Heroic Immerseus

Heroic Immerseus is a relatively simple fight if your group has good planning on where players stand and knowledge of the boss’s few simple additional mechanics.  On Heroic, Immerseus’s spells hit a great deal harder and there are a few mechanics which make the phases where Immerseus is active slightly different from normal.

Recommended Talents and Glyphs

Speed of Light – the room’s quite large, at times you may need to run quickly from one end of the room to another during split phases and this will help you get there quickly; also, moving away from an incoming swirl
Fist of the Justice – helping to stun the adds especially towards the earlier split phases is helpful to DPS
Eternal Flame – there are a few fights where Selfless Healer may now be taken over EF but this is not one of them
Unbreakable Spirit – would recommend this for a double use of LoH on a Contaminated Puddle
Holy Avenger – on-use healing cooldowns are especially helpful towards the later split phases
Holy Prism – since the room is quite large, and Immerseus’s hitbox is enormous, this spell will basically hit any 5 people in the room no matter where they’re spread, alternatively you could take Light’s Hammer for 25M since a majority of the raid will still be in once place and also Light’s Hammer has a snare which could be helpful in the early split phases

Beacon of Light – swapping beacon to puddles is helpful to get HP stacks from tower of radiance
Hand of Sacrifice – for Corrosive Blasts
Divinity – because there’s really no other helpful glyphs

Raid Makeup: 3 healers, 2 Tanks, 5 DPS, fight is not a DPS race and towards the end of the fight, more healing increases the speed at which the boss dies

General Spells
The Immerseus fight consists of alternating phases between Immerseus being active and when he splits in to many smaller puddles that slowly combine to form him again.

Immerseus Active Phase

  • Sha Bolt – fires a bolt at everyone in the raid inflicting 75,000 -> 120,000 (Shadow) damage in a 5 yard radius and forming a Sha Pool (damage from bolt is called Sha Splash)
    • Sha Pool – inflicts 15,000 -> 20,000 (Shadow) damage every second
  • Erupting Waters – torrents on the ground (pre-indicated by blue swirling circles) emerge throwing players on top of them in the air and doing 30,000 -> 45,000 (Frost) damage
  • Swirl – combination of two mechanics
    • Swirl – Immerseus begins to channel and rotate a large torrent of water in front of him knowing back anyone it comes in to contact with and dealing 200,000 -> 300,000 (Frost) damage
    • Swirl #2 – Smaller damage spell dealing 30,000 -> 45,000 (Shadow) damage which damages players close to the larger rotating stream of water
      *Note: There appears to be a little bit of confusion about the damage from this spell since there are two types of swirl damage on the logs. I believe that after the blue circles become the black gaseous torrents, there is damage from getting thrown up by these (Erupting Waters).  The lower damage Swirl is from players being next to the larger Swirl and the high damage Swirl is from getting hit by the stream.  Regardless, lots of damage is coming out during this Swirl phase.
  • Corrosive Blast – inflicts 600,000 -> 900,000 (Shadow) damage in a cone and increases Shadow damage taken by 300% for 45 seconds
  • Seeping Sha – walking in to the pool that Immerseus is immersed in inflicts 100,000 -> 150,000 (Shadow) damage
  • Swelling Corruption – gains stacks of swelling corruption proportional to corruption level (1 stack per 2 points), any player who uses single target abilities spawns a creature and puts a debuff on the player called Sha Corruption which stacks
    • Sha Corruption – inflicts Shadow damage for the following amounts every 1 second for 6 seconds (these are rough numbers)
      1. 2,500
      2. 8,750
      3. 23,000
      4. 54,000
      5. 120,000
      6. 250,000

