Heroic Lei Shen

Well it’s 5.4 and why did I decide to release this guide?  There may be someone who can get some use out of it…

Anyways, there’s already a lot of great heroic Lei Shen guides out there.  Here are some links:

Getsu’s Holy Paladin Heroic Lei Shen Guide

MMO-Champion Forum 10M Heroic Lei Shen Guide

Youtube Videos (Holy Paladin Perspective)

Unlike my other guides, I won’t go in to the details of each spell from Lei Shen but provide some more in-depth tips that you may not be able to grasp from videos or general guides.

The Heroic Lei Shen fight is broke up in to 3 phases with 2 intermissions one between each phase.

  1. Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2
  2. Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 33%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 2, Lei Shen unattackable, 3 conduits active but all 4 abilities retained, once again 5 different abilities x2
  3. Lei Shen active till death, Overwhelming Power, Violent Gale Winds, Thunderstruck, Ball Lightning, Lightning Whip in addition to the 2 abilities he retains from phase 1 and 3

Don’t be too daunted by the amount of abilities Lei Shen retains in the last phase, the phase of this fight you will be wiping on the most is phase 2, the first intermission.  Lets go in detail a bit for each of the phases.

Phase 1: Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight

Assuming you’ve read some of the guides out there on how to position for this fight, the first phase doesn’t provide a lot of healing conerns.  Everything hits for a lot harder.  Thunderstruck is basically a one shot if you’re anywhere within 10-15 yards of it.  But these things shouldn’t be making your life a lot harder.  Since your raid is already stacked for a majority of the fight, it’s easy to stack up your shields with Holy Radiance and Light of Dawn and using more EFs on the melee/tanks as well as yourself.  The Crashing Thunder damage can be healed up quickly with Holy Prism.  Definitely go Speed of Light for this fight.  You will need this to move from platform to platform as well as for the Helm of Command ability.  The one main source of damage occurs when your raid transitions between pillars.  In Heroic, when Lei Shen is not latched to a conduit he will cast discharged energy on the whole raid.  This debuff is permanent for the rest of the phase (it will drop off during intermission).  On the last movement to the pillar, your discharged lightning stacks may be above 15 or so making the transition extremely damage.  One of your healers should pop a healing cooldown for this transition.  You can optionally also pop individual 1 minute reduction cooldowns for it.  This last movement will be the main and only source of large raidwide damage to watch out for.  MAKE SURE that for the last pillar you go to, you do not pop your Speed of Light.  You need to save it for the Helm of Command during intermission.  Instead, just pop your Divine Protection (so good for this fight). Chances are if you figure out which conduits you want to disable first (which is actually enabling them for the rest of the fight) and getting the power of the conduits right then this first phase won’t be too hard.

Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2

My goal here is to make this phase a little less confusing for you.  The order of spells in this phase goes like this:

[23:20:38.900] Lei Shen casts Supercharge Conduits
[23:20:38.987] Lei Shen casts Diffusion Chain
[23:20:39.168] Lei Shen casts Overcharged
[23:20:46.904] Lei Shen casts Helm of Command
[23:20:52.114] Lei Shen casts Static Shock
[23:20:52.948] Lei Shen Bouncing Bolt (Hits Ground)
[23:21:02.173] Lei Shen casts Overcharged
[23:21:04.181] Lei Shen casts Diffusion Chain
[23:21:11.030] Lei Shen casts Helm of Command
[23:21:12.233] Lei Shen casts Static Shock
[23:21:17.067] Lei Shen Bouncing Bolt (Hits Ground)

Basically he will toss out Diffusion Chain + Overcharged at the same time first.  Make sure that you’re spread apart for this.  Right after the overcharged goes out (6 seconds), one person in your raid (and only one person will get hit by Helm of Command.  He will also around the same time send out his Bouncing Bolts (~2 per platform).  The people who does have Helm of Command should be in charge of handling the Bouncing Bolts.  If you get an extra add it’s not the end of the world.  You can ask your tank to come over and taunt it if possible or just DPS it down.  Just continue to get in the bolts if you miss them.  Helm of Command lasts approximately 8 seconds therefore you should be able to stand in any Static Shock that comes up but you’ll have to move quick.
The order of the second set of spells should be for people primarily to stand in the Bouncing Bolt.  If you get Static Shock and you can solo soak, get the bolt and then wait 2-3 seconds and pop your immunity.  Don’t panic.  The Helm of Command person should only worry about staying on the platform.  If your Static Shock player can not solo soak, also don’t panic.  Soak the Bolt and then run to the other people in the group (especially if it’s the Helm of Command in your platform you will want to stay somewhere close to them so after it ends, and it will end before your static shock goes off, they can quickly stack on top of you.

