Igira

414425

The main damage event that you will repeatedly have to handle during the fight are the 414425. Six people wil get marked by them and need to position properly, ideally stacking them as much as possible but without overlapping to the point where someone would get oneshot by them.

echo builds have a much better profile to deal with the spears as long as your UI is set up properly to let you see who the marked players are as soon as the cast starts, spamming blossoms into them works too but it's much more slow

The important part is getting healing into people right as they get hit so they don't die to damage from the puddles below them right after. Once the group is stable keeping them alive untill the spears are broken is really easy

Using df to cover everyone inside the spear's aoe can be good because you're not only healing the people initially hit by them but also putting up a hot on the melee dps cleaving them down

You can df even if you yourself are rooted by a spear. You will get yanked back at the end and stunned but the df will still fully go off, so it can be asigned without caring for if you get marked on that specific set.

415624

This mechanic is a little bit tricker for us to deal with. It is a heal absorb but it really plays against our strenghts

On an echo build you can't know who the absorb targets are in advance in the first set so you can't ramp specifically on them, and for blossoms the people with the absorb will be spread out so you can't hit a clump of players

Ideally you would just focus on healing up the damage from the 416056 that comes at the same time and let the other healers handle the absorbs.

By the second set of absorbs you can figure out who the targets will be by checking who didn't got the debuff from the first soak and ramp on them or just keep spamming blossoms on the tank soak if you're playing that build

Intermission

The intermission damage lends itself a bit better to blossom builds. It is a constant pulse and while people aren't all stacked together it won't be hard to find a clump of players big enough to get good value, ideally you would alternate throwing blossoms on the melee still hitting the boss and the group soaking the circle for that set

Larodar

Add healing

There are two different friendly adds that you need to heal during this fight, the treants and the brambles. All of phase one works in a cycle: the treants come out, once they're killed and turn friendly, they get healed up and start channeling on the seed in the middle of the room. The group uses this seed to clear some of the fire, and then the brambles come out, after killing it you need to heal the bramble which is a high hp single target.

Preservation is a really bad spec to focus single target healing into the bramble. This doesn't mean that you shouldn't help with it but do note that it's very likely some of your other healers will get much more value out of spamming single target heals into it.

Your way of healing it basically comes down to echoing rev, sb, ve and lf into it. You can also lb ec to do a bit more, but this is throwing a lot of resources into something we aren't very good at, and its more of a helping cover for what the other healers are missing thing as oposed to we being the main agent of bramble healing

Once the bramble has been healed to full, the shield will come out and a bit later the boss will cast 417634 which we are much better at handling. On blossom builds you would just spam blossoms into the group while the damage is coming out and on echo builds this is a good time for ramping with stasis.

After 417634 finishes the boss goes back to repeating from the start untill it goes into phase two at 35% health.

Sometimes the treants might be stunned on top of fire making it much harder to heal them up, you can rescue them to the middle to fix this and also get them channeling into the seed quicker once they're up

Transition into phase two

The transition into phase two is a very heavy damage phase and probably the most dangerous part of the fight. It's very easy for people to die during the 421316 cast, and such this is where you will use most of your strong cooldowns.

For echo builds this is the perfect place for a raid-wide lb ramp into ec. For blossom you would just hit the whole raid with df and try to get a good rewind halfway through

Phase two itself is a constant trickle in of damage that ramps up the longer the fight takes, for blossom you would just keep your regular spam going being careful to not target people standing far away to soak 427252 and for echo you could ramp into over time healing like db as oposed to more bursty options to deal with the aoe.

Do note that 421326 seems like an important part of the fight but it really isn't, the damage happens regardless of what you do to the shield and the stun effect can be dispelled so it's not really a high priority to focus heals on the people that get it

Nymue

Positioning

Range is an issue on this boss, regardless of what build you are playing. Most of the time the way to play the fight is to always remain inside this "safe zone"

From here you can comfortably reach all the melee, most of the ranged, and still cover a good area of flowers to soak. You can move away from this circle if needed keeping in mind that the melee players are moving from side to side so theres a good chance you can find atleast one of them to be in range of in the case of casting blossoms or having the stack still inside TA range.

