Dispell positioning

As a ranged healer, you are one of the potential first dispel targets for every 424581. This means before every set of debuffs comes out you should already be prepositioned in the designated dispell spot, before the mechanic even happens, that way you can instantly dispell yourself if you happen to get it.

This is a somewhat complex thing to do because a lot of 424581 casts come right after or before you get rooted by 424495, and so you need to either be super quick in moving from one place to another while dodging several mechanics or you need to have reliable and safe ways to break the roots that overlap in this ways

As preservation you have three ways of breaking out of roots: deepbreath, df and ec. To note you need to already be channeling the ec before the 424495 cast finishes for it to clear you, if you are already rooted then casting ec won't do anything.

When playing and echo build you want to use ec for a big lb ramp during a high damage window, however the highest damage events in the fight are overlaps between 420236 and 423265 casts and such there isn't a good place to heal those two mechanics happening at once and also break out of your root in order to get to a dispell position. This basically means that as echo you can only rely on deepbreath and df

Your dfs will most likely be assigned to specific root sets, as this are the best places to use the spell because the whole raid stacks together. Ideally you would coordinate with your raid leader so that these df also line up where places where you want to break out of your roots earlier to position yourself for a dispell

deepbreath on the other hand is free to use as you see fit, and you should find the best places to use it to help yourself always be standing on the correct spot. Remember that the longer you take to dispell yourself from 424581 if you're supposed to go first, the longer it takes for the whole set to finish, which means the last dispells will overlap with the next mechanic and this is really bad.

Breaking your roots with ec. Remember that you have to already be casting the spell before the 424495 cast finishes.

Using df to get out of the roots. Try to aim the flight to where you are suposed to be standing for the next mechanic right after.

Seed healing

One of the hardest parts of the fight to heal through is 423265, as this mechanic makes people spread around the room in oposite directions while also doing high rot damage to everyone and usually overlaps with another high damage mechanic such as 424495 or 420236 or after or right before.

A couple of things to keep in mind during 423265 are that depending on what mechanic comes right after it can be more or less important to focus healing on specific players. If it will overlap with a set of 424581 then the ranged players should be taken extra care of so they don't instantly die when they get their debuff cast on them because they were already low hp

And also that each person can only cover a single seed which means a lot of dps will grab one near them and then instantly bolt back to hitting the boss. This is pretty good for us because it means a couple of seconds into the mechanic there will be a decent sized stack of players back around the boss, onto which you can cast blossoms or aim ta.

It's important to remember that keeping people alive is more important than just vomiting the max amount of healing possible. Some players will inevitably take more damage than others for a variety of reasons but losing people every seed set because you would rather do your biggest possible hps instead of doing something less efficient that could save them is really bad.

Flying between phases

The priority on the intermissions is getting to the next platform on time, the second most important thing is taking as little damage as possible on the way.

Most guilds will have all the dps and healers make for the platform as soon as they can and then have the tanks collect the orbs to stack the damage buff because they aren't needed during the shield phase. This means you simply try to get set up on the next platform as soon as you can so you can start healing the pulsing damage

This is one possible flypath from phase one to phase two, it mostly goes in a straight line without going near many red orbs

This is a path i used a lot from phase two to phase three, it basically avoids all the orbs all together in favor of doing in a straight line and still getting there on time

Kill Video