# WOW TBC - P2 - SCC / TK ## Introduction <i>Credit to Kanga#9651</i> This guide will be an in-depth guide to healing through tier 5 boss content. It aims to be comprehensive and inclusive of all four healing classes and offers spec-specific tips for each healing spec, although Discipline will intentionally be lacking as it is similar enough to Holy Priest as a general rule. You should be familiar with the basic mechanics of each fight, as I will not be breaking them down more than is necessary for damage analysis; additionally, I will be laying out overviews for most of the popular tactics, but this will not be comprehensive as there may be unique or relatively unknown/unused strategies that your raid might use. Due to the overall length of this guide, I highly recommend CTRL+F or using the Document Outline on the left hand side of this document to search for specific topics or boss fights. Lastly, please note that the guide overall expects that your other healers generally know what their specs excel at, and that you have a mostly “standard” mixed composition so that each relevant spec can do what they’re best at; i.e. Resto Druids and Holy Paladins are tank healing, Holy Priests and Resto Shamans are raid healing. If you have an overabundance of one or the other type of healer, the spec-specific tips may not apply to you or your comp and I’d recommend consulting your class discord. If you or your healing team need an overview of your strengths, this guide starts with an overview of each spec. <i> Please contact Kanga#9651 over Discord for any corrections or clarifications that you want to add to the guide. I’m currently in big need of Resto Shamans and Holy Paladins to contribute spec-specific tips per fight. If you did PTR or have cleared the tier on either of these specs, I’d love to pick your brain on SSC or TK; please reach out to me if you want to help! Thanks. Special thanks to HareemPotter for serving as the inspiration to the guide with his excellent Naxx healing overview, as well as Niche for early proofreading. Formatting is primarily done by Turinqui so big thanks there!</i> ## Healer Overview ### Holy Priest Major kings of AoE healing in TBC, primarily propped up by the mana efficiency of Circle of Healing. It’s worth noting that due to CoH’s range and party limitations, it isn’t viable on some fights despite there being lots of AoE damage. Renew and PoM are major healing contributors on spread fights, and Renew in particular will do a lot of tank healing on every fight regardless. Their main downfall is having almost no raid utility outside of providing Fort + Shadow Prot. <b>TL;DR - High HPS, high flexibility (high raid+high tank heals), zero/low raid utility</b> ### Discipline Priest There’s a few Disc-based specs in TBC for PvE healing, but 23/38/0 IDS Disc with most points in Holy is the only one that is primarily a healer first. It does not have better HPS output than the standard Holy build; it’s a spec you can consider if you are overhealing content as the IDS buff contributes to raid DPS, though nowhere near as much as a Resto Shaman. As with Holy, their strengths lie in the HPM/HPS of raid Renews and PoM. With a lack of aoe raid healing except Prayer of Healing (priest’s party only), they’re only really viable for tank healing duty and stabilizing raid heals. <b>TL;DR - Medium HPS, medium flexibility (some raid heals+tank heals), low raid utility</b> ### Restoration Shaman Raid utility gods, between Totems and Bloodlust. Chain Heal is a “smart heal”, which means its bounces prioritize the lowest HP targets in range (can’t jump back to previous targets). That being said, the range is still limited and there are fights where CH will not bounce effectively. The primary thing to coordinate is Earth Shield assignments, but they have deceptively powerful tank healing with Healing Way. If you have a particularly good Holy Priest, or too many Resto Shamans, it can be a good idea to have one focus on tank healing as they provide an important armor buff via Ancestral Healing (does not stack with Priest Inspiration). In general, though, your Resto Shamans should focus on raid and spot healing with CH. <b>TL;DR - Medium-high HPS, medium flexibility (high raid+medium tank heals), very high raid utility</b> ### Restoration Druid Mainly defined by their tank HoTs - Lifebloom is extremely powerful, and allows for a geared resto druid to heal up to 4 targets with ~1k hps each, with very efficient mana expenditure; Resto Druids should be the last to oom out of your whole healing roster. A notable downside is their