Posts Tagged by Healing

Resto Druid VS Patch 4.3: 5-Man Dungeon Loot

With Patch 4.3 coming out as early as Tuesday (Today?!) Resto druids have a lot to look forward to. A lot of nerfs mostly, but a lot none the less. As with every patch though, it brings us new loot. Today we’re going to have a look at what we can get right out of the starting gate with the three new 5-man dungeons versus what is currently available as of Tier 12 (Patch 4.2).

For loot from Raids, Valor Points, or Crafted from this patch, Check out Resto Druid VS Patch 4.3: Raid, Valor Point and Crafted Loot.

Keep in mind these are values as they are on the PTR. This can, but likely will not, change before release.
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Resto Druid VS Firelands: Ragnaros

Welcome to the final boss installment of Resto Druid VS Firelands; The bluntiest way of not looking stupid. For those of you just joining us not yet on this fight, be sure to check out our previous installments for Shannox, Beth’Tilac, Baleroc, Alysrazor, Lord Rhyolith and Majordomo Staghelm.

With his posse out of the way this leaves us with one final task: Downing Ragnaros, the Firelord. Ready for a read on how to down this pyromaniac?

Join us after the jump.
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Resto Druid VS Firelands: Majordomo Staghelm

If you’ve missed our previous Firelands boss guids, be sure to check out our Shannox, Beth’Tilac, Baleroc, Alysrazor and Lord Rhyolith guides.

Today we’re taking on Ragnaro’s right hand man scorpion fire cat…the sixth boss in this Raid: Majordomo Fandral Staghelm. This former good…actually he was always a bad guy. This bad guy is now badder and on fire. He’s actually kind of cool to be honest. But I digress, let’s kill him!

We completed this fight with 1 tank, 2 healers, and 7 DPS.

Fight Mechanics:
This single phase fight, with 3 transition options.

This fight is done in transitions, shapeshifting that Majordomo does. Luckily for you, you control how and when he shifts. In a 10 man group, when 7 or more people are stacked up he will go into scorpion form. When there is less than 7 stacked, he will go into cat form.

Each time Majordomo attacks. he gets a Adrenaline buff which makes him faster. When he shapeshifts, the Adrenaline buff drops off but he gets the Fury buff making him stronger. Your goal is to keep him in each form as long as you can without dying before letting him switch since Fury remains for the entire fight.

You should start the fight stacked in Scorpion phase.

Scorpion Phase
Everybody should stack in front of him between his two pincers as he will cast Flame Scythe in this location. The damage from this will be distributed evenly among all those in range. Therefore, more people there the less damage each person takes.

Cat Phase
During this phase, Majordomo should be tanked in the middle, while ranged and healers are spread out around the outside. Ever few seconds, he will leap on a healer/ranged raid member causing a puddle which you must run out of. Doing this will also spawn an add, which should be DPS’d down. Be sure to be standing away from the center to avoid him leaping and getting close to the middle (where you stack for scorpion).

Searing Seeds
The second time Majordomo turns into a Scorpion, he will first cast Searing Seeds. This will put a debuff on all raid members with a countdown timer. Each player’s timer will be different. When the player’s timer is up, they will explode doing 60000 damage to everybody close by. Players should run out when they have 5 seconds left on their timer, then run back in ASAP. Running out sooner means that those still in there are taking more damage.

Burning Orbs
The third time Majordomo goes into Cat form, he’ll first cast Burning Orbs. This will create two orbs at random locations on the map that deal damage to the closest player. DPS should rotate who is closer to share damage (like the shard with Baleroc). Because the orbs will be random, it’s good to assign groups before hand who are ready to run to the orbs when needed. Calling out where the orbs are when they pop on vent is a good thing.
Remember the DPS doesn’t need to be beside the orb, just closer than everybody else.

How to Heal:

Scorpion Phase
This is completely a heal test. Pop WG on CD as it will be needed, and throw RJ on those it doesn’t get (especially clothies!). Communicate on vent who is popping what cooldown when to make sure that you have one when needed to survive this massive AoE damage phase. Tree form is a good idea here to save mana.

Cat Phase
A good place for healers to be are near the top of the map (where Majordomo starts) and the other side near the entrance (the bridge). This way they can cover people to the left and right when needed, and people can simply turn as the puddles are spawned. People hit by the leaps will take damage as they run out, more so later in the fight; A quick RJ and Swiftmend works really well for keeping them up until they get out of harms way.

