Heroic Garaj’al the Spiritbinder 25man Resto Shaman PoV

Welcome to Mogushan Vaults Heroic mode for Garaj’al the Spiritbinder in Mists of Pandaria. In this guide, I will run you through everything you need to know about how to best utilize your Resto Shaman spells and abilities for a healing showdown.
You can bring 4 or 5 healers in a 25man raid the choice is yours depending on how high or low your dps is. However using 5 healers will mean that you are generally cutting it short  on tight enrage timer.
TIP : Enrage will hit much like Ultraxion’s enrage which will wipe all of your party instead of targeting solo players. There is simply no workaround of that mechanic.
Garaj’al’s most prominent ability is his Spirit totems which he will summon every 20 seconds. As a healer what you need to know is when is your turn to launch yourself in that circle of 6 yards along with 4 more players and be ready to cross to the spirit world for 30 seconds. While within the Spirit realm you will need to deal with Spiritual Innervation which stacks on healers and DPS. This will be analysed further below.
TIP : Remember that once you have left Spirit Realm, you cannot enter it again for the next 30 seconds or you will die instantly.
Another one of Garaj’al’s abilities healers need to be aware of is Voodoo Dolls. Voodoo Dolls effect will last for 60 sec and will be applied to 3 party members one of which will be the tank. (As soon as the Voodoo Dolls debuff expires from the tank, Garaj’al will cast the Bunisment spell on him, which will send him to the spirit world).   70%  of the damage taken by each Voodoo Doll is also dealt to the other Voodoo Dolls so tank cooldowns are advised as they are the only way of dealing with that damage. Voodoo Dolls cannot enter the Spirit World (such as through the use of Spirit Totems).
TIP : Personal cooldowns such as Astral Shift will not mitigate any damage. Such cooldowns should be saved for when you are entering the spirit world or after Garaj’al reaches 20% of his health. Also remember you cannot enter the Spirit Realm if Voodoo Dolls debuff is applied to you.
The last 2 noteworthy abilities are the Shadowy Attack that Garaj’al will unleash every 8 sec to the tank that has aggro and Frenzy. Upon reaching 20% of his health Garaj’al’s attack speed will increase by 50% and his damage will be buffed by 25% .This will last until the end of the fight.

Preparation

1.For a more in depth analysis of exactly all Garaj’al’s old abilities I suggest reading the following guides.
Garaj’al the Spiritbinder Normal And Heroic by IcyVeins
TIP : Always watch some videos beforehand to be in the know.
2.Videos for Garaj’al the Spiritbinder
Gara’Jal the Spiritbinder 25 Man Heroic  Guide – FATBOSS
Gara’Jal the Spiritbinder 25 Man Heroic  Kill video – by Pure  

Vuhdo Configuation for Voodoo Dolls 

Depending on when you decide to tackle this fight Voodoo Dolls debuff might not show on your Vuhdo. It is imperative that you know which targets are affected as you will need to heal them intensively for 60 seconds. By default Vuhdo will presume that you don’t need extra icons so first thing you need to do is open Vuhdo  ->Debuffs  -> Standard. Click on the Icon and save as demonstrated below. If you want only raid icons to show go ahead and click on the Boss icon also. I prefer it but it might not be for everyone.

The way to add any custom debuff on Vudho is by opening the interface and navigating to  Vuhdo  ->Debuffs  -> Custom, adding the exact name of the debuff you want to track under Enter new Buff or Debuff Name and saving it as shown below.

How to deal with Spiritual Innervation in the Spirit Realm

One of the most discussed matters between healers for this fight due to its ambiguous ingame tooltip. Vixsin from Life in Group 5, was kind enough to shed some light early on to what further testings proved to be the way to handle this buff.  Spiritual Innervation will grand a healer with stacks of spirit which will increase their mana regeneration for as long as the buff lasts which is set on 30 seconds. Mechanics around how we gain stacks are not clear ingame. However testings show that any HoT applied to the target that will add stacks will also refresh the buffs timer and any direct cast heavy hitting spell will apply at least one stack. (If you want to know more about stacks and for all classes? Dedralie over at Heliocentric wrote an excellent very detailed post about this. Trust me, you want to read it). It is important that while in the spirit realm you buff yourself and the DPS that accompany you as they are gaining Spiritual Innervation for DPS, and they are buffed depending of their class dealing increased damage for the duration of the buff. The best way to deal with this is pre HoT everyone ( Rolling Riptides to the team that is to enter the realm and yourself ) and as soon as you are in, start casting Healing Surges to top everyone up. Since mana is not an issue feel free to use as many Healing surges as needed in order to top your team because you only have 30 seconds before you escape Spirit Realm before you instantly die. As soon as any member is on full health a new action button will appear on their interface called Return Soul which will allow them to return to the normal realm. It is advised that you don’t overstay your welcome in the spirit realm and leave as soon as you have enough stacks on you and your DPS.
TIP : Healing Tide Totem and AG do not add or refresh stacks of Spiritual Innervation so if you are opting for this talent use it when your raid calls for it in the normal realm.
TIP : Use Ascendance in coordination with Healing surge  the first time you enter the Spirit realm.
TIP: Dedralie over at  Heliocentric has an excellent guide of how to track your Spiritual Innervation buff by using weak auras. You can find my own Power Auras equivalent  at Resto Power Auras for MoP