inability to increase single-tank HPS after stacking LB3+Rejuv+Regrowth on a target; however, as there are several multi-tank fights in SSC/TK, Resto Druids are very powerful as they allow raid healers to focus almost exclusively on raid heals, with only occasional assistance for tank spikes. Innervate and Battle res are notable utilities that add varied amounts of power, but nowhere near as much as Resto Shaman; it’s mostly ideal to innervate an Arcane Mage, while brez will shore up some mistakes but is on a hefty 20 min cooldown. <b>TL;DR - High HPS, low flexibility (low raid+very high tank heals), low raid utility</b> ### Holy Paladin Tank healers that provide the all important blessings. From a raw throughput standpoint,, Holy Paladins will often be low as their single target only heals mean they can only really tank heal, with weak spot healing power. However, due to Blessings and judgment of light/wisdom, the utility that Hpallies provide is pretty high and generally deserves a spot given the low healing requirements of TBC. That being said, this spec will primarily work around the other healers in the raid, particularly if there is a resto druid in your composition. <b>TL;DR - Medium HPS, low flexibility (low raid+high tank heals), high raid utility</b> ## Tempest Keep ### Al’ar Phase 1 is relatively straightforward; basically just the active Al'ar tank takes moderate damage. When Al'ar moves to a different platform, there’s a low amount of raid-wide damage. Notably, Al'ar can move directly across to the opposite platform, so be prepared to run to and heal the tank there asap if that happens in P1. The primary concern in P2 is to ensure that EVERYONE is full HP before every Dive Bomb hit. Even with Snake Trap, it hits pretty hard. However, AFTER Dive Bomb, be careful not to go crazy with aoe heals as waiting a couple seconds will make the adds easier to pick up. For the embers adds, if the tank is an appropriately geared Paladin, they will be taking fairly minimal damage from the adds, you just need to assign 1-2 healers (paladin/druid) to watch them. If your raid chooses to kill a few, be prepared to heal the tank hard as each add will explode for 7-8k fire damage on death. <b>TL;DR - Moderate to high tank damage, moderate raid damage. Imperative to top off the raid before Dive Bombs.</b> <b>Priest</b> - As with all fights where you CoH when adds spawn, be mindful of threat in P2. It’s imperative to get everyone to full HP right after divebomb (as Al’ar often charges right after it), but CoH spam will also glue the freshly spawned adds to you. Ensure that your Prot Pally is ready to immediately taunt off of you, as all newly spawned adds should be on you if you CoH spam right away. ### Void Reaver There are two strategies for this fight, all except hunters stack under boss, and a strat where only melee take pounding. The latter strategy requires significantly less healing, and will just require one or two shamans chain healing off the melee, but comes with the downside of less raid dps (ranged movement) so I won’t be going over it as it’s likely solo healable. The common strategy of stacking requires a little more healing, but can easily be done with a CoH priest or simply a few resto shamans as the fight is very short. The main thing to recognize is that Pounding does an average of around 6k arcane damage per cycle with a 12 second cycle, which is importantly not enough to kill anyone at full hp. Therefore, you have a leisurely 12 seconds between each aoe to full heal the raid. The ONLY other damage sources on this fight are its melee and knockback on the tanks, and the Arcane Orb damage which the raid should never take. Therefore, healers should not stress when healing everyone up between aoes - it’ll happen easily even with only a few aoe healers in the raid. Priests and Shamans should be assigned solely to raid heal. Druids and Paladins can focus on keeping tanks topped between Pounding cycles, as well as keeping an eye on any hunters that accidentally get hit by an orb - it will deal ~7k damage. Don’t let your aoe healers waste healing on the hunter! <b>TL;DR - Moderate/low tank damage between pounding, high stacked raid aoe damage in cycles</b> <b>Priest</b> - This is the fight where CoH shines. You will want to spam CoH until everyone is nearly topped; use discretion for whether everyone is full hp enough that it would be a better use of your GCD to Renew a tank between full hp moments instead of a mostly-overheal CoH. If you are underhealing or are the only CoH priest, it is highly recommended that you