188252

There is two important mechanics that you need to heal through, 372851 and the 373688 intermission.

For 372851, the spell has an annoying damage pattern where you get several low to mid damage ticks followed by a single big blast. The best thing at our disposal to play into this damage pattern is once again lb. By spreading echoes on the group during the 372851, consuming them with ve right before the final explosion to have everyone healthy and then following up either sb or lfs into the lb we can deal with each of these without commiting longer cooldowns

One potential issue with this is in case any one player takes extra damage during the initial ticks and would die before you're ready to consume the echoes with ve. We don't have many tools at our disposal to heal someone up without consuming our echoes so the ideal scenario is to use either tg or ward to keep them alive untill you send the group wide heals.

373688 is a little bit harder to handle but you this will only happen twice during the fight, at 75% and 45% HP. You can commit stronger cooldowns to this like rewind plus stasis for one and then lb ec for the second one. Another thing to consider is the mass of 187894s that spawn as 188252 enters the intermission lets you use lgf as a big party wide heal at the start of the phase, while leap and lifespark are good to cover extra healing at the end of it

Do take note that the damage does not start inmediately as 188252 phases, as she will first summon the 187894s and then start channeling the damage, so keep and eye on the healthbars to start your healing at the optimal time

190034

Around the top part of the dungeon you will have to clear four 190034s, these come in packs with several other mobs and are a big healing check on fortified weeks. Their main ability is 373692 which will do heavy damage to the whole group and leave a dot on them. You can reduce the initial hit with zephyr and cover someone with tg but need to heal people back up relatively quickly afterwards as the dot damage combined with 384194 from the 190207s that are also in the packs could turn lethal

The 190034 will also target someone with 373693 doing damage to them and exploding at the end. This explotion sends the target and anyone else inside the circle flying in the air which can be used to interrupt enemy casts, and its important that you keep and eye on the person that has this debuff to avoid them dying to some other damage overlapping with it

In adition, the 190206s in the packs cast 385536 which does moderate damage to the tank but hits everyone in the group for a high amount of damage when it ends. This can't be interrupted with a normal interrupt but can be canceled with cc. Getting an unlucky overlap of 385536 and 373692 will most likely lead to an instant wipe