Searing Seeds
This isn’t much different than the Scorpion Phase for healing. Using Swiftmend on people just as they get back to the group can work well if you have spec’d into Effo.

Burning Orbs
In addition to Cat Phase tips, try positioning yourself just close enough to be able to reach one of the groups taking the hits from the orb. Throw a RJ on the one taking it, then back away. When they switch, throw one on the new person taking it. You don’t want to get too close in case Staghelm decides to leap on you, which could interfere with the people on orbs.

Tips & Tricks:

  • We found 6 swipes/jumps between transitions worked well for our group.
  • If you can, back away from the middle as far as you can right before a leap to give your group more room in the middle.
  • When exiting scorpion phase, use a signal (such as a DK Anti-Magic Zone) or say something to signify that after this swipe, people will run out. This will prevent a few slower people from taking a larger hit.
  • Watch your seed. If it blows up and wipes your raid, you’re dumb.
  • Drops:

    Mantle of the Fiery Vanquisher(Shoulder): Your token for Tier Shoulders with spirit and haste. Beautiful shoulders indeed.
    Flowform Choker(Neck): Neck with Haste, Mastery and a red socket with int bonus. Easily BiS if you don’t need spirit.
    Jaws of Defeat(Trinket): Great trinket, saves mana. Once used, you save 110 mana for each spell cast within 20s (save 110 on 2nd spell, 220 om third, 330 on forth, etc). Math is long, but is a good mana-saving trinket.
    Firecat Leggings(Legs): Pretty good pants with Spirit and Haste, but Tier are much better.
    Smoldering Censer of Purity (Staff)(Boss): Great staff with spirit and haste on it. Really good for resto due to the huge amount of haste.
    Fandral’s Flamescythe(Staff): An agility staff, but worth noting since it will turn you into a flame kitty when used.

    Video:

    Resto Druid VS Firelands: Lord Rhyolith

    Being the Soft little fleshy-things that we are, we’ve made it past the half-way mark of this raid. What does that mean? That our next stop is the elemental giant that is Lord Rhyolith. In case you’re lost, we have guides on how to beat Shannox, Beth’Tilac,Baleroc and Alysrazor as well. All caught up? Great, let’s get crushed under foot.

    We completed this fight with 1 tank, 1 healers, and 8 DPS; but similar configurations should work just as well.

    Fight Mechanics:
    This is a Two phase fight.

    Phase 1
    Unlike most fights, you’re not actually going to tank the boss during most of it. You’ll fight Lord Rhyolith on a small circular island, having the DPS attacking his two giant feet to control which way he walks. If you DPS the right foot, he’ll turn right. If you DPS the left foot, he’ll turn left. If he makes it to the edge of the platform, he does AoE damage and kills you.

    The group should remain grouped up on one spot or one person during the fight. This should be a person who is good at watching their feet and avoiding environment damage.

    During this phase he’ll be walking around and stomping now and then, as well as spawning adds and volcanoes.
    The adds will be either small adds (Fragment of Rhyolith) in a group of 5, or one large one (Spark of Rhyolith) that does AoE damage to anybody around it. The tank should pick up the small ones and kill them, and take the larger one away from the group.

    Throughout the fight, Rhyo will spawn Volcanoes. These do nothing until activated. Once Rhyolith activates them they will start shooting fire out. DPS should steer Rhyoloth towards the active volcano to step on it. Once he steps on it, Lord Rhyolith will lose 10% of his armor and the volcano will become a crater. From these craters, a totem-like thing will pop up and it will cast Magma Flow. Magma Flow will have lines flowing out from the crator, causing fire damage and making you weak to future fire damage; so avoid the lines and watch your feet.

    Once his armor falls off from walking over enough volcanoes, you’ll be pushed to phase two.

    Phase 2
    At this point Lord Rhyolith’s armor will have been completely removed, and will show his soft squishy inside. All volcanoes and adds will finish doing whatever it is they were doing then vanish. This will be a DPS burn phase with minor AoE damage being dealt out to the raid, increasing until death.

    How to Heal:

    Phase 1
    Make sure you’re watching your feet, and you should be able to use WG on CD to keep everybody up. Throw RJ and SwiftMend on those who get hit by Magma Flow. Roll one or two stacks of LB on the tank when he’s taking a larger add.

    Phase 2
    WG on cool down, and RJ on those that don’t get it. Tree form and barkskin here for the armor to make sure you don’t die. Roll LB on your tank at this point, as Lord Rhyolith will have an aggro table.