take mana assistance in the form of Innervate, a shadow priest, etc. <span style="color:blue">Shaman</span> - Void Reaver does not melee during its 3 second Pounding cast, so Chain Healing off the tank during Pounding isn’t ideal; however, between pounding cycles the active tank will take ~3-6k melee hits so they are a valid primary target for CH. If your group doesn’t require MST, consider snapshotting HST with your on:use trinkets to maximize your healing. ### High Astromancer Solarian This fight is entirely about target-of-target healing, regardless of the strategy you use. You MUST have the boss’s target showing so that when she uses Arcane Missiles, you can immediately queue a fast single-target heal on them (FH, LHW, FoL). <b>Arcane Missiles are #1 priority for Priests, Shamans, and Paladins on this fight.</b>. If you don’t immediately start healing these targets, regardless of the stacks they have, they can die within 2 seconds (the total cast time of her AM). There is a little travel time on the missiles, so you have longer than 2 seconds to react, but she constantly fires them until her final phase so you should not let up. Aside from the Arcane Missiles, there is VERY minor tank damage with the add spawns. Wrath of the Astromancer (the soak debuff) will deal a negligible amount of damage; additionally, every 30 seconds or so she’ll deal 2.4k resistible arcane damage to the raid. When Solarian transforms into the voidwalker… her melees increase to around 1k DTPS on a single tank, literally tankable by any plate DPS. Overall, the fight is extremely easy with a very low DPS check, just pay attention to Arcane Missiles. <b>TL;DR - Extremely low tank damage. All healers should focus on Target-of-Target healing Arcane Missiles. Try not to fall asleep.</b> <span style="color:#FF7D0A">Druid</span> - As the worst target-of-target healer (slowest heal), you can fulfill an alternate role on this fight as one of the arcane soakers. Consider filling this position if your raid values killspeed on this boss. If you are using the arcane soaker strat, you’re also ideal to roll LBs on the soakers and using the remainder of your GCDs to efficiently heal people that were targeted by AM. ### Kael’thas The amount of damage that goes on this fight is EXTREMELY dependent on how competent your individual raid members are at being in the right place at the right time. Overall, there is a very high amount of tank damage through most of the fight; most damage beyond that is almost entirely avoidable. Due to the length of the fight, I’ll be breaking down each phase individually. <b>Phase 1</b> There is almost no healing to be done, and this phase can essentially be solohealed as none of the advisors individually hit that hard. DPS here doesn’t matter, you want to save mana as much as possible. Capernian can do a surprising amount of damage to whoever is tanking her; don’t fall asleep. <b>Phase 2</b> Tanks will take very high damage in this phase; if you have a paladin tank, they will most likely be taking aggro on the majority of the weapons and will need heavy healing. There will be a minimum of 3 people taking major damage in this phase: the aoe tank, the Devastator (axe) tank, and the hunter tanking the bow. A couple of the weapons do minor aoe damage to anyone in melee range; CH can handle most of that. The paladin should be assigned to the main tank, while the druid keeps LB on all 3 tanks; the priest can cover incidental raid healing (e.g. stray multishots) and CoH the melee, the shamans can CH off the aoe tank to keep the melee group healthy. As soon as the Cosmic Infuser dies, run to pick it up ASAP. It is a huge healing bonus and the damage reduction buff it gives is invaluable. You should have a weapon swap macro ready to go to equip it and an offhand if you normally use a staff. The loot despawns after 60 seconds, so you MUST loot it as soon as possible. Everyone in your raid can loot any legendary, including multiples (hunters should get both the dagger and bow for instance). As a note, you don’t have to play around the Cosmic Infuser’s buff. The only raid members who need the buff up 100% of the time are the tanks, who will by default have them anyway because all the healers will be healing them. HoTs and aoe heals will all apply the buff. <b>Phase 3</b> This is one of the hardest parts of the fight, and you need to have your mana ready to go near 100% for it. Together, Sanguinar, Telonicus, and Capernian do significant and sudden amounts of large damage. Your tank healers MUST be prepared to deal with their assignments before