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The Nokhud Offensive boasts a dragonflight travel mechanic that is honestly not very impactful. Consider it like 4 mini zones chained.
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I recommend that your group has access to the following dispels:
DiseaseSootheBleedPurgeYou should make sure to pick Improved Detox
The objective in this area will be to kill the 3 Nokhud Lancemaster located by the ballistas.
Starting with the Nokhud Lancemaster, they have one cast to interrupt: Disruptive Shout. They also have Cleaving Strikes, so beware of your positioning.
The only other important cast is Rally the Clan from the Nokhud Hornsounder. It has to be a CC, as it cannot be interrupted. If it goes through, the following mobs will certainly finish off your group.
Nokhud Longbow are the real danger in this area, their Shoot will create chaos, and their Rain of Arrows creates the sneakiest swirlies under your feet. Lock them down, put every effort into grouping them and focusing them down, everything will then be simpler.
Nokhud Warspear will create even more chaos with their Swift Stab. They always go to the furthest target, which can help to bait them into traps, rings, or just to rotate defensives.
A well-placed RingOfPeace can cancel a few Swift Stab, and anything counts there! Be ready to rotate your cooldowns to handle the incoming damage as the pulls start and the Nokhud Warspear are alive, do not hold them!
Be very careful of where you stand in regards to Cleaving Strikes.
As the healer, you will be assigned to the ballistas. Just use them as soon as they are available. In between, the boss will use Tectonic Stomp, a simple hit on the group, pretty high damage but you have plenty of times to heal it.
For the rest, help control and nuke down the Nokhud Saboteur
It is not very fun to handle the lances as a melee, but it is what it is, think of your Transcendance!
Use your stops to help the DPS kill the Nokhud Saboteur. You can even Paralysis the last one as it spawns to gain them a few seconds of boss uptime.
This time, you will have to kill 4 Stormcallers, each with their own name, but otherwise exactly the same mob.
We will separate the packs around the totems (and Stormcallers) and the Primalist Thunderbeast that roams around the area.
The main danger is the Primalist Stormspeaker and their Tempest which should absolutely be interrupted, as it is easily the most dangerous ability in this area. If it goes through, be ready to pop a cooldown without thinking more.
The other danger for the group is the Primalist Arcblade and their Arcing Strike. Try to stop it if you can (has to be a CC).
For the rest, use your spear interrupts on Stormbolt.
Accompanied by two Primal Stormshield, the Primalist Thunderbeast is a tough mob. In particular, the target of the Chain Lightning should make sure to get away from the other players to avoid "rebounding" it.
Since you will focus the Thunderbeast, it is very neat to purge the Stormshield as they will explode on the group if they expire.
I will always remember my first encounter with The Raging Tempest. It was bad. Let's try to make it better for you.
The first thing to understand about this boss is that you need to collect the orbs, and try to maintain 10 stacks for most of the fight (that's 50% extra healing, massive). This is primarily important at the very beginning, as the first Electrical Storm comes very fast, and you do not want to weather a storm without at least 4-5 stacks. Be greedy, those early orbs are yours.
The first Electrical Storm happens some 30 seconds into the fight, after only one Lightning Strike, but the subsequent ones will happen every 1min20sec, or after every third Lightning Strike. Electrical Storm is a long period of burst damage (15 seconds) that will outlast most of your cooldowns, making it a rather unique challenge. At the minimum, ask your teammates to stay close to you (in general in melee to catch orbs), to maximize AOE healing, area buffs and avoid any range problem.
Lightning Strike is a single hit of damage, but it has the issue of forcing the team to spread and can easily push you out of range from your allies. Do not panic, you have 20 seconds to heal your group, and there is little else happening outside of the storms.
One thing, your group needs to have a purge for Energy Surge, or your tank will probably not make it.
Self TigersLust is very good to collect orbs efficiently!
Keep your RM out throughout the fight and hold Chiji for Electrical Storm. Make sure to stay close to your allies during the storm to maximize ClosetoHeart and GenerousPour.
This time you need to kill 4 Soulharvesters. Do you see a pattern here?
