do not stand in front of a ranged. Ranged, do not stay behind a melee.
The best way to have people survive Soul Burst is to limit the amount of stacks of Soulgorge, so help with DPS and Control on the adds, only DR can save people in the end, it is a 1-hit with lots of time to heal after.
One useful tip, it is possible to CC one of the add. The boss will then Soul Burst only when it has 15% HP left.
The only thing of interest healing wise is the Soul Burst 25-30 seconds after Call Souls, which happens when the boss reaches 50%. As mentioned, help with controlling the adds and killing them, and use the last 3-4 GCDs of the cast to apply Absorbs and DR on people.
Be careful not to have a ranged behind you to avoid becoming collateral damage of Swirling Scythe. Press Chiji right before the boss casts Soul Burst, to take advantage of the ChiCocoons.
You will start with short spiral stairs full of spiders, before entering a long hall filled with the guard.
There are small and big spiders, the small ones are the dangerous ones. Their melees apply stacks of Soul Venom before exploding on death to apply more stacks: dodge the explosion. Be very careful of healer aggro here as your tank climbs up the stairs, you would die almost instantly. Hopefully your DPS will be careful as well. Dispel on cooldown, and be ready to push big healing on the tank, they will get stacks extremely fast.
Another tip is that any shield prevents the application of the debuff. So keep your tank shielded as much as possible to prevent a ton of stacks from being applied!
This Hall is tricky, with lots of big AOE damage. Control what you can, you will save tons of damage to heal! Each mob has one special ability. Starting with the Risen Arcanist, they will spam Arcane Blitz which deals damage and stacks a buff on themselves to make the next ones stronger. This can and should be interrupted or purged to avoid 1-shots. Their Arcane Minion will jump with Phased Explosion, which should just be dodged. The Risen Archer are lovely ranged mobs with Shoot and the ultra deadly Arrow Barrage, a very good use of a CC. Next are the Risen Scout and their Knife Dance, a mandatory CC. Let's add the Risen Companion and their Bloodthirsty Leap leaving a nasty DOT as well as the Soul-Torn Champion (and the mini boss, a pimped up version) and their Bonebreaking Strike. Good times.
In summary:
You can probably Ursol Vortex or Ring of Peace the adds to keep them from jumping
If you grab some healer aggro on the spiders, you can use DiffuseMagic to dispel yourself and keep Detox for your tank.
When fighting the guards, make full use of LegSweep, RingOfPeace, Paralysis to stop Arrow Barrage and Knife Dance. RingOfPeace can also be placed in front of your ranged to cancel the Bloodthirsty Leap. This area is a unique occasion to show off a bit and show everybody why monks rock :)
Ilysanna alternates 2 phases, Vengeance and Fury, and transitions when she reaches 100 energy until she has drained it all.
Not much to say healing wise here again. Most damage is related to standing in fire, and from Brutal Glaives in P1.
You will fight Illysanna as a single-target during this phase. There was a tank mechanic with Vengeful Shear in Legion, but it is not here anymore, it is a regular tank buster.
Two adds are summoned to start the phase: Risen Arcanist who will cast Arcane Blitz and Soul-Torn Vanguard who will cast Bonecrushing Strike. Help your teammates control and kill the Arcanist quickly as it is the biggest danger in this phase. Illysana will cast 4 eye beams before returning to P1.
You will now fight some demons after dodging Boulder Crush.
There is a pack after the first flight of stairs, and a gauntlet on the third flight of stairs all the way to the terrace of Smashspite. There are some demons present the whole time:
Wrathguard Bladelord has a heavy tank buster Brutal Assault which can be CCed and they will enrage at 25%, making them even more dangerous for the tank. The Wyrmtongue Scavenger will "Drink" Ancient Potion and have a random effect from it. They may have a frontal Indigestion, a whirlwind Hyperactive or a buff Frenzy Potion which puts the tank in even more danger, the rest should just be dodged as much as you can. Be careful of the Throw Priceless Artifact as well, they could be hard to see with all the mobs. The tricksters and the felhounds dont do much.