the phase even starts; ensure that each tank has at least one healer assigned to them. A resto druid can and should comfortably be keeping LB up on all 3 tanks at this point, although they need to be careful to stay out of Capernian’s range when refreshing the Capernian tank’s LB. Don’t forget that Thaladred can still target you as a healer; try and keep your camera angled so that you can see both Capernian and Thaladred, in case Capernian unexpectedly moves. Healers can reach all 3 tanks from the center of the room, so try and maintain that positioning. <b>Phase 4</b> This phase, if executed correctly after a clean phase 3, can be a bit of a breather where you will be able to regen mana and play fairly conservatively. The only sources of expected damage are on the Kael’thas tank, the phoenix tank, and the raidwide ~2k Arcane Disruption (every 30 seconds). However, between mind controls and phoenix RNG, it can get hectic quickly; the main thing to remember is to not panic, as the raid damage is almost entirely avoidable and very low. Don’t play too conservatively; KT’s monologue at the end of this phase lasts roughly a minute. <b>Phase 5</b> With no more mind controls, damage intake is almost exclusively on the tanks. Try and watch the battlefield for phoenix positioning; phoenix ticks are a bit over 2k each and if they go through the melee it will be a significant amount of tank damage. HoTs have big value here; the whole raid will be very spread particularly during Gravity Lapse, so they can tick for full value (Nether Beam also will essentially hit the whole raid throughout the phase, so it’ll be difficult for individuals to be full hp thus increasing HoT value). Overall, paladins and druids should be on full time tank healing duty. Consider having the paladin prioritize the hunter in p2, and the Capernian tank in p3, as they are likely to have mana issues if having to HL the primary tanks in p2 and p3. A druid will make tank damage significantly smoother, but the primary tanks in both p2 and p3 will still need an extra healer assigned to each; if you have no druid, ensure that every tank has 2 healers watching them, as the Remote Toy debuff going on a hpally or resto shaman makes it very difficult for them to cast for the duration. At least one shaman should focus on keeping the melee healthy via constant CH off the tank in p2-4, while your priest or any extra shamans can cover spot healing. <b>TL;DR - Very high tank damage, lots of spot healing that may need to be done because of individual mistakes. The fight is long, so focus on stretching your mana; phases 3 through 5 are the “real fight.” </b> <b>Priest</b> - Renews have a lot of value here, between tanks and individual players. Due to people being loosely spread throughout a lot of the fight, neither CoH nor CH are guaranteed to hit stragglers; relying on Renew spam here is powerful. That being said, p4 and p5 are potential places where you could transition to liberal usage of CoH for efficient raid healing; just keep an eye on how many targets you actually hit during phase 5. <span style="color:blue">Shaman</span> - Chain Heals have a lot of value here as the melee tend to take lots of incidental damage on this fight. A key non-healing tip is to slap Tremor down as soon as you see the advisor res in P3 - Sanguinar will immediately cast his fear and that can be the cause of a lot of chaos during that phase. Keep an eye on your Capernian tank; if they accidentally get conflagged, grounding can save you a wipe (or at least a random dps’s life). Additionally, keeping up Earth Shield on the warlock tanking Capernian is very good for spell pushback protection. <span style="color:#FF7D0A">Druid</span> - During phase 2 and 3, you have 3 LB targets almost the entirety of each phase, and they take tons of damage. It’s imperative to maintain these as it frees up your other healers to save raid members with spot heals, as well as smoothing tank damage intake tremendously. You should focus exclusively on tank healing in these phases; raid rejuvs/lifeblooms just aren’t as valuable as Renew (longer duration) or Chain Heal (obvious reasons) to spot heal the raid, and the tanks will need it. <span style="color:#F58CBA">Paladin</span> - As with druid, you’re exclusively on tank healing duty and the tank healing on this fight is intense. In terms of damage intake, for p2 aoe tank > axe tank > hunter, for p3 sanguinar > telonicus > capernian. Treat the priority list like a list of individual tanks you should prioritize casting on, although depending on the rest of your comp