For the second set of spell, it’s the same thing.  You have around 4 seconds after the Static Shock goes out to get in position so after you’ve soaked your bolts it’s probably better just to move back in to position to maintain that you’re still far enough from each other.  The first two spells once again come close to each othee BUT note here that the chain comes a few seconds AFTER overcharged.  What this means is on the second overcharged you must wait for Diffusion Chain to go out before stacking.  Otherwise you can say Hello to 3 adds.
The second set of spells for this last group is a little bit different as the Static Shock comes a bit early.  For this one, if you have Helm of Command and Static Shock on the same platform you must either try to stack up with the Helm of Command person or if you can 2 person soak it then you should do that as the Helm of Command player will be taking a lot of damage.  In my tries, the first static shock was hitting for ~1.5M so it’s possible to soak it with two players if you toss some absorbs and hit Devotion Aura and some personal cooldowns.  Granted it’s probably better to save Devotion Aura for the next phase.  In some cases, you can just have that person die and get ressed.  Killing 1 person with a res is better than killing 3 people with a res.  Finally, it’s very likely that if your platform gets Helm then the other two people will be in charge of getting the Bouncing Bolts as well and then quickly stacking up for Static Shock.

It’s important to plan out your groups accordingly.  You want to separate melee into different groups and people who can solo soak with Tanks, etc. For example, you don’t want to have a platform with 3 casters who all can’t solo soak or only 1 can solo soak.  You should place your Tanks with Ranged DPS so that the Tanks can help out with some of the Bolts. It will be highly variable depending on your composition.  Anyways, all of this information may help in clearing up what’s going on during this phase but much of it will come down to practice.  The most important thing is to avoid stacking for Diffusion Chain.  Many guides have recommended using a separate Weakaura to track this which I find extremely helpful.

Phase 2: Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 30%, Lei Shen retains level 1 Static Shock along with performing whichever ability he is next to  the conduit of.

This phase is fairly easy to handle.  Designate 3 people with 1 backup person to stand on the outside.  It is possible to get Lei Shen to spawn only 3 ball lightnings if you have 3 ranged out and everyone else grouped up on the boss.  The backup person is because Lei Shen does static shock some time before ball lightning.  If this happens to one of the 3 designated people, the backup person will take their place and the person with static shock should run in to the stacked group to soak.  Make sure this person who runs in stays in until the balls go out.  The balls do a large amount of damage each time they bounce so it’s important to have your death knights mass grip/single grip them to kill them.  Also, it’s important not to stack with each other while stacked on the boss.  Maintain a small area around you so that a bouncing ball doesn’t hit more than one person.  You can also just run back out a bit because the balls should be killed fairly quickly.  Other than this, the only thing your ranged need to do is to stand in such a way that Lei Shen’s Lightning Whip targets an area where your raid is not running. This means standing to the left of the conduit since you are moving East to South to West.  On the last platform, position the Lightning Whip on the right of the conduit since everyone will be running left.  Healing requirement is really low except for ramping up slightly running between conduits.

Intermission 2: Similarly to Intermission 1, the conduits are increased by one level.  Depending on how much time you spent at each conduit, you may be able to decrease the levels during this phase.  This is why Phase 2 DPS is quite important.  With one platform empty, there will be more people on each platform.  For my guild, the formation 3/3/4 worked.  It will highly depend on your raid makeup.  What you want is for example to have people who can oh shit hit a button and immune static shocks on a platform with less people.  Players who can’t live through Static Shock by themselves should group with 4.  It’s vital that you stun the add from Diffusion Chain since it hit likes an absolute truck.  Since this targets only ranged, it’s also good to have ranged with a tank or other CC who can control this add.  The order of the spells is the same. On average, this phase is easier than Phase 1 simply because there are more people on each platform.  For holy paladins, make sure you help stun the add.  Healing will be spikey and change fast so be prepared to use your Flash Heals.

Phase 3: Ball Lightning, Lightning Whip, Thunderstruck, Winds, Level 1 Static Shock and Diffusion Chain
People were proposing very exact plans to deal with this phase and for us it turned out to be unnecessary. The one thing to maintain is the 3 people on the outside plus one backup.  It’s more important this phase to spread out for a majority, only stacking for ball lightning and static shock.  One note for holy paladins, You can pop your bubble for the static shock such that it will immune you through static shock AND a thunderstruck.  This greatly reduces the amount you will need to run during this phase.  The damage during this phase is quite high.  As soon as the winds come, get ready to  pop your cooldowns.  Set up a cooldown rotation for the thunderstrucks and make sure you move away from Thunderstruck.  As a Holy Paladin, I found it easier to be one of the people on the outside because I could bubble when things were going to shit.  So make sure you continue standing on the outside while moving away for Ball Lightning since it come very quickly after Thunderstruck.  Everyone who normally stacks should also spread out to place the Thunderstruck farther away from melee. Other guides recommend moving from one quadrant to the other but we found that it just was too much movement for very little gain.  Better to remain relatively spread while in range of healers.

