Glyphs in Mists of Pandaria saw a complete revamp not just in their interface panel but also in their utility. Prime glyphs were completely removed and most of Major glyphs got a significant nerf in terms of the advantages they offer. While some still offer a straight off bonus (sometimes not even significant enough to justify occupying a Major glyph slot), most of them introduce a trade-off faction which most of the times is hard to calculate. Glyph of Water shield has already caused a lot of controversy between shamans.
Water Shield gives you a passive 2138 Mp5, but every time a hit will trigger it you will also gain 2928 mana. If triggered every time on ICD, it would give you an average of 4880 mp5. This is unrealistically high, however. Water shield comes with a glyph that reduces its passive mana regen by 15% reducing it to 1817 mp5. On the same note it will increase its on hit regen by 50% making it 4392 per hit amounting to 7320 mp5. In any fight where water shield reliably triggers more than 2.63 times every 1 minute, this glyph will give you a significant boost in mana regen.
Here comes the interesting part and what causes the controversy among Restos desperately seeking for some extra mana. You would think that Water shield glyph would be mandatory since it only needs to be activated 2.63 per min in order to provide better mana regen. It does right? Right?? Wrong answer. This has been a question I have been asking myself since beta came out. The times WS needs to be activated seem very few, however the number of attacks that actually do that was significantly lowered for Mists. And while still supposedly no AoE will proc it, some still does. And while also supposedly direct damage will proc it,some doesn’t. Blizzard is being very liberal with its boss abilities and the categories they fit. The only way to reliably calculate Water Shield gains ( glyphed or not glyphed ) is by analyzing logs. and therefore putting down once and for all the conundrum of whether Water Shield glyph is useful or not.
For my analysis I used World of Logsand an array of what is mostly my kills and top ranked resto shaman kills. While the number of times that WS activates will vary from fight to fight expect that in the table below the numbers show what is mostly the most efficient way to deal with any boss fight , meaning avoiding all the bad. Some we can’t avoid but for those we can consider for the most part they were avoided for calculating purposes. I want to make the table as fair as possible in respect of boss fights and incoming damage. If you have been hit twice as much in a specific fight shown below, you just tanked the floor for more than you should have. It’s by no means an excuse that Water Shield glyph is better in that specific fight or in general. Getting hit just to activate your WS will get you some mana back but you will most likely be spending it in order to get your HP back up.
There are 2 columns, one for Normal Mode encounters and on the far right one for Heroic Mode encounters (I will update the post once I have data for the last 3 bosses). Results for MP5 and Spirit columns are tailored for each fight according to its duration. From left to right:
1. Number of times shield was activated
2. Duration of the fight
3. Total mana gains while WS is not glyphed (ticks and passive)
4. Total mana gains while WS is glyphed (ticks and passive)
5. Mana difference (always subtracting Unglyphed WS from Glyphed WS. This means that when the number is positive Glyphed WS is favorited and when it’s negative Unglyphed WS is favorited)
6. MP5 (based on the difference)
7. Spirit (based on the difference)
The results of the table are very surprising and prove that Water Shield glyph not only is not a necessary glyph but in fact in most of the fights it will result to mana loss rather than mana gain. What is most interesting is fights were the difference is very little and using either will result in almost similar results. For readers that might be wondering “Well a gain is always a gain why not just use it for the fights where using the glyph is marginally better? ” I have one answer. Just don’t. Plainly and directly. Don’t. Assign another glyph in its place instead. Anything will be more useful than gaining or loosing 30 or 5 points of spirit or even 150. Remember for the fights where it seems that we are gaining 200spirit (which someone might argue is a useful gain ) ,it only takes a little bit more awareness and either getting hit 2 or 3 times less or the fight to last 15 seconds less to reduce the difference to a point that is again completely irrelevant. There is no point whatsoever in using this glyph other than The Stone Guard and Amber Shaper and even for those fights consider that using the Glyph of Totemic Recall will reward you full mana upon retracting your HST. HST costs 14100 mana and spending 2GCDs throughout the whole fight will award you more theoretical mp5 and spirit than Glyph of Water Shield would ever reward even in its highest mana back.
We can plainly see that in every single occasion it’s better to run without Glyph of Water Shield. Not all glyphs in Mists of Pandaria are supposed to give you an advantage however I have to admit this is one glyph that most of the times puts you in disadvantage. You can safely disregard it and forget of using it as results and continuous testings in all bosses of this tier prove that it’s almost obsolete. I would be willing to say that unless it’s buffed in some way for the next patch we will probably reach the same conclusion also. Personally I am just happy that we don’t have to refresh it anymore. I have already forgotten we can Glyph it.
Welcome to Dragon Soul Heroic mode for the Spine of Deathwing. 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.
A lot of new goodies for the heroic version of this fight. You can bring 2 or 3 healers in a 10man raid the choice is yours depending on how high or low your dps is. The reason behind that is that in the heroic version of the fight the Burning Tendons, have so much life that you will need to dps them down twice before the plate explodes. This has a lot of ruminations for your raid.
Aside from all the additional damage that you will have to deal with AKA (as taken from Icy Veins )
• Grasping Tendrils (10-man/25-man) now deal 12,000 damage per second in 10-man difficulty and 13,000 damage per second in 25-man difficulty, up from 6,000 and 6,500 respectively. Additionally, Grasping Tendrils now slow movement speed by 50%, up from 35%.
• Searing Plasma (10-man/25-man) now deals 12,000 damage every 10 seconds, up from 10,000. Additionally, it now absorbs 280,000 healing in 10-man difficulty and 420,000 healing in 25-man difficulty, up from 200,000 and 300,000 healing respectively.