you may be asked to focus on the p2 hunter + p3 capernian tank as those will tax your mana significantly less than having to HL spam the sanguinar tank or so on. ## Serpentshrine Cavern ### Hydross the Unstable The tank damage taken on this fight can vary intensely depending on how much resist gear your tanks have. Ensure that the tanks communicate with the healers with how much resist they plan to run and be aware if a tank is not resist capped. Keep in mind the longer you’re in a phase the spikier all damage will get, so transition to big tank heals at 50%+ debuff. Outside of the tank damage, there’s the adds. Each add melees for about 60% as much as Hydross does, so if your group is tanking the adds keep in mind that the add tank will need substantially more healing than the Hydross tank, although it will be for a fairly short duration (the adds can also be stunned and otherwise CC’d, which can vary damage intake greatly). Lastly, the only major source of raid damage will be Water Tomb/Vile Sludge. Water Tomb deals up to 9k damage over a 5 second duration (at 4 stacks), so healers should be healing those targets ASAP; Vile Sludge does a much more modest ~4k over 24, and should be dealt with via HoTs or other efficient heals. Avoid wasting too much mana if you get Vile Sludge on you, since it halves your healing done for the duration. Assign at least 3 healers to heal the active tanks full time; at least one of your tank healers should also be ready to flex into healing the add tank if necessary. Have a couple of healers ready to immediately heal Water Tombs during frost and otherwise keep an eye on the tanks. <b>TL;DR - Heavy tank healing, minor but important spot healing during frost phase.</b> <b>Priest</b> - Do not fall into a trap of Renewing the Water Tomb targets; they need big heals relatively quickly, either through GH or FH. Make sure to utilize Fade liberally during phase transitions; aggro management is 99% of Hydross’s difficulty. <span style="color:blue">Shaman</span> - Since Water Tomb is an 8yd aoe, if multiple people are tombed it means they’re perfect and ideal targets for CH. Don’t be afraid to utilize Tranquil Air here; the fight is short and, as mentioned, aggro management is the only “difficult” part of the fight. ### The Lurker Below The water deals 1k damage per tick. Outside of occasional water damage, Geyser (3-4k) will hit every 11-15 seconds in phase 1, and Whirl (1.5-4k, reduced by armor) your melee/tank group every ~15-30. Whirl is entirely avoidable by your melee, so react to your group’s proficiency there accordingly.Tank damage is fairly low, since Lurker constantly stops to cast its special abilities. In phase 2, guardians do very minimal tank damage. If you don’t CC the ambushers, though, they will melee, shoot, or multishot random raid members for about 2-3k each. Depending on your strat, this may mean that phase 2 can be fairly healing intensive. Regardless, try and ensure that the melee group and tanks are full HP before phase 2 finishes, as Lurker will come back with a Whirl -> Spout -> Whirl combo every time it resurfaces. If the melee group tanks this, they will need quick heals at the end of p2 and throughout that combo. Rinse and repeat. Due to how low the tank damage is in this fight, you’ll only need one person to keep a specific eye on the tanks. Everyone else, however, should be focused on raid healing; make sure a priest or a shaman is keeping an eye on the melee in particular. When setting up healers, assign your best priest or shaman (preferably priest) to the 2 small platform side. One shaman or paladin should handle the opposite, single platform (don’t forget to make sure that side has the shaman’s group members in for totem buffs). <b>TL;DR - Potentially lots of AOE healing, depending on whether your dps just tank hits. Melee in particular can take lots of extra damage, but is almost entirely avoidable.