    Tips & Tricks:

  • Watch your feet. Honestly that’s all there is to it.
  • Drops:

    Heartstone of Rhyolith>(Neck): Decent neck piece if with spirit and mastery.
    Incendic Chestguard(Chest): Pretty good chest, but not quite as good as Tier due to the socket bonuses.
    Smoldering Censer of Purity (Staff)(Boss): Great staff with spirit and haste on it. Really good for resto due to the huge amount of haste.

    Video:

    Check our Majordomo’s guide this Friday!

    Resto Druid VS Gear: Tier 13 First Impressions

    With patch 4.3 just around the corner (be it a corner that is likely to take a few months), we’ve gotten a first look at the Tier 13 (T13) raid gear for Druids, as well as the initial suggestions for the set bonuses. I say suggestions, because rarely goes this ever remain unchanged during the PTR.

    Looks alone, I’m really liking it. The use of greens and bright blue off-set looks very druid-y, and reminds me of the mushrooms in Zangarmarsh. It gives a real look of a spiritual character, instead of the armor that we’re currently outfitting ourselves in with Tier 12.

    Restoration, 2P — After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.
    Restoration, 4P — Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.

     

    The set bonuses this time around don’t look too bar. The 2-piece looks kind of weak, since it relies on me actually using Innervate. Maybe this is a sign that I’ll go below 60% mana this time around, who knows.
    The 4-piece bonus could be good assuming that it actually works 1/10 times. My luck with procs is often much lower it seems. Double time means double the healing the spell will do though, which is outstanding. What would be ideal is if LifeBloom was also included in there.

    Resto Druid VS Firelands: Alysrazor

    Welcome to the fourth installment of Resto Druid VS Firelands; Your guide to not looking like a newb in raids. If you’ve missed them, be sure to check out our Shannox, Beth’Tilac and Baleroc guides. Today we’re taking on Alysrazor, formerly Alysra of the green dragons. This traitorous flying foe has it coming!

    We complete this fight with 2 tanks, 2 healers, and 6 DPS.

    Fight Mechanics:
    This is a Four phase fight, with one long phase and three short.

    Phase 1
    During this phase there are four things going on: Alysrazor, Druid of the Flame adds, Hatchlings, and Lava Worms.

    Alysrazor: She will fly around, and fly through the middle of the map periodically as the fight goes on. Nobody should be standing in the middle of the map, so this is easily avoided. When she does this, she will cast Molting dropping a few feathers. While holding the feather, you cast and move 30% faster. If you pick up 3 feathers, you fly up in the air. Only DPS should be flying. In a 10 man group, it’s recommended to send up between one and three people.

    Druid adds: These guys cast Brushfire, which creates a slowly moving AoE bush of fire; and Fieroblast. Fieroblast should to be interrupted every time if possible, as it will make them 10% stronger and 10% faster. The more they cast, the harder it is to stop them. Players hit with this attack also get a DoT that hurts. You can also try just killing them quickly, that works too.

    Hatchlings: Two eggs will drop, and out of them will come two Hatchlings. Whoever is closer when they spawn will be their target until dead. Tanks will need to be the ones to pick them up first, and in turn will also deal 1000% more damage against them. When the hatchlings gain the debuff Hungry or Tantrum, they will need to be lead to the nearest Lava Worm to eat. When they do, they getSatiated. If the tank fails to do this, they will do a fair bit of damage.

    Lava Worm: Spin around in circles casting fire. Avoid them. They are consumed/killed when a Hatchling eats them.

    We’ve found the best way to handle this fight is to break groups up into left and right, to avoid anybody needing to cross through the middle.

    Phase 2
    For this phase all the enemies from phase one should be dead, and there are a bunch of tornadoes spread out on the map in layers out from the center. From the inside outwards, they spin in different directions. The closest one may go counter-clockwise, then the 2nd closest clockwise, 3rd closest counter-clockwise, etc. The easiest way to get through this is to be 2-3 ‘layers’ out. Follow a tornado, then when another one passes you follow it. Keep following the one that passes you, so you’re doing small loops. Don’t try to just run to the sides, there is ‘invisible’ walls that kill you. Same goes for the center, it’s a giant vortex of pain.

    In the picture to the left, you’re the blue lines.

