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A long corridor, with 5 bosses. This is a tough dungeon in tyrannical weeks.
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I recommend that your group has access to the following dispels:
Mass DispellDiseaseCurseBleedMovementPurgeSootheYou should make sure to pick Improved Detox
The entrance lets you go to the first two bosses in any order. Groups may do it in different orders, in consideration of lust timings etc.
In this first area, most of your attention will be on the tank and on dodging swirlies. Make sure to interrupt Chain Lightning from the Stonevault Geomancer, and the Vicious Basilisk's Spiked Carapace if possible. For the rest, CCs are great to support your tank in stopping all sorts of other abilities, especially once Reckless Rage is active. Help group the Stonevault Geomancer and Burly Rock-Thrower as well.
Use your RingOfPeace to help grouping casters such as the Burly Rock-Thrower.
A messy fight, that has changed to include a healing check now, so do not take it too lightly!
The first major advice for the Lost Dwarves is to watch your positioning. Do not be in front of Baelog and his Wild Cleave. and be very careful of where his Heavy Arrow, probably try to have something reminding you to check. The last bit is to avoid "ricocheting" the Ricocheting Shield.
Other than that, the main concern in while the dwarves are on the ground is the Dagger Throw which you should stay on top off.
Now the new thing this season is that Fiery Surge matters (it now scales with key level). This means that when the dwarves are on their boat, you will have a medium-strength long-duration healing check. This happens every 1min15, for 10-15 seconds.
Be very careful of your positioning considering Wild Cleave and Heavy Arrow.
The "new" Fiery Surge, with a burst of 15 sec every 1min15 looks like it was designed for Chiji, but it will be very hard to stay in melee range of the bosses, considering they are in their boat, and there are swirlies everywhere. Remember that you can still cast EM and get the EnvelopingBreath even if you are pushed away from melee, it will simply cost you much more mana, so you will want to weave in some other spells, use your cleaved Vivify etc. But do not feel like everything is over, try to stay close to your allies and you still be in a good position.
A now classic totem boss, where you will want to kill the totem the boss summons as fast as possible!
One of the most important thing you can do as a healer is to interrupt, stop, move the Stonevault Geomancer that he summons with Call of the Deep to help group them up. This should fluidify the fight quite a bit.
Outside of this, the Quaking Totem is the main danger, and will pulse damage as long as it is alive, which makes it a fight exponentially harder with key levels. This happens every 40 seconds.
You will have Chiji every other totem. You should generally be in a good position with many enemies to hit. Use RingOfPeace to help bring in Stonevault Geomancer if they are free casting outside of melee.
The main goal here is to help your tank survive, which can be a bit unconventional as you mostly help them .. run. From the Refti Custodian and their Jagged Bite, but also from the Rending Slash of the Earthen Custodian. There are not many counter play, be ready to give your tank hard support if they get caught.
Also be careful never to be in front of the Cleave from the Earthen Custodian (the dwarves)
Just focus on helping your tank avoid the Jagged Bite. RingOfPeace, LegSweep, Paralysis, TigersLust, you have many ways to help there. Even Disable, if you are talenting into it for pathing, can find some value here.
A mechanically tight encounter, with severe single target healing checks.
This fight should feel a little less punishing, but there are certain reasons to be careful. From a healer perspective, there are three things to know.
When you get a circle around you (Resonating Orb) group them close to the tank to help them control the Ancient Dynamo. You should be ready to stun Titanic Empowerment if somehow nobody took care of it.
Then the boss will casually try to murder someone with Earthen Shards. That happens very often, and you will need to rotate your best ST tools to help your teammates. Let's not lie here, at higher levels, you will rely a lot on everybody rotating their immunities and defensives. If you are playing with a group, you need to plan this fight a bit more. Every bleed removal tool is going to be beloved there.
Your goal all along is to keep everybody topped enough to survive Crushing Stomp, which is much easier said than done, sometimes as often as every 15 sec. When it happens shortly after Earthen Shards it will take an immune or your external to have them survive.
A last, but important note is that everything both Earthen Shards and Crushing Stomp are Physical damage. Which means that quite a few defensives and other tools are useless.
Have fun!
A very tough fight, but not one you are ill-fitted for. Your strong sustained ST healing will help you keep the Earthen Shards target healthy. Try to keep your RM well spread to be able to heal the group easily, as you could run out of Chiji and SG stacks. It will also make ChiHarmony do a bunch of the work.
The Runic Protector will be challenging certainly, and you should rotate your cooldowns on Earthquake.
For the rest focus on stopping Hail of Stone and do not forget that you can dispel Curse of Stone with TigersLust.
The main challenge will be the Runic Protector. Make sure to step out of Fissuring Slam and be ready for Earthquake. This happens every 25 sec and cannot be LOS.
For the rest, be sure to CC Hail of Stone, and interrupt Curse of Stone. Interrupting or purging Earthen Ward is also a time gain.
In the "cave", you will want to chain CC and burst down the adds most likely, to control both the Pounce and the Sonic Burst.
A cycling 2-phase encounter. The boss is invulnerable in phase 2, which makes it a source of big loss time.
Emberon opens with Activate Keepers and stays "active" until they cast Purging Flames, some 41 seconds later.
During the active phase, the chain of mechanics is always the same:
This is pretty intense, but you have clear objectives:
When it comes to the "intermission", hopefully you will be able to cover the healing needs with your maintenance healing and some mana dumping, to recover your cooldowns.
There are probably many approaches to this fight, but I would think that using Revival or Chiji to fight the first Searing Clap sets you well for the phase, to stay ahead of the damage. As always, do not wait to be behind. Emberon is a cardio training exercise, you can end up on fumes at the end of the main phase, you just need to survive the successibe bursts and then go at a steadier pace during intermission (I know, steady can be an euphemism here), so push hard from the start!
SG between the two Unstable Embers should ensure that nobody dies from it, and you can probably use it again at the beginning of the intermission to top people up.
For the rest, work on your RM and RSK, which should set you up for some strong Vivify cleave and ChiHarmony.
In addition to Earthen Weaver, Earthen Custodian and Earthen Warder, you will now see Ebonstone Golem, very similar to the Runic Protector except that their Thunderous Clap can be LOS (they cast it every 20 sec).
The other new enemy is the Earthen Guardian, who adds more pressure on the tank and creates a null zone with Blessing of Tyr, help your tank moving the casters out of it.
For the rest, careful of the custodian's Cleave and keep using CC on Hail of Stone, interrupts on Curse of Stone.
The main danger here is the Infinite Timereaver and their Stolen Time buff/debuff. There are two ways to stop the debuff from stacking. You can LOS when he is about to reapply, you will need to become a master of this timing, do not hesitate to dispel your tank if they struggle to reset their stacks. Take control of this task as much as you can, since this will help you control the incoming damage.
The Infinite Agent will mostly add pressure on the tank with Time Blade.
Revival will again be a good joker if Stolen Time spiral out of control, or your group is struggling to get rid of their stacks.
A single-phase boss with a main mechanic revolving around denial of space. Prepare for an intense finale.
You will want to stay stacked in melee with your group during this fight, it is going to make this fight and your job in particular much easier
Remember that Time Sink can be removed by anything removing slows and roots, which will help you handle the incoming damage. The other ability in the regular combo is the Wing Buffet, which is why you would rather stay stacked, else you could all get separated making the fight much harder. Make sure to have everybody survive the combo and you will have ~15s to recover before the next combo.
During the "intermission" Rewind Timeflow, be ready for some burst damage every min.
TigersLust can dispel Time Sink while Chiji will make you immune to them, so consider it when planning your cooldowns.
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