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The second half of the Dawn of the Infinite mega-dungeon! It includes some original fight and starts with one of the toughest room out there!
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I recommend that your group has access to the following dispels:
MassDispelYou can talent off Improved Detox, You will not need it.
The first room of the dungeon is already an incredible challenge.
Packs are constituted of a few mobs accompanying 4 mini-bosses. The regular troops include the Infinite Twilight Magus and the Tyr's Vanguard. The Vanguard hits the tank with Rending Cleave, a dispellable bleed. Meanwhile, the Magus will spam Epoch Bolt and sometimes cast Corroding Volley, a priority interrupt. At higher key levels, it will likely wipe the group.
Spurlok, Timesworn Sentinel will jump at someone and deploy their Shrouding Sandstorm. They will then use their Binding Grasp. To interrupt the channel and free your teammate, you will have to enter the shroud to be able to interrupt them.
Lerai, Timesworn Maiden has two important uninterruptible casts. Ancient Radiance is a burst of AOE damage while Orb of Contemplation is a frontal with a "boomerang" effect, particularly dangerous, watch out for it! She will follow a pattern of 1 Radiance, 1 Orb, 1 Radiance.
Valow, Timesworn Keeper has an Area of Effect spell Temporal Strike that you will want to dodge, and a barrier Titanic Bulwark that you should stay in to enjoy the 50% reduction damage. If well negotiated, mostly by the tank here, these mobs will make pulling extra much more reasonable!
Despite being positive, it is considered a debuff on your allies if youd like to track it.
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Tyr is a high cadence fight, with plenty to mess up, and some very tense moments. Prepare to be challenged!
Tyr follows a strict 61 seconds pattern: It opens with the double Spark of Tyr at 6 seconds, followed by a sequence of 4 casts composed of Dividing Strike, Infinite Annihilation and Titanic Blow. Tyr will never repeat the same ability twice in a row, will use all abilities at least once and will not use more than one Dividing Strike per phase. 46 seconds in, Tyr casts Radiant Barrier to open the 15 seconds catch an orb phase. Then we get back to the beginning. Since it is slightly more than 1-min, you will be able to use your 1-min consistently, but you cannot be late.
There are a few things to note about this pattern. Most of the damage is in Spark of Tyr and Dividing Strike, so a phase can be randomly (33%) much harder if Tyr starts his 4-casts sequence with Dividing Strike since it will happen a few seconds before the second Spark expires. This is where you should use big DR spells (Barrier, Zephyr, SLT etc).
The second point of interest is that the initial burst from Radiant Barrier is not followed by any damage (unless you let orbs hit the pillar, spoiler alert: don't). You have all the time in the world to put everybody back up, do not panic, go pick some orbs of Stolen Time to be ready for the next Spark! This also means that the worst moment of the fight is by far the first 25 seconds of the fight, since you face a Spark (and potentially a Dividing Strike) without Stolen Time. Use 3-min Party DR and your bigger cooldowns on pull!
it will deny ground with Consecrated Ground, which means it is always better to face it outside
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Applied to 2 people, it will deal massive burst damage when dispelled, which makes Mass Dispel an unlikely strategy
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You may actually really enjoy this fight, it plays around your best pattern and highlights your strengths. You will of course use Chi-ji for every Spark of Tyr. The best is to actually pop it 2-3 GCDs before the cast, to apply your Chi Cocoon and instantly dispel the first Spark. you will be able to pull everybody back up before the second Spark. Use Life Cocoon to protect the target of the second spark if necessary, and do not hesitate to use Revival to help healing the second spark if Tyr uses Dividing Strike first! Careful however, this will dispel all active sparks, do not kill your group :D
Use Sheilun's Gift to heal Dividing Strike once Chi-ji is over. Any other damage you should be able to heal passively.
Do not panic when Radiant Barrier is cast, you actually have all the time in the world to heal. Drop your Transcendence by the boss, use Tiger's Lust and Roll to pick up 5 orbs fast, transcend back and simply use Ancient Teachings to put everybody back before the next phase!
So yes, it may not look like it, but it is actually a pretty solid Mistweaver fight!
This section is common and you will get to the central "Timeways" room of the dungeon. At this point, you will have a choice between going to Morchie or to the Time-Lost Battlefield.
But let's see how to get to this branching first!
There will be a mini-boss sort of fight before the gauntlet mini-game, and then the Timeways room, filled with sand.
The damage is surprising here, and on par with a boss. Do not take a break after Tyr! The Timeline Marauder is the priority to make this pull more manageable. Their channel Infinite Schism (the spiral of swirlies) adds a movement requirement to a very intense fight, while Displace Chronosequence is a mandatory interrupt. The Infinite Watchkeeper will "simply" blast your team with Infinite Fury, commit a CD to each cast (every 20 seconds). Burn everything, there is the mini-game to follow, you will be able to recover your cooldowns. The Watchkeeper also uses Timeless Curse which should be dodged. During High Fortified weeks, you will want to have a battle plan for this pack.
After the mini-game and before you can enter the Timeways room, you will need to defeat an Infinite Diversionist and an Infinite Saboteur. Both use Timeless Curse again. The Saboteur will use Bronze Exhalation, a easy to dodge frontal. However the Diversionist will use Infinite Fury again! Again, be on your toes, and rotate your cooldowns.
The main enemy here will be the Infinite Riftmage, and they have two interruptible casts. They spam Temporal Blast, but the dangerous cast is definitely Infinite Burn here. You can also dispel it however (although you would rather keep those for Bloom if an anomaly is in the pack)
There are also Temporal Deviation, Temporal Fusion and Timestream Anomaly. Fusion and Deviation will add tank damage with Double Strike and Triple Strike, while the Anomaly adds Bloom and Untwist. Bloom should be quickly dispelled, and Untwist should be dodged (frontal). All these cuties will explode with Time-Displacement on death, so be ready for the extra damage then.