Suggested Raid Composition

2 Tanks – 4 Healers – 19 DPS or 2 Tanks – 5 Healers – 18 DPS
TIP : Run with 4 Healers if you are just hitting enrage.

Gear and Reforging Check

For this fight it is suggested that you try and rotate in the spirit realm all your healers at least once. This way you can forgo large chunk of your spirit for secondary stats without feeling the pressure of an empty mana bar.
Talents in MoP and glyphs can be rearranged before every fight so don’t hesitate to play around. For this fight there are 2 different options for sets of talents and it really depends on how comfortable you feel with either of them in correlation with  your gear.
The first set of talents utilizes Elemental Mastery and Ancestral Guidance. By forgoing your additional 5% haste rating you make yourself essentially unstoppable in the spirit realm. By combining the 30% haste of Elemental Mastery with Ancestral Guidance the first or second time you enter the spirit realm and Ascendance the second, you are guaranteed to provide the most stacks for yourself and your party with seconds to spare for when you exit spirit realm. Both of them can be used when Garaj’al is below 20% health and the fight becomes very intense healing wise.Remember for this build you will need to reforge to 3039 haste rating.

The second set utilizes Ancestral Swiftness in conjunction with Healing Tide Totem. The benefits of this set rest to the fact that it’s easier for you to reach your second haste cap at 3764 haste rating empowering this way your HTT and HST with one more tick.
TIP : Best choose Healing Tide Totem talent when you know you can reach enough haste that you will get that extra tick.

TIP : Remember that the first combination requires enough mana in order to be effective, if you are running oom you will find no use for it. The second set requires no mana in order to work.
Below is an example of how your character should look like. Gear, reforging, talent tree and glyphs included.
1. CharDev Example with 477 gear and reforge details for the first set of talents.
Haste in this example is as close to 3039 as it gets. Since you didn’t choose AS you are missing 5% haste , 3039 is the equivalent of 871 with AS. For more detailed info on Haste breakpoints refer to the Haste section of my guide on Elitist Jerks.
Mastery should be above 50% or as close to it as possible for the extra healing it will provide you and whatever is left we can safely allocate to crit.
Spirit is little below 7000 ( 6791) since the fight mechanics are such that unless you are unlucky with your rotation you will have enough mana to heal through.
2. CharDev Example with 477 gear and reforge details for the second set of talents.
Haste in this example is as close to 3764 as it gets.You need this much for the extra tick it will provide for HTT and HST. For more detailed info on Haste breakpoints refer to the Haste section of my guide on Elitist Jerks.
Mastery should be above 50% or as close to it as possible for the extra healing it will provide you and whatever is left we can safely allocate to crit.
Spirit is little below 7000 ( 6791) since the fight mechanics are such that unless you are unlucky with your rotation you will have enough mana to heal through.
3.Glyphs
You will need Glyph of Riptide for this fight as it is important that you pre HoT every member of the team that will go in the spirit realm before hand. Other than that the choice is yours.
TIP : Glyph of Water shield should not be used for this fight as there is almost no damage to proc it. 