Split Phase

  • Sha Pool – the central pool grows over time during split inflicting 4,000 (Shadow) damage to enemies who touch it, the damage stacks the longer the player stands in the pool, touching the pool shrinks its size
  • Sha Puddle (DPS) – 1 forms for every 4 points of corruption remaining, these puddles slowly move towards the center pool, each puddle killed removes 1 point of corruption
    • Sha Residue – killing a Sha Puddle applies a 25% damage buff to killing other Sha Puddles in a 10 yard range
  • Contaminated Puddle (Healing) – 1 forms for every 4 points of corruption removed (for the first split he appears to spawn at least a few healing puddles), these puddles slowly move towards the center pool, each puddle healed to full removes 1 point of corruption
    • Congealing – Contaminated puddle’s speed slows increasingly with heath gained
    • Purified Residue – healing a puddle to full applies a 75% healing buff and returns 25% mana to all players within 12 yards of it
  • Erupting Sha – puddles that reach the central Sha Pool inflict 75,000 -> 95,000 (Shadow) damage per Sha Puddle and 30,000 -> 40,000 (Frost) damage per Frost Puddle
  • Seeping Sha – walking in to the pool that Immerseus is immersed in inflicts 100,000 -> 150,000 (Shadow) damage

Specific Tips

My guild wiped a bit on this boss due to poor planning so I’ll go over what we eventually worked out.  Position is first off key. Coming in to the room with Immerseus and facing him, you will see that the room is divided in to 6 smaller cone areas and one larger cone area directly behind the boss the size of 2 smaller cone areas.  I would recommend that your raid position itself in this larger cone area (marked with a blue square in the picture below).  We found that if we stood on one of the smaller triangular areas, we would need to move as a raid to the next triangular area near the end of the first phase 1 due to losing room to the puddles so the larger triangular area was just enough space.  Also, the Sha Pools are hard to see in the interspersing water areas.  All of your dps/healers should be standing here.  Your main tank will stand either to the left of the group (this is obviously switchable with to the right) and move towards the left as they run out of room to drop the pools.  Your add tank will run in to the raid when the adds come out and tank the adds in the area where the raid is standing.  They will then taunt back Immerseus after they get out of this area back to their original spot.  I saw somewhere mentioned that as a holy paladin, you can turn on Righteous Fury and heal during this phase to aggro most of the adds to you making it much easier for the add tank to grab the adds.  You should however be extremely careful doing this since while the adds don’t hit hard, a lot of them will hit hard and along with other damage during this phase, you may be in some danger.

For the split phase, you should have your healers divided roughly in a triangle around the map and you should stay true to this.  Especially towards the last split phases, it will be very tempting to want to stand in the original blue area but stay true to your planning while adjusting intelligently to see where the puddles are going.  You should be able to see a few seconds ahead of time where the most healing puddles are going if you angle your camera to the ceiling.  Your DPS and tanks should be roughly spread as such at least for the first phase due to all of the DPS puddles so you can cover most of the map.  Towards the later phases, it would be helpful to have hybrid healer classes for example cover some area between the healers with the rest of your DPS watching to see where the remaining DPS puddles are going.

raidpos

Damage-wise, once swelling corruption is active in Phase 1, the raid damage begins ramping up since people are getting hit randomly by adds, standing in pools, etc.  Therefore, for the first few Immerseus Active phases, I popped my Holy Avenger to deal with this part and it was pretty much up every time for the first 3.  Other than that, have your other heals help mass dispel people and dispel any players you see with high stacks immediately (5 or above) or just in general.  It’s helpful to coordinate a loose stacking point for the mass dispel.  Make sure that you continue moving out of puddles and gas cracks on the ground.  The main thing you as a healer should watch for on your boss mods is Swirl.  As others have pointed out, Immerseus begins Swirl at one of the 4 cardinal directions in the room.  (Note that according to the map, this means he could likely start his swirl in the middle of the triangular platform.  Your raid should be to the right of the blue marker facing the boss when this happens.  I believe he will swirl for about half of the room and he will always circle in a clockwise direction.)  You can avoid swirl by either moving to the back of the room where it doesn’t touch you, or if you want to just take it to the face, you must watch out for a number of things.  A lot of our random deaths were from people getting ping-ponged around by swirl.  It’s my guess that you can get ping ponged in to one of the puddles which throws up you and then get hit by swirl again.  I once got hit 4 times in a row (bad!).  If you want to try to take the puddle to the face, make sure you do not get ping ponged in to one of the gas fissures on the ground behind you.  It’s best regardless to pop a damage reduction cooldown for the swirl.  The safest path however is to simply outrange the spell by running to the edges of the room.  In the split phase, there will be very little damage going out until the pools reach the center. DPS puddle, if killed, do not inflict any damage however Healing puddle damage is inescapable.  Regardless of how many puddles you heal up, once the Healing puddle reaches the center pool, it will explode for the damage regardless.  Your raid should save their own personal cooldowns for when this happens, especially towards later phases.  Also, you must heal the healing puddle to full to remove one point of corruption.  Make sure that you make your way back to your phase 1 position when phase 2 is over avoiding the Corrosive Blast which comes around 7-8 seconds after the end of the split phase.