You can use TigersLust to dispel Infinite Burn and keep your regular dispel for Bloom.
Only 2 mobs here, but they are summoners
The first Infinite Timebenders will summon murlocs to the names of Time-Lost Tidehunters, Time-Lost Wakethrasher and Time-Lost Waveshaper.
The second Infinite Timebender will summon a Time-Lost Aerobot, a Time-Lost Rocketeer and some Time-Lost Smack-o-Tron.
Both will also cast Millenium Aid on them, to deal burst AOE damage. They will also cast Dizzying Sands, which is a mandatory Interrupt.
The Time-Lost Waveshaper will try to add AOE damage with Fish Bolt Volley, which should be interrupted, and Bubbly Barrage, which should be dodged. Meanwhile, the Time-Lost Tidehunters will target the tank with Soggy Bonk and Slobbering Bite.
Time-Lost Aerobots will mostly cause mayhem and force you to move around with their frontals Bombing Run and Electro-Juiced Gigablast.
Time-Lost Rocketeer will add damage on the tank with Staticky Punch, and they have a very important interrupt Rocket Bolt Volley.
Slobbering Bite is a good use of one of your CCs to relieve pressure from the tank. Help with the interrupts on Dizzying Sands and Fish Bolt Volley
Morchie has been mostly neutered by the last round of nerfs before the patch. Now you should only really be ready for a burst of damage when the images get trapped, but it is now only every 50 seconds
To be good at this fight, you will need to lock in the dance of the clones, so that you are ready to handle yours asap to be able to heal the burst AOE caused by the traps. In essence, this means a big burst of damage every 50-ish seconds. Focus the rest of your time controlling and positioning the clones/traps
Everybody will need to drag their sand clone into a Time Trap. This will in turn trigger a Temporal Backlash, a burst of AOE damage.
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The 50-sec ish pattern is of course horrible for you, as only Sheilun's Gift will be available every time. You can use Revival on the second traps, Chi-ji on the first traps.
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Phase 2 | |
Phase 3 |
Only one trash pack here as well, but deadly, followed by a mini-boss
Chronaxie adds some extra swirlies to dodge (Chronal Eruption). Meanwhile, the Pendule will try to cast Time Beam, which should be interrupted
The Horde Destroyer is not the most concerning. The biggest dangers are the deployed Goblin Sappers who you should definitely run away from!
RingOfPeace is very good to deal with the Gobling Sappers. LegSweep is good as well but it requires precision in the timing.
This fight is different depending on what faction your group leader is. It is pretty much only cosmetic however, so we will only look at the horde version.
This fight is actually a menace. Be sure to help in controlling and killing the adds, that's definitely the best way to make it easier. Serrated Axe and Immolate will be responsible for most of the dangerous single-target damage and can erase a player very very fast.
Good control of the adds makes the fight trivial, bad control makes it absolutely impossible.
In the end, the main challenge is to keep the adds close to the boss to be able to react swiftly to their zone damage and fasten the kill. The boss is not so dangerous by himself.
These are the highest priority in this fight, a true menace. Direct whatever DPS you can provide to them, the faster they die, the safer you are!
They dont really do anything, they are the last priority
They are not quite as dangerous as the Axe Thrower, especially since Immolate can be dispelled. Try to interrupt them to bring them in melee.
You will want to stick to the Horde Axe Thrower or the boss as much as possible. Use Ring of Peace to replace a bad add, and Paralysis, Leg Sweep to stop the Axe Thrower non-interruptible casts. If you keep a good melee uptime, you should not be in too much danger healing wise.
You will be back to the Blight of Galakrond Boss room. No boss this time, but another intense fight still.
The Timeline Marauder will cast Displace Chronosequence and this has to be interrupted. They will also cast Infinite Schism, the spiral of swirlies is back. Try to focus this mob down to lower the mechanics requirements of this fight ..
.. and focus on Infinite Slayer and their now famous Infinite Fury. As always, rotate your cooldowns to heal through it!
You are back to Iridikron room for this last fight, which will use the big space at your disposal.
This is mostly a movement fight. Being able to handle having to run around or being completly still while providing healing is what will make or break this fight.
If you are ranged, you will want to handle the 2nd orb timer. The debuff to track is Infinity Nova.
Deios will Summon Infinite Keeper every 25 ish seconds, with a priority target add that tends to run around, creating movement. Along with Infinity Orb which forces one person to stand. This person will be you if you are ranged, and you should absolutely ensure that there is a ranged assigned always, if you want this fight to be as smooth as possible. It only goes to ranged and thus, if there are two or less ranged, you will always get one. If there are 3 or more, ranged should stay close together, and whoever is assigned to "soak" an orb should be quick to step in when they appear.
The adds will create a lot of extra magic damage pressure on your tank with Infinite Blast, and you should dispel ASAP Chronal Burn since it does most of its damage in the first seconds.
The main issue as a healer during this phase is to stay ahead of the movement, and keep an eye on the tank who could be in serious trouble.
If you are ranged, you will want to handle the 2nd orb timer. The debuff to track is Infinity Nova.
The pattern is extremely regular in P2, and basically, you are going to get bombarded every 25-30 seconds by Infinite Corruption and you will have to move while dodging dozens of swirlies. The best is to be prepared, and pre ramp if you need to.
If you are ranged and assigned to the Infinity Orb, your preparation will be slightly messed up by the fact that you cant move while preparing.
If you are ranged, you will want to handle the 2nd orb timer. The debuff to track is Infinity Nova.
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