• Fiery Grip now deals 90,000 damage every 3 seconds, up from 60,000.
• Superheated Nucleus (10-man/25-man) now deals 30,000 damage every 3 seconds in 10-man difficulty and 35,000 damage every 3 seconds in 25-man difficulty,, up from 15,000 and 17,500 respectively.
• Burst (10-man/25-man) now deals 14,000 damage in 10-man difficulty and 28,000 damage in 25-man difficulty, up from 10,000 and 20,000 damage respectively.
you will also be confronted with the following new mechanics :
•Degradation is a stacking debuff that is applied to all raid members each time a Hideous Amalgamation is killed. The debuff reduces the target’s maximum health by 5% per stack. It has an unlimited duration and it cannot be dispelled. Note that the debuff is only applied when a Hideous Amalgamation is actually killed, and not when they are disposed of through a Barrel Roll.
• Blood Corruption: Death is a dispellable debuff that will regularly be placed on random raid members. It has a 15 second duration, at the end of which it will wipe the raid. When the debuff is dispelled, it jumps to another nearby target, retaining its remaining duration. After a varying number of dispels, it will mutate into a different debuff ( Blood Corruption: Earth) when jumping to the next target.
• Blood Corruption: Earth is almost identical to Blood Corruption: Death. The only difference is that when this debuff runs out, the target receives one or two stacks of Blood of Neltharion. The amount of stacks depends on how many seconds were left on the Blood Corruption: Death debuff at the moment when it became Blood Corruption: Earth. Blood of Neltharion. is a beneficial stacking debuff that reduces all damage taken by 20% per stack. It can stack up to a maximum of 2 times per player. This debuff’s purpose is to counter the negative effects from Degradation.
Everything that applies for the first plate applies for the rest of the plates only things are getting harder and harder mostly because for every Hideous Amalgamation that you kill, you get a stack of Degradation which effectively lowers all your raids health pool by 5%. Killing 2 Amalgamations every plate landing on the second plate will find you with 10% less health and landing on the third one will find you with 20% less health. By the time you blow up the last Amalgamation your raid will be at 30% less health making it harder and harder to keep your raiders alive.
For a more in depth analysis of exactly all Spine’s of Deathwings old abilities I suggest reading the following guides.
As a Resto Shaman you might be called to the task of dispelling. Generally its better if one healer is responsible for dispelling the new Blood debuffs. Resto Shamans have amazing tools to deal with dispelling while generating enough mana back to last them through the fight as will be explained later in this guide.
The way to handle with the new debuffs is to immediately dispel Blood Death until it has mutated to Blood Earth. Given the fact that once Blood Earth expires it leaves back the Blood of Neltharion buff, its imperative that you try and get both of your tanks 2 stacks of Neltharion buff as soon as possible. Again the way to do that is to keep dispelling Blood Earth until it lands on one of your tanks. After you have secured 2 stacks of the buff to each of them you can move on and let it naturally expire to the rest of your raid. I try to apply at least one stack after that to each of my raiders choosing the weakest one to start with. If you find you simply don’t have time or mana, you can opt out but when a member has 2 stacks you should dispel it in favor of someone with zero.
TIP : Blood Corruption: Earth used to mutate back to Blood Corruption: Death if it was dispelled enough times. This was hotfixed or hushed away at some point so you don’t need to worry about wiping your raid. Once Blood Death has mutated to Earth it will never mutate back again.
TIP : For this fight specifically it’s very important to be able to properly handle Blood Corruption: Death, Blood Corruption: Earth AND navigate yourselves successfully in a way that you will land Blood of Neltharion buff to the appropriate targets as soon as you possibly can. Blood Death and Blood Earth both will show on top of your Vuhdo depending your configuration but Blood of Neltharion and especially its stacks will not. The way to easily deal with dispels is the following :
Add a distinct color on your raid frames to help you identify and separate Blood Death that will wipe your raid with Blood Earth. Vuhdo will recognize them both as debuffs and assign then with the same color, making it harder for you to identify them in the heat of the moment. I chose to color Blood Death black and left Blood Earth as it was. Below is a screenshot of how my Vuhdo looks like :
Notice that both of my tanks have 2 stacks each of Blood of Neltharion ( stacks are showing in the middle of each players frame ) and how there is one Blood Death already applied on one of my fellow healers. This way its easy for me to know immediately what kind of debuff is applied to which raider , who to dispel and in which priority. Below is my Vuhdo configuration needed to achieve these 2 effects.
Blood of Neltharion is not currently included in the default Vuhdo buffs. You can easily bypass this by adding it yourself. On the panel below simply click on the Enter new Buff os Debuff Name field and type Blood of Neltharion. Make sure the rest of the properties match the screenshot below and click on Save followed by Okey.
Suggested Raid Composition
2 Tanks – 2 Healers – 6 Dps or 2 Tanks – 3 Healers – 5 Dps. This depends on how strong your healers are or how strong your dps is.
Gear and Reforging Check
For this fight any mastery oriented gear will do again. Personally though I retained my 2005 haste rating since my gear allows me to sustain that haste while stacking enough mastery.
Equip your talent tree with Telluric currentsto get mana back as well as do damage and Focused Insight to be able to amplify your healing throughput. Remove all points from Enhancement tree to facilitate more mana gain adding the rest of the points to the Elemental tree as seen below.
Instant ghost is not needed for this fight and if you are in charge of dispelling you will need to amplify your mana back from Telluric currents as much as possible. Be sure to add maximum points toImproved Cleanse SpiritandCleansing Waters. Don’t be afraid to drop points from Ancestral Awakening , since you will be mostly running with Healing rains on CD you will barely get an procs of that. On my kill AA only contributed 1.6% of my total healing. Also the difference between adding 2 points to Cleansing Waters is about half of your mana pool. While I was specced out of it after I was finished with my dispelling I was left with barely 30% of my mana, whereas spending 2 points on that talent left me with 60 to 70% of my mana.
