Heroic Fallen Protectors to healers, is not a drastically different fight from normal. The fight still consists of 3 bosses with separate health pools who enter special phases at certain percentages of health. You must still kill the three within 15 seconds of each other. Apart from everything hitting harder, there are a few mechanics changes and that’s it. The majority of this fight is heal as much as you can and keep an eye on your mana return spells because this was one fight where I went OOM towards the end. Currently I’m sitting at around 15,000 spirit with the Shado-Pan trinket and the Spirits of the Sun Heroic upgraded twice so if you have any kind of SoO spirit trinket or Horridon’s Last Gasp, you shouldn’t worry about this. Anyways, lets move on to the guide!
Recommended Talents and Glyphs
Speed of Light – it’s not imperative to get this on this fight but this will help you get places you want to be or out of brew quicker
Tier 2 – nothing’s going to help you on this tier for this fight
Eternal Flame – no SH not your turn yet
Clemency – would recommend going this for the double sac and double hand of protector for garrote on healers or DPS
Holy Avenger – on-use healing cooldowns are helpful for large damage phases such as Sun’s Desperate Measures
Tier 6 – depending on your raid’s strategy, you can choose either LH or HP, I chose HP for this fight since our raid plans to stack loosely for most of the fight, I could see HP being a viable alternative
Hand of Sacrifice – for a helpful CD
Divinity – because there’s really no other helpful glyphs
I would tend to recommend Beacon for the last slot but you likely won’t be doing too much beacon swapping during this fight, this last glyph is up to you.
Raid Makeup: 3 healers, 2 Tanks, 5 DPS, you can do this of course with 2 healers but 3 makes it more safe and the DPS requirement is not too high
In heroic, the two bosses who are not visible continue doing their special attacks, including Desperate Measures if they get pushed. Special attacks include Clash-Rook, Master Poisoner (2 poison attacks)-He and Calamity-Sun. If you do not kill all three Protectors within 15 seconds of each other, they will heal for 20% -> 30%.
- Vengeful Strikes – stuns current target, then influcts 180,000 -> 300,000 (Physical) damage every 0.5 secs for 3 secs
- Corrupted Brew – targets a random raid member and throws a keg doing 125,000 – 425,000 (Shadow) damage in a 5 yard radius and slows for 50% -> 65% for 15 sec, in heroic, the cast time of this spell decreases by 0.5 seconds every 2 casts, this effect resets when Rook enters his desperate measures
- Clash – similar to the Brewmaster spell which causes the targetted player to meet him halfway
- Corruption Kick – after meeting the target, Rook will be rooted in place do a spinning crane kick-like spell that deals 120,000 -> 162,000 (Physical) damage to everyone in 10 yards every 1 sec for 4 sec and applies a DoT that does 75,000 -> 101,250 (Shadow) damage every 2 seconds for 6 seconds
- Desperate Measures (occurs at 66% and 33% health)
3 adds spawn in the room. In heroic, the three adds have a shared health pool:
- Embodied Mistery: Does a knockback dealing 350,000 -> 472,499 (Physical) damage and places a void zone on the ground dealing 100,000 -> 150,000 (Shadow) damage every second to enemies in it
- Embodied Sorrow: Casts Inferno Strike on a random player dealing 1,200,000 (Fire) damage split among all players within 8 yards of the target
- Embodied Gloom: Deals 150,000 -> 325,000 (Nature) damage to random enemies and anyone within 4 yards of them
- Garrote – a bleed that He periodically places on random raid members dealing 80,000 -> 108,000 (Physical) damage every 2 seconds for an unlimited amount of time, all Garrote disappear when He enters his Desperate Measures
- Gouge – an attack which incapacitates his current target for 6 ->8 secs and switches to a random raid member, by turning your back to He when he does this, you prevent the incapacitate and target switch and simply get knocked back a short distances
- Master Poisoner: Two self-buffs:
- Noxious Poison – causes his melee attacks to leave poison pools on the ground dealing 85,000 -> 150,000 (Nature) damage every second to everyone standing in them, 3 second internal cooldown, all pools are removed when He enters Desperate Measures
- Instant Poison – causes his melee attacks to deal additional 75,000 -> 150,000 (Nature) damage
- Desperate Measures (occurs at 66% and 33% health)
An Embodied Anguish add is spawned. This mob casts “Mark of Anguish” on a random player in the raid. This ability roots them in place and deals ~101,250 shadow damage every second. The Embodied Anguish will melee players and with every hit applies a stack of “Shadow Weakness”. As far as I can tell from logs, this additional damage is around 12% per stack. This of course increases the damage they take from Mark of Anguish. Players with Mark of Anguish in addition gain a debuff which decreases their armor by 50% for 2 minutes -> 80% for 4 minutes. Finally, passing the Mark of Anguish will cause 1 stack of Shadow Weakness to be applied to everyone in the raid.