    Phase 3
    In phase three Alysrazor is weakened, and there will be some Druids of the Flame charging her batteries. DPS should be interrupting to slow them down. Attacking Alys during this stage will regenerate your mana, so hit her a few times to top yourself off. Group up on one side of Alys, with tanks on the other side in preparation for phase four.

    Phase 4
    This is Alysrazor’s ‘burn phase’. She’ll do a bunch of AoE damage, as well as hitting your tanks. After a bit of time she’ll give up and go back up into the sky. At this point, you start back at phase one.

    How to Heal:

    Phase 1
    When this phase starts, everybody will take a ton of AoE damage, WG and a few RJ should be enough to cover it. Nobody should be hit by Alysrazor after that.

    You should have your DPS interrupting the Druid of the Flame when they’re out, and killing them. If anybody gets hit by the Fieroblast, be sure to dispell it immediately. A few ticks of this can easily kill some of the more squishy raid members. Avoid the fire bushes and worms.

    Your tanks will need the most heals. Whichever one you’re assigned to, roll LB on them. I’d suggest putting Faerie Fire on their Hatchling as well. Tanks aren’t usually the best damage dealers, and can use anything that would help them. Watch their Hatchling’s status, and be ready with Swiftmend if it throws a tantrum before the tank can get to a worm.

    Phase 2
    You shouldn’t have to be healing during this phase if people are playing correctly. However, you may want to throw out rejuvenation on those who get hit if you can spare it. It won’t save their lives if they are playing dumb, but it may help. Just don’t stop moving.

    Phase 3
    There won’t be much (if any) damage going out during this phase. Top off and rez anybody who got hit in phase two. Hit Alys with a few Wrath to top off your mana pool.

    Phase 4
    Alysrazor will be doing a ton of AoE damage, so be sure you’re grouped up and heal with WG and tranquility if needed. The tanks will also be switching off, so pick one to roll LB on. I usually stick with the tank I’m assigned to in phase one for simplicity. This is a good time for Tree of Life due to the increased armor. Once she’s bored, she’ll restart on phase one.

    Tips & Tricks:

  • Phase 1: Once your DPS that are going to fly have their feathers, you should pick up one. This will allow you to cast any spell while moving. Make sure you don’t take 3.
  • Phase 1: Throw Faerie Fire on both hatchlings if you can as soon as they group. This will make the tank’s job that much easier. Just be sure the tank is standing closer than you.
  • Phase 2: Pop WG on cool down, to give a buffer to anybody who might hit a tornado.
  • Don’t move unless you have to, but make sure you’re following the tank since they’ll be running from worm to worm.
  • Save Swiftmend for your tank, he’ll be taking burst damage if the Hatchling enrages.

    Drops:

    Wings of Flame (Back): Not a bad cloak, but not the greatest. You’re better off with Flowing Flamewrath Cape, which you get from being Friendly with the Avengers of Hyjal.
    Eye of Blazing Power (Trinket): Amazing healing trinket, as it can proc off your HoT ticks. It’s recommended.
    Phoenix-Down Treads (Feet): These are some sexy boots.
    Flametalon of Alysrazor (Mount): It’s a MOUNT, of course you want it.
    Smoldering Censer of Purity (Staff)(Boss): Great staff with spirit and haste on it. Really good for resto due to the huge amount of haste.

    Video:

    Tune in on Wednesday for our guide on Lord Rhyolith!

  • Resto Druid VS Firelands: Baleroc

    Welcome to the third installment of Resto Druid VS Firelands. If you’ve missed our previous installments, feel free to check out our tips & tricks for Shannox and Beth’Tilac. Today we’re going to be looking at the third boss on our list; Baleroc, The Gate Keeper.

    Update: Edited following Sept 20th Hotfixes/Nerf

    We did this fight as a 10 man group, using 2 tank, 2 healers and 6 DPS.

    Fight Mechanics:

    This is a Two Phase fight. The first phase has a lot of mechanics to it, most of which you won’t have to worry about. Phase Two is just a burn phase. The long-of-short of it:

    Phase 1

    Tanks: The Main tank will be tanking the boss most of the fight, the off-tank will taunt off to take the hit of Decimation Strike which will take 90% of the off-tank’s HP, then the main tank taunts back. Assuming the two tanks pass well, this will be the only damage done to the OT. This fight can be done with one tank, but healers will need to be quick on topping him up after the hit.