Below is an example of how your talent tree should look like.
Below is an example of how your character should look like. Gear, reforging, talent tree and glyphs included.
Haste in this example is as close to 2005 as it gets.
Mastery should be above 19 or as close to it as possible for the extra healing it will provide you.
Spirit is little below 3300 (counting the proc from Heart of Unliving) in order to have plenty to meet your needs.
All items used are from Normal and Heroic Dragon Soul.This is how my character looked like when I got into the fight, you might go into it with more of less gear. As always, if your gear is different just apply the rules above for potential reforges.
Fight starting in 5..4..3..2..1. Pull.’
First Plate.Before you start the fight make sure to earthshield the tank. As soon as you cut off the cinematic drop your totems and use any shock spell of your choice to any Corruption . Drop a healing rain in between the stacking side where your raid will perform a roll and riptide any member affected by Searing Plasma .(More and more will be affected always start by casting a riptide on them if its of cooldown.) After casting healing rain start relocating to the stacking point and make sure you are gripped. Cast another shock spell to any corruption and depending on your timing either cast another healing rain at your location and drop spirit link totem or vice versa. At that point the rest of the healers will be probably be using their raid cooldowns too. If you are responsible for dispelling get ready to dispel from 1 up to 4 Blood Corruption Death from your team.
TIP:Before starting dispelling, make sure you have 10 stacks of spirit procs from your Heart of Unliving trinket if you have it, and drop your mana tide totem. It will help you as well as the rest of your healing team regenerate as much mana as possible while save you a lot of mana too. Using this method I am left with more than 70% mana after I am done with dispelling if not even more.
The Blood Death debuffs, will all start at 15sec and every time you dispel them that time will decrease. The debuffs will not all start at the same time but very close together so make sure to always dispel the one that has the least time left. At this point you need to concentrate at first getting rid of any Blood Deaths as they will cause an instant wipe if their timer runs out. As soon as they start mutating to Blood Earth you will need to try and dispel them from every member they might jump to until they land to any of your tanks and let them safely expire there. When they expire they will leave each one stack of Blood of Neltharion buff.Once you have 2 stacks on each of your tanks you can let Blood Earth expire in any member of your choice.
TIP:Its very hard to get both of your tanks to have 2 stacks each at the first plate but doable. However if you are straggling for mana make sure the tank that is responsible for tanking the bloods has priority and also make sure that you wont get to the third plate without having 2 stacks in each tank since they will require more and more healing.
Use your Spiritwalker’s Grace to take advantage of the 4pc bonus that will give you extra haste and begin a rotation of
1. Casting lightning bolts to the Amalgamation your tank is tanking while,
2. Making sure you keep up with his earth shield
3. Your own water shield
4. Recasting any missing or destroyed totems
5. Casting riptide on cooldown if possible on any members that just got the Searing Plasma debuff or the tanks if everyone is off the loop
6. Throw any shock spell of your choice at the Amalgamation and cast either healing rain or greater healing wave to whichever member has the highest stacks of Searing Plasma. You will be able to rotate through those 2 if you keep your cool. Note that of course you can break this theoretical rotation at any given point that a) any member is gripped for more than they should since you will need to shock heal them to keep them alive, b) if for some reason the tank needs extra healing.
Keep following all of the above up until the first Amalgamation explodes. As soon as it does your dps will kill the last Corruption thus landing you with a Blood Death debuff to dispel. Be ready for it but at that point you don’t need to panic like before , if you handled 4 earlier this one will seem like a walk in the park. If you used your Spiritwalker’s Grace when I suggested earlier then you will have it again shortly after the first round of handling one of the Burning Tendons. Continue as above until the second Amalgation exlodes and deal with one more Blood Death dispel.
TIP:Try and dispel as much as possible and experiment at the first plate where healing is not as intense. You will notice the difference as soon as you step on the second and third plate when you will need to heal more and you wont have to deal with as many dispels.
Second Plate.Same exact logic as with the first plate with 2 differences.
1. You will notice that its much harder to keep your raid alive while rolling. Make sure your timing at dropping spirit link totem is on the spot.
2. There will be one less Blood Death to deal with since now there are only 3 Corruptions to kill.
3. You might get a delayed Blood Death debuff applied so I suggest waiting a few seconds before popping your Spiritwalker’s Grace. You want to take advantage of that haste in order to get as much mana back as possible and wasting it while you are dispelling will reflect on your regeneration.
4. Overall dealing with Blood Deaths will be easier because a.) They are less and b.) You will most likely have already dealt with applying stacks to the tanks so as soon as they mutate to Blood Earth you will not have to worry about them anymore.
Third Plate.The hardest plate to handle since you will have 20% reduced health pool and an immense amount of bloods that are threatening to either kill your tank or get out of aggro control. Be ready to heal fast whomever needs it and try to always be in control of the Searing plasma debuffs. It’s very easy to lose a member that is gripped at this point due to the fact that he wasn’t knocked out fast enough while having a high amount of time still remaining on his Searing plasma debuff along with his 20% or 25% reduced health pool. Be on the lookout for any bloods running towards you and if this happens run towards the tank that is supposed to tank them in order for him to take aggro of you. As always remember you need to dispel an additional Blood Death when the Amalgamation dies.
This concudes this guide for the Spine of Deathwing HC .Enjoy the fight and happy looting!
I will leave you with a screenshot of my UI while in fight for a better understanding of how important it is to configure your Vuhdo before hand. Numbers are flying and generally its chaotic so the easier you make it for yourself to successfully dispel without errors the better it will be for you and your raid.