Fight starting in 5..4..3..2..1

As always before tank pulls, make sure you have applied Earth Shield on the tank that will start the encounter and you have prehealed him enough (along with the other tank ) so their health is buffed by 10%. Drop Earth Elemental Totem and have it Empower you followed by Healing Stream Totem. Fill in these 15seconds with Healing surges and riptides to the party members that have been affected with the Voodoo Dolls debuff. As soon as HST vanishes drop Mana Tide Totem for yourself and the rest of the healers. Use the rest of the Elementals as soon as they are available and off CD but remember to keep the last Earth Elemental for the last minute of the fight for the extra 20% damage reduction it will offer you and the extra damage reduction cooldown. Drop MTT on cooldown as well but also remember to keep one for the last 40seconds of the fight when all the healers will need that extra mana. After this the rest of the fight becomes borderline rotational depending on what phase you are.
Spirit Realm. Before you enter the spirit realm make sure you roll riptides to all of the party members that will enter with you. If it’s the first time you enter , depending on what talents you chose either cast Ascendance and start casting Healing Surges to everyone (make sure you start with yourself) until everyone is topped off  so they can leave the realm whenever they want, or push for Elemental Mastery+Ancestral Guidance, thus saving Ascendance for the second time you go in. If you chose the second set of talents start with Ascendance and for the second time you get teleported if you find yourself unable of topping people off drop HTT. Its highly advisable that you don’t however since it neither adds stacks nor refreshes the Spiritual Innervation timer. Try to drop HST instead for the extra help.
Normal Realm. While you are outside there are 2 phases. First the phase that follows as soon as you have exited Spirit Realm. After that for 30seconds you will have infinite mana so cast as many Healing surges with Riptides as you can. Once your buff fades you enter a semi conservation phase, where you will heal Voodoo Dolls with Greater Healing Waves, cast Unleash Life before casting any Healing Rains, and using any cooldowns you might still have to help out with tough healing patches. Remember the more adds are still alive in the Spirit realm, the more damage they deal to random members out in the normal realm aside from the damage Voodoo Dolls will apply to specific targets.
Frenzy. When Garaj’al enters Frenzy phase, nobody will enter the spirit realm again and he will stop spawning totems. This part of the fight is very healing intensive since Garaj’al’s damage is buffed by 25% and his attack speed by 50%. Note that you will need to have all your cooldowns ready for this final part of the fight in order to keep the raid alive. Supplement with Chain Healing the tank that has aggro ( earth shield and riptide will buff your chain heal by 20% on the tank and 25% overall ), and cast buffed Healing rains on cooldown.
This concudes this guide for Garaj’al the Spiritbinder HC .Enjoy the fight and happy looting!

Heroic Warlord Zon’ozz 10man Resto Shaman Pov

Welcome to Dragon Soul Heroic mode for Warlord Zon’ozz. In this guide, I will run you through everything you need to know about how to best utilize your Resto Shaman spells and abilities for a healing showdown.
I don’t like the fact Blizzard felt we had to fight 2 bosses in the same room. I always feel I’ll either get oozes to spawn or tendons and vice versa. Its disorienting to be in the exact same environment but whatever. Thank you Blizz.
Zon’ozz on heroic features one main difference that will brighten your day. Remember those adds that spawned during black phase? What? You were too busy healing like crazy/ dpsing like crazy/tanking like crazy to remember? I have excellent news for you!They were there! And guess what! You get to fight them in heroic version. Excited? No? You’re more like me then. Hard audience. I’ll just get right to the point.
While the ping pong phase remains almost the same ( my suggestion will be to go for 5/5/5 then kill / kill / kill ) be prepared for even more damage to the tank and get ready to deal with the Disrupting Shadows  debuff that now not only deals damage to the affected raid member but also to all raid members within 10 yeards.If and when you get it, it move out of range and dispell.Rule of thumb.
Tip. If you don’t have an addon to display range, Blizzard has its own.Input the following in chat to get yours to pop out.
/range 10
In regards of the new adds that will spawn.
Claw of Go’rath is a large tentacle that must be tanked. If not tanked, this tentacle will deal massive amounts of damage to the raid, causing a fast wipe. 1 Claw spawns in 10-man difficulty. The Claw of Go’rath deals very low damage, and does not need a proper tank. Plate wearing DPS players and Feral Druids can perform this task.
Flail of Go’rath is a small tentacle with little health. It deals damage to random raid members and performs a knockback on players within 15 yards of it. 2 Flails spawns in 10-man difficulty.
Eye of Go’rath simply deals damage to random raid members. 5 Eyes spawn in 10-man difficulty.
Although you should take a look in the videos below for more info on how to handle these adds, my raid has the following strat. As soon as Black phase begins everyone should stack on the Claw .This way healers can lay down all their aoe heals while the tank will take upon the task to tank both the Claw and Zon’ozz. As for the dps assignments. 2 dps will take the closest Flail to their side while another 4 dps divided in 2 groups will take the closest eye to their side. Once those 3 are dead, the group that got the Flail down will split from the group taking one healer with them in order to kill 2 remaining eyes on their side, one of the other 2 dps split to the opposite side to deal with another 2eyes with yet another healer and the last 2 dps along with the last healer will remain in the middle (should be melee) in order to take down both the claw and dps the boss as much as possible. Rinse and repeat 3 times. On the forth pop Heroism , stack on the Claw again ( the tank still needs to tank both of them ) ignore all adds and dps down the boss. Needless to say it’s yet another dps intensive fight and healer likewise.

