Today, we have a new “voices from the community” post by Shakk on US-Sargeras, in the guild Seriously Casual. He is a restoration druid, and today he will be talking about the new 5-man dungeons and strategies for resto druids. He may be joining us as a more permanent fixture (like Garnaph). We’ll work on improving the blog’s interface to better distinguish between posters “soon” now that the blog is growing bigger with more writers.
As people prepare to take down the new Dungeons, Raids, and the new Raid Finder difficulty, a lot of young resto druids might feel lost, or somewhat discouraged when they set foot into the more difficult content. I want to stress that communication is key. Being able to talk to members of your party to help you get through a fight, will make or break you in any environment WoW throws at you.
In this guide, I will cover how to handle the mechanics that will be thrown at you as a resto druid. Being that we aren’t a “snap” healer per say, we have to manage our toolkit a little bit more tightly in 5 man encounters, to ensure that we have enough heals to mitigate the damage going out. I will discuss mechanics that I feel, after multiple clears on each one of these dungeons, will have a fight changing mechanic for your class that you will need to be able to handle.
The first two bosses that you will encounter are randomly chosen out of 4 bosses. I have listed information pertaining to each one below.
Echo of Baine
- Baine will target a platform that players are present on, and destroy it. Sending everyone into the lava, and taking damage. If all players are on the same platform expect to have to blow a cool down to keep everyone up. I recommend ToL and Barkskin to make sure everyone makes it out of the lava.
- When Baine comes into contact with lava, he gains an ability called Molten Fists that will cause him to deal 10,000 additional fire damage to the target of his melee swings for 10 seconds. Be prepared to dump additional healing into your tank, however a tank cool down will help you get through this phase.
Echo of Jaina
- She does not melee the tank; instead she casts [Pyroblast] at him the entire fight. It was a little more aggravating to heal through then a standard melee boss, as it cannot be interrupted and leaves an undispellable dot on the target. It is essential to manage uptime on your Lifebloom and Rejuv on the tank. Also I found, once she teleports and the tank gets back into position, a well-placed Efflorescence will greatly reduce the incoming damage.
- The avoidable part of this fight is [Flamecore] which places a meteor on the ground that players must run over within 10 seconds. However, she sometimes throws it in a bad spot, and you might have to take the effect of it. So if you have a suspicion that you are not going to get to the meteor in time, ensure everyone is close to full health and be ready with tranquility.
Echo of Tyrande
- There are basically two areas that you fight this boss in, the inner ring and the outer ring. If you are inside the inner ring, you will have your casting speed slowed by 25%, however if you are standing in the outer ring you do not have a casting speed debuff, but there are additional ground mechanics that are easy to avoid. I chose to stand on the outside, and dodge the abilities. This allowed me to benefit from my entire toolkit.
- At 30% she will have 2 stacks of her casting speed buff, and she is casting 50% faster. Also, she adds a new ability called [Tears of Elune] and the damage is going to really ramp up. Be ready to use your strong cool downs. Also make sure you do not enter sub 30% with low mana, as this is the most challenging portion of the fight. ToL and Tranquility will more than likely be essential for you to survive this.
Echo of Sylvanas
- Arguably one of the easiest bosses to heal in this instance. Although, there isn’t any game breaking mechanics or high damage phases, you should note a couple of things. If the target of [Black Arrow] dies from the dot, or the initial damage, they will have a skeleton summoned from their corpse to fight for the boss. Also, if someone steps into the shadow behind the ghouls, they are pretty much a goner unless you have Nature’s Swiftness and HT immediately on them, and they get back into the safe zone.
- [Temporal Blast] is the debuff you need to be aware of. At the first application, it deals 25k arcane damage, but applies a stacking debuff to damage taken. As the fight goes on, it becomes difficult to heal through.
- The only other thing I am going to touch on, is that the hourglass refills every players health, mana, and resets all cool downs. You can activate the hourglass 5 times, so do not be afraid to use your cool downs when the damage is going out, and make sure to hit the hourglass when things start to spiral out of control!
—Well of Eternity—
- In this encounter healers need only be aware of a couple high damage abilities. [Corrupting Touch] is a stacking tank debuff. The second and most important is [Fel Decay] which will cause the healer to take damage, based on how much they heal the target of this debuff. Ensure you have enough health to survive.
- This fight doesn’t have any fight changing mechanics built into it. However, it does have stack damage that you need to be aware of. As more minions become active, there is going to be high levels of raid damage. If you can avoid using your cool downs with fewer minions up, it will significantly aide you when you must deal with multiple at one time! I recommend saving tranquility for later in the fight.
Varo’then & Mannoroth
- Illidan grants himself a buff called [Waters of Eternity] which greatly reduces fire damage taken. It is a great idea to stand close to him whenever possible.
- The area that you as a resto druid should shine far above other healing classes is [Fel Firestorm]. All you have to do is constantly run around (think Baradin Hold) while it is active, and heal people that take damage. Do not stop to heal, or you will take damage. Only use hots and instant casts.
- Once Varo’then is defeated. I found it easier to stand on top of the tank for the rest of the fight, so they could pick up the mobs that were spawning and I wouldn’t suffer pushback.
—Hour of Twilight—
- [Chains of Frost] is a dispelable root that he places on players and holds them into place. Coupled with the icy boulders that are raining down on you from above, it is imperative to get this dispelled as quickly as possible.
- At 30% is when the AoE damage kicks in, the boulders are still coming and Arcurion activates [Torrent of Frost] which causes roughly 15k damage per second to all party members, if your group is slow at burning consider having a cool down available.
- Asira will randomly drop a [Smoke Bomb] equivalent to that of the rogues ability, however hers does damage to all players inside of it. If people are taking too much damage inside, remember non targeted heals will hit players inside the smoke bomb. Consider using Wild Growth or Tranquility if the damage is too high.
- [Righteous Shear] & [Twilight Shear] are two dispellable abilities during this encounter. They both deal high amounts of damage to players. You must remove the stacks of this debuff, although Thrall does assist you in this, two dispellers are better than one.
- The Archbishop will also summon a [Wave of Twilight] on the platform. If a player fails to move out of the wave, immediately pop Barkskin and another ability to get your raid topped off. The damage will keep being dealt as long as the person remains in the wave.
Sources: In game testing, the dungeon journal, and wowhead for up to date links