Welcome to Dragon Soul Heroic mode for Ultraxion. 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.
And so you come to face the ultimate creation of Deathwing. You’d think he would show more appreciation about his wife son and daughter, his own family, but no. Before the fight starts he makes it very clear.This dragon is his pride. Like a dog if you will. Faithful puppy. Only tad bigger.Makes you wonder what he might eat for breakfast. For now his appetite consists of you and your party. Fear not however because once again you find yourself in the company of the four aspects. And Thraal. No comments. In the heroic version of this fight not many things change. He hits you harder, has a tougher enrage timer to beat which is complicated by his upgraded health pool and of course, now 2 additional players need to soak each Hour of Twilight while the tanks and the dps try to handle additonal Fading Lights by using Heroic Will .Take into consideration that this time you only have 3sec down from 5sec before you lay your bones to rest when Ultraxion casts Hour of Twilight. Other than that as a healer, like in normal version you only have to be concerned about Hour of Twilight since yet again you won’t be affected by Fading light.
Note.Keep in mind that depending of what addons you’re using Heroic Will button might not be visible. Or if you are like me you don’t want to drag your mouse all over the screen while healing. So make the following macro and bind it to the key of your preference or even your mouse.
Specific Dragon Soul Macro ( For Utraxion and Madness of Deathwing special button )
For a more in depth analysis of exactly all Ultraxions old abilities I suggest reading the following guides.
For this fight, you will need to be able to sustain your mana all the way through the encounter up until the end the 5min mark when Ultraxion will start to cast his Unstable Monstrosity ability every second.This means that probably since you’ll be spamming healing rain and pretty much everything else you can afford before you down him you will be gasping for mana.There are ways to make your life a little easier and your spells more effective.
Before the 5min mark even though you will be 2 healing it be prepared for minimal damage or for what I would call dps time. Not only because you’re bored but also because your raid will probably need your 3 – 5k dps you will provide. Equip your talent tree with Telluric currents to get mana back as well as do damage and Focused Insight to be able to amplify your healing throughput.
You will be stationary for the whole fight so feel free to sacrifice your ghost wolf and since no dispelling is necessary remove a point from that too. If you are progressing on Ultraxion with minimum gear, you and the rest of your team , then probably you will want to invest some points in your elemental tree (2 points in Acuity,3 points in Concussion, 3 points in Elemental Precision ) to achieve 2 things. Higher dps from you and higher mana return from your lightning bolts. If you are looking at his after the % nerf or your gear is higher then feel free to leave your talent tree as is.
Below is an example of how your character should look like. Gear, reforging, talent tree and glyphs included.
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 is after the 5min mark of the fight were you 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 your raid after the 5min mark will always be below 50% of health.Its scary I know.But you’re a shaman. embrace your mastery and watch your numbers fly.
Spirit is little above 3800 (counting the proc from Heart of Unliving ) in order to have enough to dump at that late stage of the fight. Believe me, you will not have time to cast lightning bolts to get any back.
All items used are from Normal Dragon Soul.
As always, if your gear is different just apply the rules above for potential reforges.
Assigning the HealingBuffs
There is often a disagreement on which crystal a shaman should take in this fight. As you know they are 3. The red buffs you with Gift of Life which provides a 100% increase to all the healing done by the affected player(s). The green buffs you with Essence of Dreams which provides valuable AoE healing, which will prove extremely useful, especially as the encounter progresses. Note that this buff applies to most types of heals, including HoTs and AoE heals (such as Healing Rain). Finally the blue buffs you with Source of Magic which provides increased casting haste and reduced mana cost, making it desirable to all healers.
So which one should you take? Lets start with the one you shouldn’t which is the blue. As you and most other healers will have either the Red or Green buffs by this point, the Blue buff is most desirable to Holy Paladins, who can practically spam Holy Radiance until the end of the fight, generating a huge amount of AoE healing. So unless there is no paladin in your team just erase the blue crystal of your mind.
As it goes for red or green. Both are excellent for shamans but my choice of preference will be green. You see with red yes you get a 100% increase in all your spells.That means 100% increase in all healing rain ticks, in all riptide , in chain heal. Sounds nice? However think of this. How much nicer does it sound for every greater healing wave to become instantly your new aoe spell? At the end of the fight you will be spamming healing rain and chain heal like crazy if you take the red. But if you take the green you’ll be cruising with healing rain ( that heals the same either with red or green) and greater healing waves. Every healing wave will hit all your raid making it much greater than ANY buffed chain heal would even be. Also think of this. If you are healing with a paladin they will not be healing the tanks at all at the end since they will be spamming Holy Radiance .This is where you come to steal the show with healing the tanks with greater healing waves which since you have the green buff will ultimately heal the raid also with an insane amount. If you need further proof feel free to check WoL with top healers. Paladins rule the first pages then come shamans with Essence of dreams in their highest heals having taken green buff.There is no red buffed top shaman healer. You will not fail with red, but green is definitely a winner for you.Let the druid take the red then the blue and enjoy them.
Top 2 Shaman healers as found in WoL‘s page for top healers for Ultraxion HC 10man.
Gravatize his logs found herewith 74.645k hps had 17.3% based on Essence of dreams.Used green buff.
Voidwalker his logs found herewith 70.055k hps had 32.5% (making this by far his first healing spell) based on Essence of dreams.Used green buff.
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 that is currently tanking and try to keep it up at all times .Start overhealing the tanks 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 them.As long as riptide is ticking the stacks will never drop thus securing the tanks an extra 10% damage reduction and health pool increase throughout all the fight.
Fight starting in 5..4..3..2..1. Pull.