Preparation

For a more in depth analysis of exactly all Zon’ozz old abilities I suggest reading the following guides.
1. Guides for Normal Zon’ozz
Warlord Zon’ozz 10Man Normal by Type H for Heals
Warlord Zon’ozz 10Man Normal And Heroic by IcyVeins
TIP : Always watch some videos beforehand to be in the know.
2.Videos for Heroic Zon’ozz
Warlord Zon’ozz 10Man Heroic Dragon Soul FATBOSS
Warlord Zon’ozz 25Man Heroic Dragon Soul LearnToRaid

Suggested Raid Composition

1 Tank – 3 Healers – 6 Dps

Gear and Reforging Check

For this fight any mastery oriented gear will do, mainly since during Black phase the Black Blood of Go’rath   debuff that exists in normal mode works slightly differently. In heroic mode, this debuff gains stacks, and deals damage to the raid based on the amount of stacks it has (around 4,000 Shadow damage per second per stack). Each tentacle that is alive (Claw, Flail and Eye) applies one stack of the debuff. Killing the tentacles is required in order to lessen the raid-wide damage .It is important to note that the debuff does not deal damage to the raid outside of the Black Phase, but it maintains stacks based on how many tentacles are still alive during this time. When the next Black Phase starts, these stacks will be added to the stacks of the newly spawned tentacles, resulting in higher damage. What this means is that the whole raid will take huge amounts of damage that will bring each member to its feet, namely for the most part of the phase below 50% of their health.Shaman mastery healing here will work wonders while you are progressing, feel free to change to haste after your first kills.
Equip your talent tree with Telluric currents to get mana back as well as do damage before the Black phase and Focused Insight to be able to amplify your healing throughput.
Remove points from your ghost wolf since for this fight you probably will be called to dispel a lot so put some talents to your Improved Cleanse Spirit and Cleansing Waters. Don’t be scared to lose your instant wolf. You will only be running a short distance and at that point you will be sporting Spiritwalker’s Grace anyways.

Below is an example of how your character should look like. Gear, reforging, talent tree and glyphs included.
CharDev Example with 397 gear and reforge details
Haste in this example is as close to 916 as it gets. I’ve removed all extra haste to amplify my spirit and mastery needs.Also the only time you will really need haste will have heroism and spiritwalkers grace to compensate.
Mastery should above 20 or as close to it as possible for the extra healing it will provide you for when your raid hits all time lows. Mastery is a must in this fight since while in Black phase your raid will always be below 50% of health.
Spirit is little above 3800 (counting the proc from  Heart of Unliving) in order to have plenty to meet your needs.
All items used are from Normal Dragon Soul.
As always, if your gear is different just apply the rules above for potential reforges.

Preparation Tips and Tricks

Make sure your weapon is imbued with Earthliving Weapon enchant and your Water Shield is up . Put Earth Shield on the tank and try to keep it up at all times .Start overhealing the tank so that your well spent Ancestral Healing talent points will proc that wonderful 10% damage reduction and 10% maximum health pool increase. After you see you can’t climb more on their health cast riptide on him. As long as riptide is ticking the stacks will never drop thus securing the tank an extra 10% damage reduction and health pool increase throughout all the fight.

Fight starting in 5..4..3..2..1. Pull.’