The final gauntlet sees waves of Fel Bat Pup with some Felspite Dominator. The dominator will cast Sic Bats! which fixates all the bats on one target (you can track this as a debuff on the target), and eventually Fel Frenzy, making the bats hit much harder.
It is actually important to instantly run away or control the bats when Sic Bats! is cast, as it will instant the target once there are a few bats.
LegSweep and RingOfPeace will help contain both the Wyrmtongue Scavenger and the Sic Bats!
This boss will challenge your positioning mostly at lower levels, and becomes a death-check at higher level. It is basically a defensive coordination check. Take leadership here, nobody will do it for you :)
Mostly a single burst of damage every 25 seconds with Earthshaking Stomp. It is always 7 seconds after Hateful Gaze. The problem is really that the damage is ramping very quickly with key levels to attain dangerous levels. You will want to ensure that everybody is topped before each stomp. When it comes to Fel Vomit, Make sure to direct the lines to the edges of the room to preserve the room space, and keep random damage low! You can tip into the existing vomit for 1 second without taking damage to drop new ones!
External Cooldowns such as Rallying Cry, Zephyr, Twin Guardians, etc, are extremely impactful here, and you will have a much better time if you ensure they are coordinated and not all used at the same time!
To cover the 25-sec pattern, the best is to alternate Chi-ji and Sheilun's Gift and sneak in a revival on the third cast of Earthshaking Stomp. This will cover your until the 6th cast, which will be a challenge if you get there. Since you do not bring much effective HP outside of Chi Cocoon, you will need to coordinate your team a bit. to cover the cast where you do not have Chi-ji. Also, keep in mind that you can save someone with Life Cocoon if they drop low as the cast is coming.
The other part that's not good news is that Earthshaking Stomp does physical damage, which means you only have Dampen Harm and Fortifying Brew, so be ready to pop an Expel Harm if you are not topped and the boss is casting it.
The last rooms before Lord Senior Ravencrest are not too dangerous, although you will need to move a lot.
The Risen Lancer will keep jumping at the team with Raven's Dive, while the Risen Swordsman will, again, cast a heavy Tank Buster Coup de Grace. Dodge the Lancer and focus on your tank here!
LegSweep, RingOfPeace and Paralysis will again help you lock down the adds here.
Lord Kur'talos Ravencrest is a two-phase encounter with a dramatic turn. It has some unique mechanics that could throw you off, but it is not bad once mechanics are under control.
The hardest pattern of the fight is the transition into P2, as the damage ramps up before you get Legacy of the Ravencrest.
This phase is relatively simple, although there could be high tank damage if it lasts too long because of the stacking Unerring Shear. It is also very important to dodge Whirling Blade to avoid issues from the start.
As keys ramp up, especially in Tyrannical keys, Shadow Bolt will start being a problem, as it can randomly kill someone if it targets them twice in a row. Be ready to have some solid spot healing to do.
You will get Legacy of the Ravencrest for the phase, but there will be a first Shadow Bolt Volley before it is applied. This will be very dangerous, and you should be ready for this with your biggest cooldowns.
Consider that the boss will be casting Shadow Bolt Volley every 10ish seconds when he is not using Dark Obliteration. This is a very intensive phase for healing, be ready to rotate cooldowns. There are 7 (!) Shadow Bolt Volley before the next Dark Obliteration (which happens every 90 seconds).
The target of Stinging Swarm can use an external/defensive to survive the cumulated damage. You should also help kill the swarm if you can, the best is to get rid of them asap. This could prove quite hard to do though, as the damage you have to heal from the volley does not give you many GCDs to spare.
Can and should be killed. will deal damage to the target and stuns them repeatedly. Damage and stun can be immuned by Blessing of Protection
Tips coming soon, dont hesitate to suggest yours!
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