You have quite a lot of seconds before Ultraxion hits you with his first Hour of Twilight that you will need to avoid using Heroic Will.
Note.Shamans have no mitigation making us bad candidates for staying out with the other 2 designated dps or tank to absorb Hour of Twilight .
You should put your totems down before Ultraxion lands and lay a healing rain .Make sure you stay behind or at the sides of your raid at all times if you have Maw of the Dragonlord equipped. Start spamming Ultraxion with lightning bolts and depending on the situation this will be your priorities :
Before and up until 5min mark :
2.Lighting bolts if nobody needs healing or if healing is sufficient.
3.Riptide on cd on the tanks and earth shield on the current tank or at least the main tank.
4.Chain heal if you think healing rain will not top off your raid in accordance with your fellow healer or greater healing wave if you see the tank falling a little too low or people coming out of soaking hour of twilight. Keep your riptides rolling to keep up with your tidal waves (healing rain DOES NOT consume one charge) or chain heal to bring them back up.
After 5min mark :
1.Healing rain on CD,make sure you use any shock spell you might have before that if you feel you can afford the GCD to amplify it.
2.Healing waves on the tanks if you have green buff. If you have red buff forget that spell and move on to…
At this point its only a matter of if you can afford the GCD’s to maintain earth shield and riptide and my only advice is head into the fight and after few wipes you will know for yourself.
About your CD’s.The fight will last from 5:00 min to 6:00, usually varying around 5:30. Your mana tide totem has a 3 min cd which means you can only use it 2 times into the fight.Drop it a little bit before 2 min into the fight and then again a little into the 5th min.This way you will utilize your 2pc set bonus if you have it. Use your spiritwalkers grace at 1 min mark,3 min mark and just after heroism has faded( around 5:30min mark) or a little before that to gain that extra haste you will need for the last phase. As for your spirit link totem , use it whenever you feel like to but make sure you have it for around 5:30min mark into the fight in accordance to any raid CD your fellow healer has and after Nozdormus Timeloop buff has faded from most of your raid.
Note. About heroism there is a nice trick quoting Malevica from Type H for Heals:
The double-lust trick
You have a dilemma: you really want to give the healers the Bloodlust or Heroism or Time Warp for the end of the fight, but the best time to use it is the very start, where you can line up BL with trinkets, pre-pots and DPS cooldowns.
But you can have your cake and eat it too! Heroic Will takes you into a different realm, so you can’t be affected by buffs or debuffs,including BL and Heroism.
So here’s how to use this to your advantage:
1. Have a countdown timer for pulls. (You already have this though for timing pre-pots, right?) 2. 2 seconds before the pull, have your healers hit Heroic Will 3. Just as the pull is made, pop BL/Heroism/Time Warp. Your healers won’t get the buff but they don’t need it, and crucially they also won’t get the associated debuff 4. At the 5-minute mark, pop a second BL/Heroism/Time Warp so the healers can benefit from it
This concudes this guide for the Ultraxion HC healing showdown. Remember to use your Heroic will a second before Ultraxion casts Hour of twilight. Enjoy the fight and happy looting!
Welcome to Dragon Soul Heroic mode for Yor’sahj The Unsleeping. 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.
Yor’sahj The Unsleeping has, much like Morchok The Douchekeeper , one main distinction from normal mode. It appears that he’s inspired by Alien so he spawns 4 oozes at a time instead of 3 hence leaving you with the option of having him absorb 3 at the end of their trail rather than 2. I remember when I first saw the normal version in PTR and in various early videos I was left thinking that blizzard has a sick sense of humor. Much like real life. Where you THINK you have a choice when in reality you have almost none. There are 6 combinations that you will encounter randomly in no specific order in this heroic mode fight and in each you have mainly only one choice of what to kill. It sounds scarier than it actually is however.In order to help you with that I suggest installing the addon called Yor’sahj Automatic RaidWarnings that calls out which ooze to kill and lets you know which ones are left.
Purple – Gives everyone (except pets) Deep Corruption. Every time someone is healed, they get a stack. If they reach 5 stacks they explode, doing massive damage to the raid.
Red – Yor’sahj will cast Searing Blood on 8 random raid members, doing more damage the further away they are.
Green – Yor’sahj will cast Digestive Acid, which does moderate damage to random targets which will splash to everyone within 4 yards of them.
Yellow – Gives Yor’sahj Glowing Blood of Shu’ma which makes him attack 50% faster and use his abilities twice as often.
Blue – Creates a mana void. This will drain everyone’s entire mana pool. When it is killed it will explode and return the mana to everyone within 30 yards.
Black – Spawns small adds which will focus on random targets and use Psychic Slice.
By this point you should have run at least once the normal mode of this fight. If you were thrown in the heroic version and you need a catch up below are some guides to help you better understand all the in and outs of this boss and for a more in depth analysis of what each ooze will do.
TIP : For this fight specifically it’s very important to be able to properly handle Deep Corruption so you will need to have it showing on your healing addon raid frames. The spell ID is 105171 and it’s name is Deep Corruption. If you have VuhDo just go to your configuration screen on the Debuffs tab and then click on Custom. Make sure you have Stacks clicked on both columns then go and find the spell from the dropdown list.
Suggested Raid Composition
1 Tank – 2 Healers – 7 Dps
Gear and Reforging Check
For this fight, you will need to be able to dump your mana fast enough in very little time in order to heal your raid. This boss is characterized of the huge amounts of dead time that provides to the healers, making this fight especially easy for Resto Shamans. Equip your talent tree with Telluric currents to get mana back when no healing is needed and Focused Insightto be able to amplify your healing throughput.You will mostly be stationary for the whole fight so feel free to sacrifice your ghost wolf and since no dispelling is necessary remove a point from that too. Below is an example of how your character should look like. Gear, reforging, talent tree and glyphs included.