- Sha Sear – the tooltip for this spell is a bit misleading, in heroic, the spell is scaled up from the original 25,650 shadow damage to ~45,000 shadow damage on the first tick, after this each tick increases damage by 75% of the original 25,650 or ~19,200, going by this logic, the damage ticks are 45,000-64,000-83,000-102,600-121,8000-141,000 for a total of 6 ticks, overall this spell does ~600,000 (Shadow) damage, this spell hits a random target in the raid and everyone standing within 5 yards of them
- Shadow Word: Bane – DoT that Sun places on 2 members at once in 10M, each with a “stack” of 2 meaning it can jump to 2 other players, the debuff will only jump if it ticks so if it can be dispelled within 3 seconds of application, then it wont jump, deals 100,000 -> 135,000 (Shadow) damage every 3 seconds for 18 seconds, if it jumps once, the same theory applies to the 1 “stack”, a total of 6 people can be affected
- Calamity – periodically cast, does 30 -> 30% + increasing by 10% each cast of everyone’s health, removes all Shadow Word: Bane spells, the +10% resets when Sun enters Desperate Measures
- Desperate Measures (occurs at 66% and 33% health)
Spawns two adds, Embodied Despair and Embodied Desperation along with smaller spawns of Despair and Desperation which have a shared health pool with the associated larger mob. The adds don’t have any abilities but must be killed for Sun to appear. During this time, a field in the middle of the room called the Meditative Field spawns which reduces damage from Dark Meditation by 50% -> 35%, otherwise outside of this field, players take 44,000 -> 54,000 (Shadow) damage.
This fight requires less positioning than Heroic Immerseus but it’s still important to designate some things before starting. First off, your tanks should be tanking far enough away from each other and the raid such that Rook and He’s abilities will not be hitting people in the raid. He doesn’t have any direct damage abilities to the rest of the raid, but the pools of poison he drops on the ground do a lot of damage and are rather hard to see. Therefore, he should be tanked outside of the center of the room as much as possible because this is where Sun’s Meditative Field spawns (and really good luck on seeing the poison pools during Dark Meditation). The raid can be roughly stacked for this fight since most of the abilities don’t hit for that much and have a rather short radius of 5 yards or so. Don’t clump on each other, but you can roughly stay in the same quarter/third of the room. Three things you should watch out for on the ground are corrupted brew which looks like a light blue/brown swirling thing, any poison puddles that He might have dropped and sha sear which looks just like the shadow priest version. The player with sha sear should move slightly out such that they are the only person taking damage from it, remember that this does increasing damage with each tick. For the rest of the fight, you should basically stick in the conformation in the image below. In the second image below, on the right, is the positioning during Sun’s Desperate Measures. If Rook is the skull, then the raid should be stacked in the field closest to the skull. This is because Rook will continue to do his Clash followed up with Corruption Kick during Sun’ Desperate Measures on Heroic and if you are targeted and standing somewhere on the far side, he will charge to you and do his Corruption Kick in the field which will likely wipe your raid. Apart from this, there is one other thing you raid will have to watch out for and that’s inferno strike during Rook’s desperate measures. Make sure that you have enough people standing in this orange circle to soak the damage. You’ll need to watch out for Sha Sear during this and move if you get it so you aren’t hitting all the people stacking for inferno strike.