</b> <b>Priest</b> - Unlike most fights, you’ll want to use PoM on a DPS group instead of the tank here as your tank is very unlikely to be too close to everyone else, so it’s possible that PoM simply does not bounce. <span style="color:blue">Shaman</span> - See above; avoid using Chain Heal on the main tank during p1, if they’re positioned far from anyone else. <span style="color:#F58CBA">Paladin</span> - Divine Shield does NOT prevent water damage. ### Leotheras the Blind Human phase is fairly leisurely tank damage, the vast majority of the damage is gonna come from Whirlwind ticks on melee. Whirlwind hits for 3k every second to anyone in the radius, leaves a DoT for 15s ticking every 3s for 2.5k (12.5k total). Focus on avoiding the Whirlwind first, then if you’re already far away bomb heals on melee and anyone who takes fresh ticks of WW. Keep in mind the threat drops throughout the fight; try not to drop major healing right after whirlwind ends, or when he changes from human to demon and vice versa. Demon phase only has the tank damage and inner demons. Every healer can comfortably kill it. Heal the tank, wait for human phase. IF YOU GET INNER DEMON, DPS IT - do NOT prioritize healing yourself, the other healers will get you. If you don’t have a demon, focus healing on people who do - the debuff that they’ll have is called Insidious Whispers. Keep a couple healers assigned to tank heals. Everyone else is basically just going to spot heal as there’s almost no damage on the fight. <b>TL;DR - Don’t stand in Whirlwind, heal the fools that do. Prioritize healing Inner Demon targets so they can focus that down.</b> <b>Priest</b> - During demon phase, it’ll be a very nice help if you PWS any healers or casters that get Inner Demon and do not have spell pushback protection. <span style="color:blue">Shaman</span> - If you’re not assigned to ES either the demon or human tanks, consider ESing a non-pally healer who has a demon so they can dps without pushback. <span style="color:#FF7D0A">Druid</span> - Barkskin prevents spell pushback when DPSing your demon. <span style="color:#F58CBA">Paladin</span> - If you’re not providing fire resist aura for the demon tank, you can switch to Concentration Aura if you have any spellcasters with demons in your group. ### Fathom-Lord Karathress There’s a few main sources of damage on this fight but like with most fights, the main one is tank damage: from FLK himself, Tidalvess (shaman), and Sharkkis (hunter, pet is usually tanked with the same tank as hunter). Regardless of your positioning strategy or number of tanks, tank damage will be the main thing to heal here. Aside from this, there’s a lot of unavoidable raid damage from a bevy of abilities - honestly, there’s too many to go through individually as it’s not really that important to distinguish between all of them. The only 3 that you can modify your play around are Sear Nova, which will require you to have extra heals on melee, Tidal Surge, which also tends to require more melee heals, and Cataclysmic Bolt, which is on about a 10-15s cooldown so you should not panic when people dip from it, just use your efficient heals on it (unless it’s a tank). The main thing to keep in mind is that the fight is fairly short - week one 50th percentile fights are around 5 minutes - so don’t be stingy with mana. Protection Paladins are valid targets for Cataclysmic Bolt, so always ensure that they’re above 50% hp (or more if other adds are stacked with FLK). Lastly, your tank healers should be watching Sharkkis (and once he’s dead, FLK) closely - when they have the Beast Within buff, their damage output will be increased significantly. As with all multi-tank fights, try and assign resto druids to be within range of all tanks. Depending on your Caribdis position, this may not be possible. Ensure at least one healer is permanently watching the FLK tank; they will take the most consistent damage in the whole fight. Whoever is tanking Tidalvess should also have a healer, as Tidalvess can windfury into very high sudden damage; once Tidalvess is dead, have them transition to watching the FLK tank. The hunter tank, if you have a separate one, does not need significant healing and may not even need a dedicated healer if you have a resto druid. The remainder of your healers (prioritizing priest > resto shaman) should be set to heal the substantial amount of raid damage, particularly the melee. Lastly, consider pairing your Caribdis “tank” with a resto shaman, as they can provide backup interrupts. <b>TL;DR - Big tank healing, mostly on the FLK tank, but also medium to high raid healing, primarily on melee.