Haste in this example is around 2005 in order to help you cast faster and give your riptide one more tick.
Mastery should above 18 or as close to it as possible for the extra healing it will provide you for when your raid hits all time lows.
Spirit is little above 3200 (counting the proc from Heart of Unliving ) in order to have enough to dump with your fast spells.
All items used are from Normal Dragon Soul as this is an entry level Heroic boss.
Preparation Tips and Tricks
Make sure your weapon is imbued with Earthliving Weapon enchant and your Water Shield is up . Put Earth Shield on your tank and keep it up at all times .Start 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 his 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.
Run with the tank and stand behind the boss. Drop your totems at your location.
Before the Oozes. Since nobody is getting any damage besides the tank focus on him. Renew his riptide if needed and heal him with greater healing waves or sustain him with healing waves if he doesn’t drop too low.
Casting of the Oozes. After a few seconds he will start casting for the first set of oozes. This is your major downtime where no healing whatsoever is required so as soon as the tanks health is full start casting lightning bolts to fill your mana pool back up.
Merging of the Oozes. Healing on this phase is very dependant of the combination of the oozes. There is a total of 6 possible combinations as following. Unless there is a green ooze up ALWAYS stack under the bosses bottom. No excuses if you don’t.
—> Purple – Red – Yellow–Black
Kill Yellow to control some of the damage. With Red up you’ll need to stack and with purple up you will need to handle Deep Corruption . Below is a list of how all shaman spells and how they react to the debuff.
—> Chain Heal – 1 stack for each person it bounces to. (Not recommended )
—> Earthliving Procs – NO STACKS
—> Earth Shield – NO STACKS
—> Healing Rain – 1 stack upon entering. If you leave and re-enter, you gain another stack.
—>Healing Stream Totem – NO STACKS
—> Riptide – 1 stack on initial application
—> Spirit Link – NO STACKS
—>Unleash Elements (Earthliving) – 1 stack
Tip. Divide your raid into 2 groups of 5 before you start the fight.This way every healer will be left with a group of 5 to heal through.
Tank assignment. Refresh Earth shield if it drops and cast riptide just a sec before the oozes merge. Unleash your weapon at a hunters or warlocks pet if you can’t afford another stack on another member. This will boost your next direct heal for 20%. Remember your mastery will boost your heals the lower the targets health is, so feel free to allow the tank to drop a little below 50% before you heal him with a greater healing wave. You only have up until 4 heals before you blow him up and the raid so it’s crucial to maximize your heals as much as possible before you heal anyone. So while keeping an eye of the tanks health Unleash life and spam the boss with any shock spell to take advantage of your Focus Insight talent that will give you an additional boost. Always heal the tank with amplified greater healing waves.Keep your tidal waves up by casting riptide on cooldown which will gradually heal members up while only giving one stack and make your next casts much faster. If anyone is in danger heal them with greater healing wave.
Raid assignment with no tank. While you don’t have the tank to heal don’t forget to refresh his earth shield if its lost. Heal the raid members as stated above and have in mind to heal the tank in case of an emergency with an instant amplified greater healing wave. You may place a healing rain down, in a 10man it will not wipe the raid but have a discussion with the other healer first.
—> Purple– Green – Black – Blue
Spread for more than 4 yards since Green is up. Handle Purple as above. With a twist. Depending if this is the first time you encounter Blue. If it’s the first time it will of course drain you of your mana.Drop mana tide totem to gain as much back as possible and if you can afford it cast lightning bolts at the boss. (If your raid uses the tact where you don’t kill the first mana void. At the second mana void your raid will kill the first so you’ll never run out of mana but in any case keep your mana tide totem for the possibility of running into a bad case of mana void. Otherwise always replenish your mana by casting lightning bolts during downtime. )
—> Green – Red – Blue – Black
Stack since Red is up. Handle Blue as above. Drop healing rain on cooldown, refresh riptides on cooldown, chain heal from the lowest and cast greater healing waves at people that are fixated from the Black adds. If someone is in big trouble spam 2 healing surges on them followed by greater healing wave.
—> Green – Yellow – Black – Red
This is the hardest combination.You should keep all your healing cooldowns for this.Start the phase by casting heroism (or anyone in the raid that can afford wasting mana on Heroism or Time warp.) Pop your Spiritwalkers Grace in you have a 4pc set bonus for the extra haste but save it for at least 10 sec into the phase. Converse with the other healer about when to drop your spirit link totem.Either start with it or drop is AS SOON as the other healers cooldown fades. Spam the boss with any shock spell on cooldown to amplify your next healing rain and keep casting chain heals in between.If anyone is low or even worse the tank use greater healing waves to patch them up.
—> Blue – Black – Purple – Yellow
Handle Blue as above. Handle Purple as above.
—> Blue – Purple – Green – Yellow
Spead 4 yeards and handle Blue and Purple as above.
This concudes this guide for the Heroic Yor’sahj healing showdown. Always cast lightning bolt while Yor’sahj is casting forth the oozes. Unless there is a Green Ooze up ALWAYS stack under the boss. And in case there is purple ooze up please DO NOT use chain heal. Enjoy the fight and happy looting!
I was supposed to start this blog with simple posts about my add-ons/macros/UI configuration. I thought to myself “This is a nice plan”. If you want to laugh you might as well start cracking. If there is anything you shouldn’t do in life is plan in an obvious way because more often than not Murphy’s Law will occur and come and bite you in the ass the harder you tried to ignore its existence in the first place. Anything that can go wrong will go wrong and this applied to me also down to the last word. From almost the minute I made my statement things started to crumble. Long story short, ever since then I ve changed 3 computers and now I m writing this post on my most recent one while NOT making plans of it not breaking down as well. I’m NOT making any plans. Also I don’t have any English proof so excuse my grammar mistakes.
