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A long dungeon, that many players do not really enjoy. This will be a very different one now that Mass Dispel has been made a 2-min cooldown. But let's see how to make it more pleasant.
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I recommend that your group has access to the following dispels:
PurgePoisonMass DispellBleedMovementSootheYou should make sure to pick Improved Detox
Quazii Masterclass
A rather epic start to the dungeon. Be ready to be challenged from the first seconds of the run.
Keep an eye on the Refti Defender. You never want to be in front of them, and you should interrupt their Demoralizing Shout, since it would significantly slow your pulls. Track Gushing Wound on your party since it could create significant damage.
The dangerous mob here is the Containment Apparatus. Containment Beam was nerfed, but you should still try to mitigate it. You can use you ST healing tools of course, but stopping the mob or using an anti-snare tool on the target will be the most efficient answer. Their Expulse should be stopped absolutely, as it will do enormous damage on the group.
This means that they are quite a few stops and interrupts required. Be sure to coordinate with your group when possible. Remember, you are the one that will suffer from a lack of controls, so do not hesitate to preach! This also means that unless you know what you are doing, do not pull too big in this area.
Use your kit to the maximum to cancel as many casts as possible. TigersLust can dispel a Containment Beam if one goes through.
Be careful not to get stacks of Gushing Wound from Spear Flurry.
Watcher Irideus presents some tough burst healing patterns, that will keep you on your toes.
There has been a change to the Power Overload. It now grows slowly rather than at once, which means you should have much less group damage following the dispel. Considering the nerf of Mass Dispel in addition, the strategy will change. Likely you will dispel one target fast, and keep the other alive with strong ST healing.
What does not change is the Static Surge. It is on a not-seen-before 28sec timer. Just slightly too fast to alternate 1 min cooldowns trivially, be mindful of that. There are 4 of them between each intermission.
During the intermission, your goal is of course to help keep the Nullification Device on the boss and interrupt their Purifying Blast
You can alternate Chiji and SG for the Static Surge. Be sure to be early on your first Chiji to have it back in time.
RingOfPeace can help with replacing the adds on the boss for their Nullifying Pulse.
This is another area that's all about controls. The two most dangerous enemies are the Curious Swoglet and the Primalist Shocktrooper. Control the swoglets from the start and burst them down to keep the situation from becoming too chaotic. If you can dispel poisons, check the number of stacks of Gulp Swog Toxin and dispel the highest number on cooldown. When it comes to the troopers, you want to interrupt Elemental Focus at all costs, or purge it instantly. In high keys, they will likely kill the group on the next cast otherwise.
Other than that, there is really little to be concerned about. If your tank gets stunned by the Skulking Zealot, you may need to be careful of healer aggro and drop a little ST tool on them.
They do a lot of fuss, but they are unlikely to be a big problem. Interrupt Pyretic Burst and Cauterize, dispel Molten Subduction and that's about it.
An encounter that is not very clear at first sight but is actually mostly about mechanics: make big frog eat small frogs. Ensure that the frogs running after you end in the circle of Gulp, it will even keep the big frog from becoming Hangry.
Gulping Goliath is on a 38sec loop.
All things considered, you will face moderate damage for 15 seconds, and you likely will have to move during that time. A control on the frog chasing you might be best.
RingOfPeace and LegSweep can buy you some time from the Curious Swoglet if you are falling behind in healing.
A SG between Overpowering Croak and Toxic Effluvia should cover most of the risk of someone dying.
This can be a very technical corridor, although it has been made simpler for season 4. The main difference is with the Primalist Galesinger. They now only cast Thunderstrike, which can be stopped.
Refreshing Tides has also been removed.
There are no mandatory interrupts, so just make sure to use your stops on Thunderstrike to reduce any dangerous single target damage.
The main piece on the menu is of course Deep Chill, especially since Mass Dispel every cast is not a strategy anymore. The first thing you should know is that anti-snare effects also remove the debuff. Other than that, it is about a big burst of damage every 25sec with a massive initial hit.
Remember that you get a joker for Deep Chill with Revival.
A pure healing check encounter, with rot damage going out the whole fight. This is a rare encounter where everything is about you and how well you do. Be ready to flex!
We will not dive too extensively into the movements and the mechanics. Try to optimize your movements to loose the least amount of time casting.
There are not many things to say about the fight. Ignore the Frost Shock on the tank, it is only a slow, it is hardly worth your GCD to dispel it. Other than that, the strategy on such a fight is to alternate your cooldowns and try to use them the most efficiently possible, as in do not overheal. Let people drop a bit before you use them so that you maximize their usage.
Do not hesitate to call for defensives and off-heals when you are waiting on your cooldowns to come back.
Annoying is the best adjective to describe this trash.
The glacial Glacial Proto-Dragon are returning, but this time with a twist. You will need to always keep an eye out for the waves.
Infuser Sariya is mostly a danger for Inundate, which she casts every 11 sec. A bit like a Rot fight, you might want to rotate your cooldowns to ensure you can top your group between casts.
A cycling 2-phase encounter with a P2 where you cannot hit the boss. This can be a make or break if you get one too many phase.
The main healing mechanic is Tempest's Fury, which is a single hit of damage. Nothing too dangerous here. Absorbs and DR can trivialize it.
The biggest danger is on the tank. The boss will push them away with Squall Buffet, before channeling Focused Deluge on them. The issue is that most tank need to be in melee to efficiently use their defensives. You do not have that much to do on this phase, so don't hesitate to help them, that's an easy way to wipe on this boss for no reason.
First you will need to make your way back, to find 4 Primalist Infuser. They are channeling Infuse, which makes Primal Tsunami stronger. Ideally, you will interrupt all 4 as fast as possible BUT you need to ensure you can group them efficiently and stop their Inundate casts, or you will die.
Using a long CC on them (e.g. Paralysis) is the best of both worlds if you cannot group all 4 at once.
Use Paralysis on one of the Primalist Infuser while you kill the others to safely handle them without stacking more Infuse on the boss.
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