Note to the DPS for the first phase.  Stop for heaven’s sake when you get 3-4 stacks.  5 stacks as I mentioned above is around 120,000 damage per second which is very dangerous considering all the other damage that’s going on.  DPS classes which have extra direct damage procs need to stop on 3.  The raid should be coordinated in when they are attacking the boss and when they are killing the adds.  This way, the tank can easily pick up adds.   The adds melee for a very insignificant amount. One other thing to note is his swelling corruption can only stack so much (1 for every 2 points of energy).  The first one is 50, and typically every DPS including Tanks in your raid will get around 3-5, get dispelled and then gain another few so that the boss will be DPSable during Swirl without gaining the debuff.  We were able to push the boss in one Swelling Corruption phase but it’s not a problem to hold off DPS and make the add phase cleaner if you want to spawn less adds.  Towards the end of the fight, his stacks of swelling corruption decrease by quite a bit because his energy is lower.

As a healer, it’s vital especially towards the later split phases to heal enough globs up.  You can calculate yourself an ending scenario.  Immerseus going in to a split with 28 energy will spawn 7 DPS puddles and 18 healing puddles.  For 3 healers to heal 18 healing puddles is quite a chore.  Position your camera up around where you’re designated to stand to see where the healing blobs will land.  Start the phase off with 5 holy power and dump your heals in to one while standing next to it to get the buff and then go for the other puddles.  You can LoH a puddle to immediately get the buff twice during this fight.  You should at the end be popping your healing cooldowns since a majority of them will be healing puddles and it is healing these that speeds up the boss kill.  For Phase 1, you should keep in mind the corrosive blast hit with be a very heavy damage nuke.  Also, your main tank on the boss will additionally have a few adds on him which should be killed as well and will therefore be taking quite a bit of damage.  For the most part however, the healing requirements on this boss are very manageable.  The highest damage times are the first swelling corruption and the end of the split phases where people could potentially die out-of-range (use healthstones!).  The only reason to use 3 healers on this fight is to deal with the split phases and the fact that the DPS requirement of this boss is very low.  For healers the fight essentially progresses from a heal your fellow raid members to heal the puddles fight.

Common Reasons for Wipes and Solutions

  • Swirl is instakilling people -> either be prepared with a damage reduction or avoid it by outranging it
  • Adds are overwhelming the raid -> don’t go all out on the boss, coordinate damage from adds to boss or designate adds as first priority as soon as they are out
  • First phase damage is insane -> it will be you’ll just have to deal with it, use your healing cooldowns during Immerseus’ active phase towards the beginning of the fight, don’t stand in the puddles
  • Split phase damage is insane because too many puddles are reaching him -> coordinate your raid’s positioning and your healer cooldowns, yes you will need to use them on puddles
  • People are getting gimped when Immerseus is pulling the puddles to him before he splits -> GTFO out of the middle of the puddles before split

Good luck!

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