Finally good luck!


Throne of Thunder ‘Glory of the Thundering Raider’ for Dummies

So you’re bored in SoO and want to do achievements for that HOT skyscreamer mount?!  Well I’ve got the guide for you.

  • I’m assuming you have ABSOLUTELY no ToT experience.
  • I’m assuming that your gear is around SoO normal level for these.  If it’s lower you may have to be a bit more careful about mechanics. As per common sense, the more damage you can do, the easier the fights will be.

Lets get started!

armored skyscreamer

Guide Layout
Heroic Mode: The first section under a boss details fight mechanics which will wipe your raid and other information about the fight itself.  Note this is specific for the Heroic modes.  I will go in to less detail about simple damage spells. You should follow the usual rules of avoid standing in things or touching things which don’t look familiar.
Meta-Achievement: The second details information on how to get each boss’s special achievement.

Going in…
First piece of advice: Enabled boss mod timers.
Second piece of advice: Track any achievements you can by shift clicking on it.
Third piece of advice: Several achievements are doable with under 10 players but as usual, it will be easier to have a group of 10 competent players.  Many fights are doable with just 1 or 2 at most healers.

As the guide nears the end of the instances, the bosses become more difficult and thus the explanations more lengthy.  It would be wise for several end bosses to know the fight to prevent a slew of unnecessary wipes. I have marked these with a star(*).

Jin’rokh the Breaker
Heroic Mode: Alternating two-phase fight, one with Jin’rokh active, one with Jin’rokh casting raid-wide damaging ability. Phase 1,around half a minute into the fight, Jin’rokh will pick up his active tank and throw it at one of the quadrants of the room which stuns the tank and slowly releases a grey pool of water on the ground.  Stand in this when it appears to get a DPS/healing increase. IONIZATION, raid-wide magic debuff that goes out a few seconds after the puddle appears, can be dispelled but do not dispel this in the grey pool of water.  If you pop an immunity after getting it while standing in the water, it will also trigger the damage.  Only way is to immune BEFORE debuff goes out or for the rest of the raid, run outside of the puddle to get dispelled.  Phase 2, dodge the lightning bolts that come out, focusing on keeping yourself alive.  The lightning strikes then breaks in to 4 lightning bolts going in 4 cardinal directions.  After 15 seconds, Jin’rokh returns to Phase 1 state, choosing another quadrant to throw the tank.
Lightning Overload: Do this on normal as you’ll get it when the event happens not when the boss dies.  Then you can switch to Heroic if you need that.  Helpful to have holy paladins as they’re the only class with a mounted movement speed that’s ranged, warlocks and priests for obvious movement reasons.  Everyone start off on mount, the ball targets a random ranged and follows them about as fast as regular mounted speed.  Ball will chase person around for 10 or so seconds before next ball spawns.  First person run around, then have the rest of the raid go to another far position.  When the second ball comes out, have the two players run towards each other at an angle avoiding touching the balls (kind of like those globs on Heroic Ambershaper, criss-cross like formation).

Heroic Mode: Four doors then final mini-boss, Nalak, along with Horridon the whole time being active. Boss occasionally charges random raid members in addition to regularly using this ability on the tank and does two cone cleaves in front of him.  Getting hit by both cleave hits will likely kill you.  Main mechanic of death is a pink dino (spawns on ranged dps -> ranged healers -> melee -> tanks in that order every 30 seconds or so) which if it gets to you will insta-kill you.  Any direct hits (not dots) on this will push it back.  Pop cooldowns for raid-wide nuke regularly done by Horridon and Nalak.  For doors focus on killing adds rather than Horridon.  One tank on Horridon, one on adds.  For third door, stack on add tank.  Fight starts at door directly to left upon coming in to the arena.  When Nalak comes down, second tank needs to grab him.  Focus him down then return to Horridon.
Cretaceous Collector: Get either a 3rd tank or a ranged dps with a taunt-like spell like a elemental shaman.  This person should just get aggro on the dinomancer, get it to 50% as well as interrupting any heals before it gets to that point(it will drop a ball then, have someone else click on it). Assign one healer to this guy, they don’t really hit hard but there are other fight mechanics which hit hard.  They should have 1 dinomancer for each door.  Just have these people stand away to prevent people from accidentally killing the dinos.  Also whole raid needs to watch these to make sure they don’t get DoTed.  Watch for passive damage such as legendary cloak effects, lightning shield, etc on the dinomancer tank.