    DPS: During the fight, Baleroc will cast Shards of Torment. This will create a crystal in the place of one of the raid members (25 man will have 2 crystals up at a time). This crystal will cause a debuff called Torment to the closest player. This debuff does 4000 damage per second. DPS are going to rotate who is closest while it is up. We found switching between 4 of our DPS at 12-14 stacks was best. When the debuff runs out, the player will get a debuff called Tormented (notice the ‘ed’ at the end). While they have the debuff, they take more damage from shadow and healing is reduced by 50%.

    Healers: Should avoid the crystals.

    Phase 2
    This is the burn phase. Tanks will still need to switch, but no more crystals will spawn. If you’re group has been slow DPS’ing him, spreading out is a good idea to make him run to you in hopes you down him before he downs you.

    How to Heal:
    Phase 1
    The switching of the DPS is really not your concern. Just be sure you’re staying away from the crystal.

    Your main concern is to just worry if a player has Tourment or not. While a player has the Torment debuff, every direct heal you cast on them will give you a buff called Vital Spark (if you are not effected by Vital Flame). You want to get as many stacks of Vital Spark as possible while keeping that DPS alive and not running out of mana. HoT ticks will not give you a stack.

    When you heal the tank (who will all ready be affected by Blaze of Glory) with a direct heal spell, you will get a buff called Vital Flame. When you have this buff, you will deal 5% more healing power per stack of Vital Spark healing the tank. You will still heal normal on everybody else. This buff will last for 15 seconds. During this time you heal more, but can not gain more stacks of Vital Spark. Depending on your group’s preferences, you may want to switch after each tormented DPS, or after every 2 tormented.

    This fight will seem complicated at first, but once you get the hang of it isn’t. In our group, we use two healers: Druid and Pally.
    When the fight starts, the tank (or off-tank if using two tanks) pulls until Decimation Strike is cast, then main tank takes the boss. Druid will heal the tank (and off-tank if there is one) during this time. Since you have no Vital Sparks, you will not get the Vital Flame buff.
    The Pally healer will be healing DPS-1 that is affected by Torment. Once DPS-1 gets Torment, as well as DPS-2 that gets Torment. Once DPS-2 gets Tormented, The Pally starts healing the tank. The pally will heal through two vital flame (30 seconds).
    During this time, The Druid will be healing DPS-3 and DPS-4 through Torment. Once done, it’s his turn back on the tank.
    This rotation will continue through to the end of the fight.

    The most difficult part is keeping track of who is supposed to heal the tank. Given that there won’t be a lot of hps needed, it should be fairly easy to focus which DPS # is on. Calling out on vent that you’re getting the next DPS is a good way to keep people in line.

    Dealing with Vital Spark / Vital Flame:
    As a druid, this fight will put you out of of your comfort zone. Vital Sparks are only gained from direct heals (Nourish, Regrowth, Healing Touch, Swiftmend, Wild Growth) and Vital Flame can only be ignited with a direct heal. However, HoTs (LifeBloom, Rejuvenation) are affected by the Vital Flame buff but are unable to ignite it. This means that rolling LifeBloom and Rejuvenation on the tank will get the additional 5% per stack healing. That said, it’s wise to roll LB at all times on the tank. However be sure that you renew it by applying another LB, not with Nourish, when it’s not your tank rotation. Renewing LB with Nourish will ignite Vital Flame. This will be more costly with mana, but assists throughout the whole fight.

    Gaining Stacks: You get your stacks by healing the DPS affected by Tourment. The most mana-efficent way to get the stacks will be to spam Nourish. Though this is a weak spell and unlikely to keep the person alive. Regrowth will give you a stack each time it’s cast. You do not get a stack per tick. Healing Touch will also give you a stack, but has a high mana cost. I’ve found a good combination of Nourish and Regrowth should keep your DPS alive long enough to go into Tormented. If needed, spam Regrowth and roll Rejuvenation.

    Igniting Vital Flame: The quickest way to do this is to cast Rejuvenation then Swiftmend. Reapply Rejuv after SM to make it take the buff’s effects. You can then put LB on the tank as well and should be able to heal them fine. Nourish and Healing Touch should be used if needed. Avoid Regrowth.
    Ideally, You only want to have the Vital Flame buff for 15 seconds while using the single-healer method. If a direct healing spell (including a tick of RG) is cast after the 15 seconds you will renew Vital Flame, and be unable to get any more Vital Spark stacks until it wears off.