You can glide over the stun lines to make it easier to remain in your range zone without crossing the floor lines to reduce your damage intake. The free space you have to move around in gets considerably smaller as the fight goes on so eventually you just have to eat some damage to continue helping with soaking the flowers

If you get marked by 427722, rb is a really good way to heal back up the damage you're taking from crossing several lines while you quickly move out

You will be inmune to floor line damage on the way back in so not dying while running out is the only important part

Healing the mythic add

The new add on Mythic will feel much worse than what it actually is at the start, it does a decent amount of damage by itself but this is vastly increased by your group not knowing exactly how to play this part of the fight and taking extra damage because of it

The first few times you will want to have all your short CDs ready for it, like tts and stasis maybe even ec to help you get through it, eventually as people understand that floor line damage and frontals are really bad inside the bubble the amount of healing you have to do goes down dramatically

An important part of this that your dps group is composed of only melee dps, which makes it much easier to keep them in front of you for db and ta and makes it so you can easily hit everyone with blossom if you're playing that build.

rb is also really good to cancel out the ticking damage on yourself during the phase

A couple of things that are important to remember: crossing a line is preferable to eating the frontal, but ideally you want to find a wider spot where you can dodge frontals side to side instead of constantly having to cross lines to do it, this applies to the whole group and not only to you. If the amount of damage inside the bubble feels way to much to handle theres a good chance people are getting hit by other things and not even noticing, the ground efect doesn't have the best visual and without a decent weakaura you can even not notice that you crossed a line, this is a very good place for constant log checking

Always remember that this part is not hard if you go into it with a plan and execute well, if everything is falling apart either your plan is bad or people are playing wrong, it does not require you to pull off some amazing mechanical skills to handle it, if it does then something else is wrong.

Smolderon

Defensive Usage

During the regular phase, you will alternate between being marked with 421455 and soaking 421343. The first one will have you spread alone and dodge fire pillars while the second one will have you soaking an AoE around the tank stacked with everyone else

If you get 421455 you are better served using scales. This will make it so hitting 1 (or maybe 2) fire pillars won't kill you, giving you a lot more space to survive

On the other hand, when you're about to get hit by 421343 it's much better to use rb, it will quickly help you heal up the absorb shield using the damage taken from the soak itself and most strats have the soak group move out after getting their absorbs cleared which means you have much more room to dodge fire pillars as oposed to when you're spawning them yourself.

Grabbing your orbs

If you're having problems grabbing your orbs at the start of the intermission while also keeping people alive, on a blossom build this is a good place to hover ec so you can walk around picking up your orbs while you still throw some heals on people.

echo builds might find more value on using EC to lb ramp during the absorb shields

df

Every intermission has a specific timing where rings naturally make people stack, on some this is earlier than others, pictured you can see intermission two where the second set of rings make the ranged players stand a bit forwards and the melee to take a step back where you can hit everyone with df.

rescue

Some ring sets during the intermission require big movements from one side of the room to the other and back, usually part of this is accomplished with a warlock gate but after that it's really usefull to use Rescue to help slower classes get back to their correct spot, this is specially important if you can help another healer get positioned without having to interrupt their casts if they have to ramp like a disc priest.

Clearing the absorb shields

The are two main healing pain points during the fight, one is the healing absorb shields on half the raid and the other is the aoe damage from the intermission at the start of it.

The intermission damage is only relevant at the start because everyone is running around picking up their orbs and it comes right after other damage events, once the group is stabilized the rest of the intermission should go without any troubles and because people start stacking during it and there is a longer time between these it's easier to cover this with CDs

The absorb shields on the other hand come twice as often, on different people and sometimes you will be stacked with them and sometimes don't. How quick some people get healed compared to others also affects how the whole group handles this mechanic because of the pools you spawn once the absorb goes away so that is also a factor to consider

On blossom builds, you would want to spam as many blossoms as you can on the stacked absorb group right as it comes out, but if you are part of the stack you will have to take into account that panacea might make your shield fall off way faster than the rest of the group, forcing people to move ahead of time and dropping the pools in a less orderly manner.

On a special variant of blossom builds for this specific fight you would run stasis to cover the absorbs with a combo of db > ta > sb. This is only really a thing on this fight because of the way stasis lines up with the most relevant damage event of the fight.

For echo builds the first shield of every phase gets a little tricky because you can't know ahead of time who is gonna be in the stack and who isn't, but for the second set you can know that every person that didn't got it on the previous one will get it on the second one making it much easier to pre-spread your echoes