Council of Elders
Heroic Mode: Follow killing order of Sul, Frost King, last two are variable depending on phase.  Frostbite will come out at the beginning of fight, ignore this person and just let them die, focus on DPS.  You can immune this debuff by popping your immunity as soon as the blue arrow indicating who’s about to get it appears above you.  You can heal this person up but in my opinion it’s just easier to focus on DPS.  Don’t stand in shit on the ground it will eventually kill you.  On empowered Marli, make sure one person is standing farther away from the raid.  Everyone else stack on Marli.  Kill shadows that spawn during Marli’s empowerment from this one far person and one in the rest of the raid.  Otherwise focus on bosses.  Try to kill the yellow spirit that spawns from Marli when she’s not empowered as this will heal bosses for 10%.  If it hits it’s not a big deal.
Cage Match: This meta-achievement is easy unless someone’s a noob.  Don’t run out of the circle, enuff said.

Heroic Mode: Click on the crystals to maintain your health buff, otherwise don’t stand directly under the circles which appear.  Kill turtles till 30% or so then focus boss. 1 designated person needs to watch the boss mods for his breath.  Before it goes out, that person needs to kill one of the disabled turtles (they become disabled and stop moving once they get to 1 health) at the boss to interrupt it.  This is a raid wipe if it goes off.  Still have your tanks grab the bats.  You can pretty much kill them unintentionally with higher level gear if you put them in front of the boss.  One person in your raid with an AOE slow needs to hit the turtles as they periodically spawn from Tortos.
One-Up: 3 turtles come out each time.  You have to kill the boss to see this achievement if you get it, so you’ll need to keep an eye on how many you kick it through.  Easiest way is to slow down on boss at the end of the fight as he’ll start spawning a lot of turtles.  Kill these turtles in a centralized area and find a turtle in the back to kick through them while a group of 3 turtles is coming out.  This way you should get 5 easily.

Heroic Mode: Fight is simple with higher level gear.  4 heads each with a unique ability. After heads are killed, boss gets mad and rampages for 15 seconds.  Raid stack up during this for healing NEAR the next head you want to kill.  Otherwise, ranged stack in a location at range from heads. Kill Blue Red Purple Blue Red Purple in that order.  Blue head does ice beam that follows you.  Targetted member run towards the back of the room. Fire head puts debuff on player that leaves a pool of fire when dispelled.  Run out of stacked group and dispell.  Otherwise, you can’t really die.  Your DPS should be enough to basically kill each head soon after rampage is over.
Head Case: You’ll need to do this boss 3 times to get this unfortunately. Fortunately the achievement is easy to get.  Do achievement for not killing green head on heroic as this is the normal kill rotation.  For red and blue, do these on normal as they will be much easier.

Heroic Mode: If you’re just doing this fight for heroic, all you need to do is zerg and tank swap.  Only way you will wipe is when Ji-kun does a spell which players players off the platform.  You can stay on if you have enough movement speed.  But if you get blown off, you will get blown back on in around 10 minutes.  However if for example a tank gets blown off and the other tank is not near, Ji-kun will proceed to hit and probably one shot any players that are near him as he is stationary.  This is a wide shot however and it’s very hard to wipe on this boss.
Soft Hands: For meta, have 1 person grab the egg.  I’m really not sure how to do this without 1 priest and 1 resto-druid.  Perhaps you can do it with just one priest if the person who jumps off places himself correctly.  The golden egg spawns above the top of platform on the very first nest that spawns.  The person carrying the egg needs to go to the first nest for the feather then fly up to the nest above it (not the main platform) and grab the egg.  From this point on, any damage they taken other than quills (including cheeps and falling) will destroy the egg.  Then they will need to jump off in a way that they can be gripped to the lower nest.  The person gripping will need to either sit on this nest or you can have two people with grip and have one stand on the main platform and grip them first before the egg person runs, jumps and gets gripped to the nest below.  This person just stands there the whole fight.  People will need to fly to the nests to kill the eggs regularly so the group which killed the first nest make sure to pick up feathers.  Nests spawns are indicated with a red light and goes lower 3, then upper 3 then repeat with the 10th one spawning two nests.  The person holding the egg will need to be healed through quills by 1 healer who grabs a feather on the first nest or any subsequent nest.  They shouldn’t however be in any danger from dying to this.