    Tips & Tricks:

  • If using Power Aura Classic, the following will put your count up with an icon for each effect in the middle of your screen. It’s highly recommended and makes the fight a lot easier. Thanks to Beruthiel @ Falling Leaves & Wings for the Auras.

    Vital Spark:

      Version:4.22; icon:INV_Elemental_Mote_Fire01; buffname:Vital Spark; x:-156; alpha:1; owntex:true; size:0.3; y:68; texmode:1; stacks.enabled:true; stacks.y:41; stacks.x:-141; stacks.h:0.88; stacks.Texture:Monofonto

    Vital Flame:

      Version:4.22; icon:INV_Elemental_Primal_Fire; buffname:Vital Flame; x:-1; alpha:1; owntex:true; size:0.45; y:166; texmode:1; timer.h:1.89; timer.Texture:Monofonto; timer.enabled:true; timer.cents:false; timer.y:126; timer.x:-35; timer.UseOwnColor:true

    Drops:
    Given how annoying this fight is, we don’t get much from it
    Molten Scream (Off-Hand): Not the best suited for Resto, but decent if you reforge some of the hit. Better left alone if you can help it.
    Glowing Wing Bracers (Wrist): These are our BiS with both Spirit and Haste.
    Smoldering Censer of Purity (Staff)(Boss): Great staff with spirit and haste on it. Really good for resto due to the huge amount of haste.

    Video:

    Hope this helped, Check out next week for our guide on Alysrazor.

  • Priest VS Cataclysm: Leveling Guide 80 to 85

    I hope you enjoyed your winter getaway, because it’s time to get back to leveling. Bringing back some snow back with you would be a HUGE help this time around, because this time all of Azeroth is on fire!
    Enough of this soot, Let’s get this guide going so we can level you up to 85 ASAP!

    (Continue Reading…)

    Resto Druid VS Firelands: Beth’tilac

    Welcome to our second installment of Resto Druid VS Firelands. If you’ve missed it, be sure to check out our guide on Shannox. Today we’re taking down the nasty looking spider that is Beth’tilac, The Red Widow.

    For 10-man, we used 2 tanks, 3 healers, and 5 DPS.

    Fight Mechanics:
    This is a Two Phase fight.

    Phase 1
    Beth will spend most of her time on top of her web. You’ll need to send up a tank, a healer and a dps (optional). The rest of the group will remain on the ground. You should decide who is going up top before the fight starts. In the case of my group, we send up the Pally healer since he has better burst heals.

    People on the ground will need to AoE down the adds, and keep the big adds from eating the small adds and getting life back.
    After a bit of damage, Beth will cast Smoldering Devastation at which point everybody up top will jump down to avoid the damage. While there is no tank on her, She will do AoE damage to everybody on the ground (or “shit fire” as my group calls it) until the tank gets back up top.
    She will do this twice, the third time coming down to start Phase 2

    Phase 2
    Phase two will be a burn phase. Group behind her and burn her down.

    How to Heal It:

    Phase 1
    Top: Taunting a Cinderweb Spinner down and killing them will leave a rope for you to grab. Use it to get up top. Make sure your tank went up first. There will be some AoE damage to heal, but it’s mostly just healing your tank. Be sure to watch our for meteors falling, and the fire spots they leave. When you see her casting Smoldering Devastation jump through the hole in the middle. After she casts it, you can go back up after your tank.

    Ground: Group up in the middle of the room when possible. We have our priest put a Lightwell to mark the center. The DPS and the tank are going to be running to various corners to pull adds and kill them before Beth comes down. Roll LB on the ground tank, and Rejuv on the DPS that have aggro. Wild Growth on CD most of the time as it will be needed. This shouldn’t be much of a mana-intensive phase.

    When the top group comes down, yellow goop will drop from the top of the web until a tank goes back up. This can’t be avoided. This would be a good time to use Barkskin and use Wild Growth, as it’s not a lot of damage but all AoE. If you can, throw HoTs on the group going back up to help avoid them dying on the way and to make the job of the top healer easier.

    Phase 2
    The third time Beth comes down, you should group up behind her. Your tanks will be switching off aggro due to a debuff; Roll LB on one of them and Rejuv (and Regrowth if needed) on the other one. The group will also be taking a ton of AoE damage; Cast WG and Barkskin on CD and Tranquility if needed. Tree of Life can also be used during this phase.