Ever since I embarked on my journey between various pcs, venturing from one to another like a nomad, readjusting my UI again and again, trying to get rid of add-ons to minimize my lag, I came to realize what I ve long known to be true. If Murphy’s Law is described to be the 4rth Law of Thermodynamics, this should be described as the 5th. Less IS More. Take my word for it. Coming to my new pc I took out a lot of the junk that used to litter my screen. I might take out more or replace them with whatever fits my fancy better. I love to think of my UI as a living organism rather than a postcard. If I have one advice for you this would be it. Purge all unnecessary add-ons, that either duplicate one another or don’t offer you a significant aid. Keep a clean UI base and have a clear POV and have fun experimenting with your add-ons one by one.
My Resto Shaman Addons List
1. Raiding Tools
(Maybe not normally what you would see under such category but for me it would be impossible to raid without.Even when my pc was lagging these where the only addons I left on my UI.)
(Lets just say I like things looking pretty and effective.This is one way to go.The other is probably training out in the cold.While snowing.Huh?No no.Just train.It’s good for your body and your mind.)
When I first started leveling this shaman I knew instantly I wanted to make a healer out of it. For a while I left it on the shelf but when I got back on my little 20 something baby shamy the first thing I did was go on the forums and search for the best healing addons or the best macros. I use Vuhdo since then, others use Grid, but my point mainly is that since you can click on it, there is no need for a million macros. So my general advice is, install a healing addon of your choice and get a mouse with at least 5 buttons. No excuses. You don’t need a gaming mouse to be (not just a good but) a great healer. All you need is to configure the tools you have in your arsenal. Clean up your UI and run dungeons till you have a body memory of all your mouse buttons and all your key bindings. That said my minimalistic list of macros I use are the following.
1.What I’ve fondly named my OHSHIT macro. Your go to macro for instant greater healing wave.
4.Specific Dragon Soul Macro ( For Utraxion and Madness of Deathwing special button.I find it easier to handle that with the macro than clicking on Blizzards icon )
There are many macros out there for 1.Earth Shield 2. Purging or for 3.Wind Shear interrupting. I use Vuhdo for all of those. As of now I can’t find any reason to use more macros but if you happen to know of any please feel free to share and if you need advice of how to set up your Vuhdo to do all of the above, feel free to ask.
Welcome to Dragon Soul Heroic mode for Morchok. In this guide I’ll run you through everything you need to know about how to best utilize your Resto Shaman spells and abilities for a healing showdown.
Morchok has only one main difference from his normal version. When he reaches 90% of his health he’ll go into an early life crisis and develop a multiple personality disorder. It’s not treatable by medication and as you’ll probably have read in many guides like Type H for Heals or Icy Veins your best option will be to divide and conquer. This will leave you with 2 teams of 5 ( or another set up for 25man ) and probably your team will include 1 tank, 2 healers and 2 dps.
Equip your shield if you haven’t already since Stomp is doing physical damage and your shield , for example Ward of the Red Widow will give you an extra 12201 armor which is equal to about 13.66% increase of damage mitigation bringing you to approximately 53% damage reduction depending on your gear. Your best bet as restoration shaman is to soak the damage with the tank while the other healer and the rest of dps run around soaking the damage from the Resonating Crystals. Fun times. The reason for this is that although as healers we bring a lot to our raid, the one thing we don’t bring is mobility. The less the restoration shaman has to move the more healing throughput he will have. Staying with the tank and having a good communication with him secures you with at least half as running around as you would have to run otherwise. (If your raid leader decides you won’t soak , then buckle up for some tough love )
Preparation Tips and Tricks
Make sure your weapon is imbued with Earthliving Weapon enchant and your Water Shield is up .Know your team and your tank. I suggest running with a good healing addon like Grid or Vuhdo that will keep your groups together. Put Earth Shield on your tank and keep it up at all times ( stating the obvious but ok ).Start overhealing yourself and 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 your health riptide yourself and the tank. As long as riptide is ticking your stacks will never drop thus securing you and the tank an extra 10% damage reduction and health pool increase which will be life altering for this fight. Always refresh both riptides as they are about to expire and a small tip. Refresh the tanks right before you start running out for the black blood phase. This will secure him with the debuff even if he runs the opposite way of you so you don’t have to build it up as soon as you reach him again.
Fight starting in 5..4..3..2..1. Pull.
Run with the tank and drop your totems in between the location where Morchok is now and to where the tank will start tanking his split version. This way you get to benefit from your totems as much as possible without having to recast them and lose mana in the process. Have DBM ( or any other raid warning addon ) let you know when the stomp is coming. Depends on your healing assignment but probably you won’t have to heal your tank just yet. Be sure to keep him and yourself riptided and feel free to spend your third riptide at the raid member of your choice.
Tip. Remember you can only have 3 ppl riptided maximum in your raid if its glyphed so if you are unsure of your uptime keep it down to yourself and the tank. Best however to learn to always cast it on cooldown this will give you the most throughput.Fill your time before the first stomp with lightning bolts to keep your mana up ( provided you’ve spent points in Telluric Currents ).
Before the Stomp.Make sure you and the tank are as close to 100% health as you can get.When DBM tells you the stomp is being cast and has between 4 to 2 seconds left on the counter start casting healing rain ( If you have spend talent points in Focused Insight squeeze that in before the healing rain). This will ensure your rain coincides with the stomp timer perfectly thus minimizing your overhealing and saving you some precious mana.