</b> <span style="color:blue">Shaman</span> - If you’re assigned to the Caribdis tank, it’s a good idea to equip some spell hit gear to reduce the chance that Earth Shock misses. As Caribdis is only level 71, the cap here is 5% or 51 spell hit rating. ### Morogrim Tidewalker Just like Hydross, this fight is all about threat management - but instead of the DPS, it’ll almost entirely be on your healers. There are three primary things to heal on this fight: the tanks, Watery Graves, and Earthquake. I’ll break each down specifically. This is the first fight in SSC where tank damage is pretty significant, perhaps tied with Tidalvess on FLK. Morogrim can thrash, hitting twice in a row, so warrior tanks who aren’t prepared can get crushed, while bears taking a triple crush can rng into an unexpected death. Additionally, if you are using a paladin tank for murlocs they are liable to take a lot of damage if facetanking murlocs - HIGHLY dependent on their strategy (kite or facetank) and their gearing choices. Be aware that paladin tanks who are kiting will take some spike damage from minor kiting mistakes, while facetanking paladins will take greatly varying amounts of damage based on how much shield block value they have. Try and understand what strategy your paladin will use so you can adjust healing accordingly. Watery Graves are extremely straightforward; Morogrim will grave 4 targets about every 30s, in the center of the room. After 5s, they explode for 4-6k, and then take 1k falling damage. The best person to assign to healing these targets is priest>shaman, as the priest can PWS + PoM two targets instantly and start FHing the other 2. Be aware that there are terrain objects in the center that cause LOS issues, so you will have to move around to make sure you have LOS of your targets. Most of your grave targets can be reached from the ramp; make sure to stack back up with the group after stabilizing graves (they only need to have enough HP to survive Earthquake). Graves CAN overlap with Earthquake - so make sure targets have enough HP to survive Earthquake ASAP, and if it happens after Earthquake, ensure that grave targets have enough HP to survive 7-8k damage ASAP. Make sure that you have at least 1 backup healer as well as your primary graves healer, just in case your graves healer gets graved themselves.* *Note - some guilds choose to tank Morogrim very far from the center of the room. In this case, you may choose not to assign or have dedicated graves healers, as you have to move too far to heal them - weigh whether or not graves healing is worth it for your group and assign (or don’t) accordingly. Lastly, Earthquake is the most important part of the fight. When it happens, murlocs come out, you CANNOT aoe heal/do massive amounts of healing as you will outthreat your tank on murlocs and die. Outside of graves, there is no other damage that overlaps here, so focus solely on tank healing until your tank has solid murloc aggro. As tank healing threat should be spread across all of your healers, no one person should be outthreating tanks on murlocs. Earthquake timing is extremely RNG, but has a minimum cooldown of just under 1 minute so try and get your raid healing done within a minute of each Earthquake. As with all fights, assign your druids and paladins to tanks; the paladin should make sure to be queuing Holy Lights on the tank when Earthquake or murlocs are out, as your other healers will be preoccupied with raid healing. The Morogrim tank should constantly have healing on them, but any time murlocs are up, ensure the murloc tank has full hots just in case they make mistakes with kiting/are facetanking. Again, priests and shamans MUST hold off on aoe healing as much as possible; focus on having tank healing ready to go. Assign your priest to graves, and have any other priests or a shaman as a backup in case your primary grave healer is graved. <b>TL;DR - Do not aoe heal until murlocs are collected, big tank healing required, consider having a couple healers assigned to graves in case of bad RNG.</b> <b>Priest</b> - While there’s no exact right way to do grave healing, PoM+PWS are two powerful instants to be able to throw immediately to grave targets. Don’t rely on Renew; it ticks too slowly to be able to avoid bad Earthquake timing. <span style="color:blue">Shaman</span> - As with Hydross, Tranquil Air totem can make a huge difference here as aggro management is everything. If you’re not in a tank’s group, you should strongly consider putting it down for Earthquakes, or even fulltime, as healing throughput is not required whatsoever here. ### Lady Vashj This is the fight where you’re going to need to consider changing your gear up to survive through Vashj’s RNG damage, particularly as a priest or druid. You’ll want around a minimum of 8k HP raid buffed, although more is better - to a certain extent. The fight is still fairly long, and P3 can be healing intensive, so don’t itemize for HP at the expense of too much healing or regen. Good considerations on this fight are to use stamina pieces in your jewelry or other no-stam slots, eating stamina food, using armor scrolls, using a Greater Rune of Warding on your chest (stacks with chest