    Tips & Tricks

  • Put 3 stacks of Faerie Fire on Beth when you get a chance. If you’re up top, you have tons of time. If you’re ground, catch her when she comes down before the AoE burn starts.
  • If you’re on the ground, try to throw a HoT on your tank/heal/DPS that are going back up top. This will help them out a lot since they’ll be getting smashed the second they get up there.
  • This isn’t a very mana-intensive fight, feel free to help out your DPS on adds if you can spare it, especially when Beth is about to come down.
  • Drops:
    Funeral Pyre: Decent staff, but without Spirit or Haste it shouldn’t be on the top of your priority list.
    Cowl of the Clicking Menace: Our BiS helmet (even though it looks fugly). Make good use of it until you get your Tier helmet from Ragnaros.
    Cindersilk Gloves: Good gloves. May want to use as your off-set piece as the resto tier gloves are crap.
    Smoldering Censer of Purity (boss): Great staff with spirit and haste on it. Really good for resto due to the huge amount of haste.

    video:

    Hope this helped. Check us out next week for the horrid fight that is Baleroc.

    Resto Druid VS Firelands: Shannox

    Welcome to the first of seven installments in our Resto Druid VS Firelands series. We’re going to start off with Shannox since he’s often the first boss that gets taken down, as well as the easiest of the Fireland raid bosses.

    In 10 man there will need two tanks, two or three healers, and the remainder being DPS.

    Fight Mechanics:
    This is a Two phase fight.

    Phase 1
    Shannox has 2 dogs with him: Riplimb and Rageface. One tank will take Shannox, the other Riplimb. Rageface attacks whoever he wants.

    Throughout the fight Shannox does three things you need to watch for: Immolation Trap, Crystal Prison Trap and Hurl Spear. With the two traps, just watch your feet. Immolation trap causes fire damage to everybody around it. Crystal Prison Trap will put whoever walked over it into a crystal causing damage and making them unable to move. You also can not heal them while they are in a trap. If somebody gets stuck, they should be DPS’d out of it ASAP.

    If you’re using Deadly Boss Mods or BigWigs (and you SHOULD be), it will tell you when a trap is shot at or near you. Traps take a second to arm, so you have plenty of time to move out of it. Hurl spear will be thrown at a random raid member, and cause rings of fire out from where it lands. Move out of the ring and stand between rings. Riplimb will bring the spear back to him after a few seconds then he’ll start again on the tank.

    You can either bring both dogs and Shannox down to 30% HP, then kill the dogs and Shannox. Alternatively, you can kill off RageFace immediately. Each time a dog is killed, Shannox will go into a Frenzy, gaining a 30% damage and speed buff. We find it easier to kill off RageFace right away, so there is only the two tanks to heal. Once the second dog is killed, phase two starts.

    Phase 2
    This is a burn phase. Hurl spear will now be cast at his feet, not thrown. Keep watching for traps and fire on the ground. DPS just need to kill him before the damage becomes too much.

    How to Heal It:

    Phase 1
    No matter which tank you’re assigned to (or even if you’re assigned only to raid healing) roll Lifeboom (LB) on one of the tanks and refresh it with Nourish when possible. It takes minimal effort and mana, and the amount of healing it does pays off. If raid healing, cast Rejuv on Rageface’s victims when they start getting attacked. Other than that Wild Growth when people take damage from Hurl Spear. Most of this fight is just tank healing, so you shouldn’t have much of a mana problem.

    Phase 2
    Once he enrages at the end of the fight, AoE heal while your DPS try to finish him off. Be sure LB is stays rolling on the Shannox tank.

    Tips & Tricks:

  • Watch your feet. As long as you or your team members don’t stand it stuff, this fight is really easy.
  • Don’t cast Faerie Fire until Phase Two, otherwise one of the dogs may die too early or Shannox enrage at the wrong time.
  • Don’t move unless you have to. Running around doesn’t help much in this fight.
  • Drops:
    Crystal Prison Band (Finger): Good ring if you don’t have mana issues.
    Flickering Shoulderpads (Shoulder): Random stat shoulders, if you get haste & Mastery these could be better than tier.
    Goblet of Anger (Off-hand): Amazing off-hand, spirit and haste are perfect in every way for resto druids.
    Smoldering Censer of Purity (Staff)(boss): Great staff with spirit and haste on it. Really good for resto due to the huge amount of haste.

    Video:
    I’ve included a video below of us downing him (though from our Hunter’s POV).
    Have fun, good luck on drops and be sure to check out our next installment on Beth’tilac!

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