In terms of DPS, we actually hit the enrage timer the first time we got to this boss due to whatever reason (bad, no gear qq). We found that if we let the bosses stack for a few seconds, or at least until He started pooping out the poison, it helped a lot with the DPS since they could be cleaved for a while. This was also when we popped blood lust. Since the bosses don’t have a shared health pool, it is beneficial to cleave them whenever you can but it’s important to know the order in which they should be pushed in to their Desperate measures. The way we did it and probably a common way of doing it is to do Rook -> He -> Sun. This is so that the Garrotes can be dropped from the raid before Sun’s Dark Meditation which does a lot of AOE raid damage. You can probably do all kinds of different combinations but I think this is one of the easier sequences. When any adds have spawned, they should be first priority. When the Embodied Anguish comes out, we tossed it to the He tank since He is not active during this phase. Despite the increased potency of the debuff, we didn’t find this to be a problem. For the last few seconds or so of the debuff or when the tank felt like he was going to die, we passed it to a player with immunities such as a Warlock or Hunter or Paladin. Finally, push all bosses to near dead together, simple.
As I mentioned above, there’s a a lot of damaging AOE damage going on in this fight. The tanks are taking moderate damage even when the bosses have their special abilities up. The raid may be taking spiky damage but most of that damage is avoidable. In a perfect world, no one would be taking nukes from the Keg Toss or extra people taking damage from Sha Sear. All of the unavoidable damage in this fight is from DoTs from magical or physical sources. One thing that you must keep your eye on is Shadow Word: Bane. You should have a boss timer for this application and assign players to dispel in order. For example, if I go first, I will immediately dispel one person, then the other person will dispel the person left over. If you have 3 healers it may be easier to keep this DoT off the raid because if one person is slow and the buff jumps, you can have the backup dispeller dispel the stack of 2 that jumped before it jumps one last time. If you have two healers, you should have your eye on this very closely since there wont be anyone to back you up. Also if you don’t get one of the dispels off, make sure you don’t try to dispell it befoer the new Shadow Word: Bane comes out, otherwise your Dispel cooldown won’t be up. The most damage occurs mainly during two parts of the fight. The first is the Dark Meditation. This is mostly due to the increased damage on Heroic, nothing much you can do to avoid it. It’s not by any means unhealable but will be noticeably higher than normal. The second part is during Rook’s Desperate Measures. Especially for the arc between 66% and 33%. This is because from 100% to 66%, all of the bosses have been whittled down quite a bit from the initial bloodlust. However you will basically be going between 66-33% with regular cooldowns. During this, there will be one part where Rook does his Desperate Measures and Inferno Strikes are appearing on people while Sun is doing her Calamity. Especially towards the end of the phase where Sun will be doing harder and harder hitting Calamities, you should pull out your CDs for this.
As a Holy Paladin, I would recommend saving your Devotion Aura for the latter Calamity casts rather than to use during Dark Meditation. You may also be able to line it up to apply for both an Inferno Strike and a Calamity. I specced Holy Avenger on this fight and just used it basically on cooldown or if I saw it was coming off cooldown soon before Dark Meditation, I would save it for that. Otherwise, the raid will be taking consistent damage throughout so it would be useful almost any time. Your other cooldowns you can use as you see fit. Keep an eye on your mana return and Divine Plea cooldowns because this is one of the more mana intensive fights, despite not being really hard to heal. In my experience, the He tank takes more damage than the Rook tank so for the majority of the fight I had my Beacon on him. If you spec Light’s Hammer, try to line it up at least with the Dark Meditation phase. Also, you can Hand of Protection players who have Garrote whenever you see the damage going up. On thing I forgot to mention above is another source of damage is when the Mark of Anguish comes out. Depending on how you have the debuff rotation set up, if you do put it on a tank, they will take a significant amount of damage. I would highly recommend using a Hand of Sacrifice on him/her for this.
Common Reasons for Wipes and Solutions
- Shadow Word: Bane damage is killing players – assign a dispel rotation, me first, then you
- Inferno Strike + Calamity = Death – assign a cooldown for each of these later Inferno Strikes
- Garrote, too much damage – you can opt to push He before Sun, HoP off the debuff
- Poison Puddle/Sha Sear/Corrupted Brew death – don’t stand in shit
- Rook uses Corruption Kick in the middle of the Meditative Field, it is super effective! – stand on the side of the field closest to Rook and run to the other side when he uses it
- OOM – watch your mana cooldowns
This fight in my opinion was easier than Immerseus. The whole fight comes down basically to knowing where to stand, knowing what not to stand in and having enough mana for the duration. A few attempts should be enough for a kill. Good luck!