enchant), and even possibly using an Ironshield Potion in phase 3. Shamans and Paladins should not have to worry too much about these considerations, as the armor on shields will protect you from the majority of Vashj’s damage. Be aware that the pylons that you deactivate in p2 create LoS issues. This is much more of a problem in phase 2, but can be a factor throughout the fight to note. Just like KT, I will break this fight down into its constituent phases. However, unlike KT, it’s important to point out that Vashj is basically entirely about phase 3 - both phase 1 and 2 are fairly easy and should not tax your mana too much, you really want to enter phase 3 with as much mana as possible. Keep that in mind while reading the following sections. <b>Phase 1</b> Mechanically very simple; Vashj just hits the tank for the most part, though occasionally she’ll get off multishots after rooting the melee. She doesn’t hit too hard, 1.5 healers can keep the tank up here. Static Charge is a debuff that will pulse around 1.5k-2k damage to everyone within range of the debuff target, ticking every 2s and lasting for 20s; make sure this person gets a HoT and continually healed to full in case of multishot. She may very infrequently just Shoot someone as well, which will deal a lot more damage than Multishot, almost 12k to clothies, so mostly just pray that doesn’t hit your squishies. <b>Phase 2</b> The main source of damage in this phase will be Forked Lightning, which will hit several players within quadrants for about 2.5k each on a variable cooldown (varies from under 3s to over 10, with minor travel time). There’s plenty of other minor raid damage peppered throughout (Poison Bolt and Mind Blast from the adds), but it is relatively easy to heal within your quadrant. Make sure to have a healer watching the Coilfang Elite tanks; they don’t deal too much damage, but they aren’t entirely ignorable either. Pay special attention to the melee group as they can accidentally get cleaved by elites for ~7k with minor positioning mistakes. <b>Phase 3</b> This is the real fight. You’ll want a healer keeping an eye on the tank handling the mind controls, but other than that it’s almost entirely a free for all as the damage is incredibly random and unpredictable. The primary source of huge spike damage in phase 3 is going to be from Multi-Shots, which should be healed ASAP. Focus on topping off clothies and low-armor targets first if they’re low, as they’re hit hardest by it. There’s also Toxic Spores which target a player and will do 3k damage every second if you’re in it. They’re from the Sporebats, so while you’ll see few initially, getting exponentially more over time is a huge factor of why this phase gets chaotic. Unlike multishot, this disproportionately hurts melee; in a worst case scenario, she’ll Entangle melee within a toxic spore. There’s almost no healing this, so make sure melee have other solutions such as LAP or freedom. She’ll also do Static Charge from phase 1 as well, so you’ll need to HoT that. Mind controls, even if tanked, add a level of unpredictability that cannot be accounted for in a guide - be aware that they have a 200% damage buff and cannot be CC’d in any way. Lastly of course she still does some reasonable amount of tank damage, and depending on bad MC rng, a Shock Blast (hits for around 8-10k and stuns the tank) can slip through and chunk the tank, so one healer still needs to watch the tank fulltime. Essentially, manage risk and triage your team as best you can. If RNG lines up, you get the kill. <b>TL;DR - Conserve mana as best as possible for phase 3 - not much healing is required until then. Bomb heals in phase 3 to everyone that isn’t low, particularly low-armor characters and melee DPS. Pray for good RNG.</b> <b>Priest</b> - To tie back into the first paragraph of this boss, make sure that you have Inner Fire up for phase 3. It shaves off around 1k damage from Vashj’s multi-shot, which is the primary thing threatening your death this encounter. <span style="color:#F58CBA">Paladin</span> - If you have a non-druid tank tanking Vashj, this is the most imperative tip of anything else in this guide: focus target them and use Blessing of Freedom on them every time they get rooted, no matter what else you’re doing at the time. This is only relevant for phase 1 and 3, however, if Vashj has a tank in melee range she is SIGNIFICANTLY less likely to use either of her bow abilities, which is a huge source of RNG wipes on this fight. #showtooltip /target High Astromancer Solarian /cast [@targettarget, help] your_fast_heal