Welcome to Key & Heal. The site is currently in Beta. Join our healer community on Discord and share your suggestions. You can also use the contact form.
The Everbloom returns from Warlords of Draenor, with some improvements. It is an interrupt-intensive dungeon with some very tough healing checks on both trash and boss!
Select your Spec to get custom tips
I recommend that your group has access to the following dispels:
PoisonSootheYou should make sure to pick Improved Detox
The first part of the dungeon is a simple walk to the left.
This can be splitted into three parts, the Entrance, Gnarlroot (whom you may often skip) and Witherbark Room. You will find Everbloom Naturalist all along this path. They spam Dancing Thorns and a priority interrupt Choking Vines which is also a long stun.
There are some Everbloom Cultivators who will buff their allies with Enraged Growth, which can be interrupted of soothed. But what you will notice the most are the Dreadpetals and the Rockspine Stingers. The Dreadpetals only melee the tank, but they can apply Dreadpetal Pollen, which can be a big problem at higher stacks. Anti-slow work to remove it (Blessing of Freedom, Tiger's Lust). The Stingers use Venom Burst, which forces people to spread.
You will not always pull Gnarlroot but if you do, it will first root everybody. A few seconds later it will cast the tornadoes that silence. It is important to break the roots or clear them with an anti root/snare! Stack on the DPS to ensure your root is properly killed.
Witherbark room is made of many returning Everbloom Naturalists and Everbloom Menders. Make sure to help grouping the adds, that's the main concern here. As the name indicates, the Menders add Healing Waters, a priority interrupt.
Tips coming soon, dont hesitate to suggest yours!
Witherbark is on the easier side, very mechanically precise.
Witherbark is a two phases encounter, following an energy discharge/recharge cycle.
During Phase 1, there will be some spot healing to do, but it should overall be relatively easy unless your teammates fall asleep.
Phase 2 is pretty intense and damage can be hard to predict as it happens when the Aqueous Bubble die in the roots. However since they will come all the way to the boss, and you and your friends will have positioned the roots to catch the first waves, you can start to get ready once the roots "layer" starts getting thinner and bubbles will go through. Put out your best single target during the first waves of adds to take advantage of Brittle Bark.
The path to the Ancient Protectors sees a lot of infested orcs, and some pulls that can be very hard to manage. There are also patrols, so be very careful about "butt" pulling.
Menders, Tenders and Naturalists are still here. Menders' Healing Waters and Naturalists' Choking Vines are still the priority interrupt. There are two new infested adds: the Twisted Abominations and Melted Berzerkers. The abominations have a tank buster Poisonous Claws and a Burst AOE Noxious Eruption. Their presence makes the Cultivators' Enraged Growth extremely dangerous, think of it in the last pulls before the bosses. Finally, the Berzerkers will sow terror for the ranged with their Bounding Whirl, especially if they are under Enrage.
Tips coming soon, dont hesitate to suggest yours!
This is a somewhat messy fight, although it is not that complicated. Dulhu will charge at one target and leave big puddle of poison, while Gola and Telu will spam cast and not move. In general, you will focus one of the caster, and try to cleave Dulhu as much as possible.
Most of the damage is Rot once you figure out the mechanics, although Noxious Charge will put a lot of pressure on your tank, and it is not that trivial to dodge consistently for the team, try to keep people high before. Then there is the problem of all the interrupts required. That's what will put people in danger.
Life Warden Gola special cast is Revitalize, a heal that you will absolutely want to interrupt. In the worst scenario, the HOT can be purged.
Earthshaper Telu special cast is Toxic Bloom. It is a 4 seconds AOE stun. Do interrupt at all costs, letting it go through is pretty much a wipe
This will be hectic in melee. One important point. Is it worth loosing uptime to run to Earthshaper Telu and interrupt Toxic Bloom? Absolutely, 100%.
The trash leading to Archmage Sol will be a menace all season long for sure.
The rhythm comes from the special ability of the casters, very similar to what the boss will be doing.
Addled Arcanomancers will add Spatial Disruption. It is a projectile that can be baited by the furthest person. It is important to bait it a bit far out. Because it flies fast. And it does not forgive.
Putrid Pyromancers add Cinderbolt Salvo, which does burst damage for 4 seconds. Be ready for it, the Spell CDs on Nameplates Weak Aura can be convenient here!
Infested Icecallers use Cold Fusion which spawns stunning ice orbs. Do not get hit by it at any cost. You can dispel someone if they get hit, but very few DPS could help you if you get hit (it is a magic dispel), and this can quickly turn into a wipe given the amount of damage going out.
Archmage Sol has a very strict pattern with lots of magic damage on the tank and the group. They start with the fire spells, moving then to Ice and then Arcane (they change exactly every 20 sec). They always follow the same sequence for each school of spells:
Cast the ultimate of next + previous phase, Cast their tank ST damage spells twice, and repeat. Concretely, this means they will cast:
Only the fire ultimate Cinderbolt Storm does damage, so in effect, you will have two damage events with a 20 seconds interval and then a "pause" of 40 seconds until the next one. The very first is cast nearly instantly on pull, so be ready for it.
Cinderbolt Storm is one of these burst events that ramps up to be "unhealable" pretty quickly. It will take organization of defensives, group DRs and externals here to survive once keys are +22 and more. You should of course put your maximum burst output for these timings but remember: it is very likely that you need to move, and you also need to use a defensive for yourself, or you will die.
One last piece of advice here, it is important to pop your DR defensives before the cast starts, as it seems bugged and the DR will apply as the projectiles leave Sol, not when it touches you!
Use Transcendance to handle the Arcane + Frost combo. You can alternate Chi-ji and Sheilun's Gift for the Cinderbolt Storms
This boss has been remodeled and now includes a pulsing AOE add, reminiscing of the last boss of Vortex Pinnacle. Expect the first Tyranical weeks to be challenging.
There are two main healing checks in this fight. Colossal Blow is a standard 1-hitter, meaning you should ensure people are topped enough to survive it. The new Verdant Eruption add will have Vibrant Flourish which does pulse AOE until it is killed. This will create dangerous overlaps for which you should be ready!
© 2023 Bubu
Thanks to Safio for the Icons - Tooltips are a courtesy of Wowhead