There is one mechanical change in this area, Rotting Wind is not a frontal anymore, but a simple burst AOE, and needs to be interrupted now, as it cannot be dodged.
As mentioned above, there are now 2 mandatory interrupts: Rotting Wind from the Desecrated Ohuna (they can be CCed too) and Death Bolt Volley (solo shaman or two melees) from the Soulharvesters. Assign these interrupts and this area will be much easier.
Spare interrupts should go to Swift Wind and then Death Bolt. Make sure to help moving enemies out of Chant of the Dead.
The main thing you need to keep an eye on is your tank. the combination of Sundering Slash and Mortal Strike could put them in great danger, track these debuffs. Help them kite, and do not hesitate to use an external, they could be much weaker than their usual.
Revival is a joker if Rotting Wind goes through.
This is a fight that starts easy to scale very hard with key levels. One key mechanic to follow to never find yourself out of position is that Teera jumps to the bright zone with Spirit Leap, anticipate her movement this way to avoid being cut from your team by Frightful Roar.
So the main reason for this fight to be hard, suprisingly, is Quick Shot. You absolutely wan to use the targeted weak aura there. This will absolutely destroy your team, and if Teera decides to shoot the same target twice, and you are not watching this, in a high key, your teammate is absolutely dead. That's what makes this fight scale so hard with key levels, once two shots are enough to kill someone, you will live in constant stress.
Yes, Gale Arrow hits pretty hard (you should stack to minimize the damage and disturbance from the tornadoes), every 57 sec. But still, what will kill your group once you master the mechanics is Quick Shot.
It is also one of the rare fight which could drain your mana in consequence, as you will need to spam ST heals. Make sure to make the most efficient usage of your palette of ST tools to avoid this.
Use ExpelHarm or DampenHarm if you are targeted twice in a row by Quick Shot. Be ready to use LifeCocoon or a TFT + EM if it happens to an ally.
Do your best to keep your RM spread despite the constant pressure. ChiCocoons will be very good for Gale Arrow, be early on the first one as the 57 sec cycle will offset you step by step.
In general, you will skip most of this trash area, and I will not discuss in depth all the mobs but the last two that are unavoidable
You will want to fight Batak and Balara by the wooden wall and bait Vehement Charge to the wall to keep them stacked and kill them together (Raging Kin can be dangerous).
Other than that, it is mostly dodging and interrupting Bloodcurdling Shout (an AOE fear in an area with a boss and packs you skipped can have unintended wiping effects).
Balakar Khan looks brutal and certainly is. There are way to make the fight easier however.
In this first phase, Balakar Khan will use the Rending Strike into Savage Strike combo. This hurts very much. If your tank is out of defensive, use an external on them, or they will likely get 1-shot.
Use the rock to stop the Iron Stampede after the Iron Spear. Use a defensive (that works against Physical damage if the Spear is on you, it does hurt).
Finally Quake inflicts moderate damage to every player and forces them to spread.
Balakar Khan will run to the middle when he reaches 60% HP and becomes immune to damage under Crackling Shield and you will need to kill the 4 Nokhud Stormcaster. Meanwhile, the group will be taking constant damage from Stormwinds.
You will hardly be able to help grouping the adds, but if you have a great tool for this, try your best to use it.
This is a very hard phase, be very careful of the swirlies, you would die instantly.
Each of Balakar Khan abilities is now "storm-infused".
The tank combo is actually easier with Conductive Strike and Thunder Strike. You can dispel Conductive Strike so it is much easier on the tank. The counterpart is that you forget to dispel, they are dead. How could you you ask? Well you will be somewhat busy.
The Static Spear is an absolute menace, as it will now pull everybody in and deal a tick of damage on every player. The main issue with that is that the initial target of the spear will take 2 ticks. This will very quickly becomes a 1-shot situation. If your teammate has no defensive available, you will need to use an external.
Finally, Crackling Upheaval will also deal a ton of damage.
Channel SoothingMist on your tank when they get Rending Strike if you need to keep them topped before Savage Strike in P1.
The intermission is tricky. Chiji is a good cooldown there, but there are so many swirlies. Watch your steps!
Absolutely use a strong defensive if you are the main target of Static Spear in P2.
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