 TIP. Depending on what healers your raid is sporting your assignment will differ. Below is my view of the fight from my POV so my spells are adjusted accordingly. I’m stationed in between the melee pile and the ranged pile for 3 reasons.
  First so I can spot heal the tank if needed while I’m keeping my earth shield on him  and also provide support for the melee pile (with healing but also with dispelling)  whilst I am also responsible to take care of my ranged team. (Not as scary as it sounds. Restoration shamans are amazing at multitasking like this. ) 
Second so I am close enough to roll lightning bolts at the boss to regain my mana as this is the only time you will be allowed to do that. 
Third so I am close to enough to spam the shocking spell of my choice to take advantage of my Focused Insight talent and amplify my heals. 
Run in and drop your totems at your position after the tank pulls. If you run in before the tank you risk engaging the boss . 
TIP. Relocate for the unfortunate event that the Void of the Unmaking spawns towards your direction since it may bounce of your totems. Relocate yourself accordingly allowing the ranged pile to assume your position in that case.
At this point there is no significant damage going out, help the tank healer with the tank, refresh your riptides to members that need it and roll some lightning bolts at Zon’ozz. As soon as you see the Void spawning you have few seconds to :
1.Shock the boss with any shocking spell of your choise and
2.Depending on where you see the ball is heading lay a healing rain under the feet of the ranged pile. This way your healing rain will be 30% stronger.Yes I can’t stress this enough, all it’s ticks will be 30% stronger so consider your GCD well spend.
Ping Pong Phase.
While in this phase make sure there is a healing rain under the ranged pile at all times always enhanced with any shocking spell. So cast it on cool down . Cast riptides on CD also and if you feel your melee pile needs more love cast chain heals to an non riptided member.Turn your attention to the tank and make sure he survives Psychic Drain and is topped off after. Since you keep rolling your riptides on CD and chain healing the melee pile your tidal waves will be up to give you 30% more crit chance to your healing surges and 30% faster greater healing waves. So if you are unsure of your tank cast 2 healing surges at him to keep him alive long enough so you can cast your greater healing wave at ease.
Note. Your tank healer will probably be on top of this so you won’t need to stress as much. Use this time to cast lightning bolts if you can.
Black phase.
As soon as black phase starts the boss will automatically teleport in the middle of the room. At this point there is some dead time where you need to run to your location which is stacked under the Claw with the rest of the raid. You should :
1. Make sure your tanks earth shield has enough stacks, if its under 4 refresh it on the run.
2.Spam once Unleash life on the tank and spam any shocking spell at the boss to activate your Focused Insight proc and pop your Spiritwalker’s Grace. Immediately start casting healing rain at the stacking location.By the time you are finished casting you’ll already be there.
3.In accordance with your fellow healers this is the time to drop your spirit link totem. You can only drop it every other Black phase so either you’ll be called to drop it on 1rst and 3rd adds or 2nd and 4rth.
4.Drop mana tide totem to regain mana while you’re casting and keep dropping it on cd after this. Like spirit link totem it will be back for a black phase again.
5.Shock the claw or the Zon’ozz and cast another healing rain at the melee pile.
Note.Remember. You will be called to dispel Disrupting Shadows every now and then.Remember to check if your raid member is in a safe 10 yards radius before you do.
Now depending on your assignment you will be either staying with the melee pile or called to heal a ranged group that will split after the first adds are down.
Melee group assignment
Shock either the Claw or Zon’zz and cast healing rain on CD. Keep your riptides rolling on whichever member needs it and keep the tank up with greater healing waves. As always if you see any member running low especially the tank cast 2 healing surges to secure them quickly before you lay a bigger spell. Occasional chain heals might help although they are not my preferred spell for this situation.
Ranged group assignment 
Transfer your earth shield to any ranged of our team. You heal more any member that you have earth shielded via this talent Nature’s Blessing . Spot heal them with healing surges and greater healing waves.
TIP.Keep your riptides rolling on CD. Yes the GCD is always worth it.Not only they will have a HOT on them to keep them going but this way you’ll always get to keep your tidal waves up making your greater healing waves 30% faster and give your healing surges 30% chance to crit. Overall win win.
Once the Black phase is over relocate to your original assigned position. Top off any member needed. If its ranged pile lay a healing rain, if its melee chain heal or spot heal of your choice.Remember to earth shield the tank if it has either run out or you had it on a ranged member. Assume your “healing rotation” since at this point effectively you are at the beginning of the fight again. Rinse and repeat 4 times.
Fourth set of adds.
 As soon as the 4rth series of adds spawn  pop Heroism and stack on the Claw again .Everyone at this point will ignore all adds, except for the tank that will still need to tank both the Claw and Zon’ozz. This will be very intense healing phase seeing as the adds will keep damaging your raid constantly until the boss dies. Your mastery is going to help you with this phase keep casting healing rains at your location and chain heal in between. Hopefully you will have enough mana to keep you going until its over.
This concudes this guide for the Warlord Zon’ozz HC healing showdown. Enjoy the fight and happy looting!