After the stomp.Spam heal the tank who by that time will be gasping for air.There are many ways to do that, an effective one is either use an instant heavy heals macro (check my Resto Shaman Macros post for reference) or cast a riptide to keep your tidal waves up and consume both with Healing surge.Chain heal your group of 5 to as close to full health as possible and proceed to follow the tank and set camp at his location.The trick here is to put your healing rain in such a strategic location that it will include all 5 members of your party everytime you put it down. To that end ask your party to stay close enough and IN healing rain outskirts up until they need to run to take the damage of the crystal. (Now it depends if you are at the Morchok side or the Kohcrom side you will have different set of stomps and crystals. Healing wise the Morchok side is harder due to the fact it has one more additional stomp and one more crystal to deal with ). Be sure to keep your riptides on cooldown and as priority have yourself and the tank at full health before each stomp.Also don’t forget to spam riptide while running and unleash your weapon.I suggest you use unleash at the end of your run and cast a greater healing wave on the tank if he needs it by that time.
Resonating crystal time.Once the resonating crystal spawns it takes 12 seconds to detonate.Within this time a stomp will occur, all 5 members need to soak that stomp before running to the crystal if this happened to spawn that far. Otherwise the tank is responsible to bring Morchok closer to the Chrystal to make it easier for the party. While Morchok is pounding on the tank try not to panic. Be on the lookout for every stomp and every crystal. Before the stomp make sure you and the tank are as close to 100% health as you can get. Achieve this by casting greater healing waves or chain healing the tank if you can afford to lose his riptide.
Before and after the next Stomp.3 seconds before the stomp cast healing rain and 1 second before the stomp cast greater healing wave on yourself. Precasting that will land you with an immediate much needed heal as soon as your health drops. While healing rain, riptide and probably other hot procs are ticking on you and the tank chain heal the other 3 members that will already be running for the crystal. Drop healing rain at their location and by then the tank will have dragged Morchok close enough on them for him to be in that healing rain also.Run to his location as soon as you are done casting the rain, chain heal the 3 players that will soak the crystal damage and prepare yourself for the next stomp.If everything looks ok by this time squeeze in one or two lightning bolts and drop your mana tide totem.After it expires replace it with healing stream totem again and keep dropping it on cooldown preferably right before a black phase and right before a stomp.
Black Blood Phase.Repeat as above till the black blood phase. As soon as your feet hit the ground riptide the tank and leg it till you find a secure spot behind pillars. While on the run riptide yourself also and if someone needs little health unleash your weapon on him and start casting lighting bolts at the boss till the black blood phase ends from behind a pillar. Run towards the tank and pop spiritwalkers grace so you can heal on the run. Go through your healing rotation as above but before that make sure you re benefiting from your totems.Check your buffs and recast if needed. When your spiritwalkers grace is on CD heal with riptides and Unleash life. For the people with 4 pc set bonus.Make sure you keep one spiritwalkers grace for when the boss is below 20%.You will need it as soon as Heroism buff is over ( assuming you cast it at 20% of the bosses health ). If everything worked out the boss will be dead and you ll get hopefully a nice new bis neck piece to show off for your efforts.
Tip.For shamans with the 4 pc set bonus. Save your spiritwalkers grace for just before heavy stomps.
This concudes this guide for Heroic Morchok healing showdown.
Tips and quick summary
Have your weapon enchanted, keep water shield on you and earth shield on the tank at all times.
Preheal yourself and the tank for the extra Ancestral Healing buff and keep riptides rolling on him and yourself to keep the buff going 100% of the fight.
Precast Healing rain 3 seconds before each stomp ( provided you and the tank are as close to 100% health as possible ) and precast greater healing wave on yourself the last second.
Cast Chain heal on the other 3 members while they are running for the crystal and drop a healing rain at their location. Run to the tank and heal him and yourself while preparing for the next stomp.Use a heavy instant heavy healing macro if you can’t afford the casting time or take advantage of your tidal waves that proced from either your previous chain heal or riptide and consume both with healing surge.Throw some extra heals on the rest of the party. Fill your downtime if any with lightning bolts.
Before the first Black blood phase drop mana tide totem and keep dropping it on cooldown after that. Remember to recast healing stream totem after mana tide is exhausted.
As soon as Black Blood phase is active riptide the tank on the run and yourself , unleash weapon to a member than needs it and as soon as you are safe start casting lightning bolts behind a pillar.
Pop spiritwalkers grace on your way back to the tank and prepare for the next black blood phase as above after step 3. Recast your totems if you feel they are too far away from your location.
Pop Heroism on 20% of the bosses health and if you have 4pc set bonus remember to cast it as soon as hero fades.
Note to the wise. Healing is an art, its not about rotation. Also its about collaboration with your fellow healers and your tanks. Be intuitive and expect damage spikes. Make macros for instant heals when in need ( Check my post on Resto Shaman Macros if you need a heads up ) and don’t be afraid to dump your mana but with consideration to what is coming.In between the steps I mentioned of course you need to use your spells to fill in healing wherever needed.Also do I really need to say that you need to be able to know when to keep your tidal waves up so your spells are the most quicker and most efficient? If your instincts are right on spot then you should be able to heal even with low gear. One of my most memorable times on this boss is when I dropped dead like a noob right after the first split. I used my anhk to rez myself which left me with almost 10% of my mana. I still hit almost the same numbers of healing albeit I was sweating the whole fight.And we downed him. It was then that I started to wonder that maybe we re mana spoiled and that we can make due with less if we re smart about our downtimes. I don’t suggest you start a fight with 10% mana though. You don’t want your fellow healers to pop beta blockers just for your fun of it.