Heroic Mode: Durumu is slightly more difficult as he has a few mechanics which will raid wipe but still fairly easy if you can zerg him down.

  1. Purple cone on the ground.  If you stand in this you will get punted off the platform and instadie.  You can get ressed.  He also does a stun which won’t kill you in itself but if you get targeted by the cone while on it, then you will die because you can’t move.
  2. Boss will start to do color spectrum in phase 1 where he puts 3 beams out targeted at 3 random players.  If people don’t stand in these beams he will pulse a raid-wide damage that will become unhealable.  Assign at least 2 people in each beam.  There are hidden monsters that spawn during this phase.  If you put a beam on a monster it will be revealed.  There are 3 red and I believe 2 yellow and 1 blue monster.  You can not reveal the blue monster as when you do he will do a raid-wide nuke unless killed before it goes off, and he likely won’t be able to be killed on heroic before it happens.  Otherwise, the blue person should just stand still with one other guy (for soaking). The yellow will target someone then slowly rotate automatically, you should kill a yellow add if it is revealed immediately before the beam passes it otherwise it will do its own raid nuke.  The red beam is player controlled.  If you reveal a monster, do not move unless it dies otherwise it will do a raid-wide nuke (won’t instadie but will be a lot of damage).
  3. After his first phase, he will send out a disintegration beam directed at the entrance of the room along with a maze of purple smoke.  For a while it will be harmless.  He will also spawn 3 ice walls in a peace sign orientation that should all be AOEd down.  This wall acts like a movement impair.  If you don’t kill it, the rotating beam and maze will kill you.  He will then start rotating either left or right (you can see which one because there are purple snake like lights in the direction) and you should to where the snakes are, furthest away from the beam near the maze.  This beam goes through immunities and will kill you if it hits you.  Your raid must navigate through the purple maze.  If you stand in the smoke you will take a lot of damage.  You won’t die immediately but you will if you keep standing in it.  There are 3 areas where the smoke clears as the beam rotates, one really far at the end, one in the middle and one next to the boss.  Take the middle one it’s much more easier to see.

After this, he will return to his first phase mechanics.
You Said Crossing the Streams Was Bad: For the meta, you don’t need to kill the boss so once again I’d recommend doing this on normal.  In the color phase, have your whole raid watch out around 10 seconds before on the ground.  While the monsters are hidden, their positions are marked with a periodic circular flash on the ground at this time.  One of these bursts of light is white.  You need to find this one and stack everyone on it.  This will reveal one of the orange, purple or green adds.  The beams will then start rotating as normal and you will need to have the 2 people who soak each to go with it. You need to do this 2 more times.  Each time have everyone stack.  The hardest part about this achievement is not seeing this white light as you only have 1 chance.  The lights will flash a few seconds before the beams come out so keep your eyes peeled.  You do not need to worry which monster you’ve revealed as it will automatically pick one you’ve not revealed.

Heroic Mode: The fight revolves around kiting the boss around the room to minimize the number of red blobs which are always walking towards him and at the same time keeping the boss away from the large black blob that spawns periodically from one of the pools aroun the room. If the black blob touches the boss you will instawipe.  The fight requires a tank swap due to boss debuffs as well.  As long as these two never touch you shouldn’t have to worry about dying to mechanics so focus on doing this for the whole fight above anything else.  Typically, tanks will take 2 large blobs and after killing the second swap with the tank on Primordius.  Make sure that your dps kill small red blobs before killing the boss.  These spawn a red lighting-like pool on the ground which you should stand in.  If it spawns a purple don’t stand in it as you will get a harmful debuff.  After getting 5 of these DPS will be transformed and able to hit the boss for 100% damage.  If they are not transformed they only hit for 25% damage.  There is one boss debuff that will hit kind of hard called volatile pathogen.
Genetically Unmodified Organism: The achievement for this fight is much easier on normal.  It may be doable on heroic but I wouldn’t recommend it.  Full on dps the boss.  This also requires you to stop ANY AOE spells.  The boss takes 75% damage but at SoO ilvl, it will be easy to kill him in a few minutes.
Dark Animus*** (I gave this 3 because I really x3 recommend reading a simple guide on the fight.)
Heroic Mode: This boss was a nightmare last patch and killing him on heroic now is difficult if you’re not overgeared for content meaning around normal SoO level or if you don’t know how the fight works.  The fight revolves around management of a resource known as anima. Having anima activates golems, having zero deactivates them.  Also some golems are naturally inactive and can not be activated by getting anima. This is what you do to win.  You bring two healers, 1 hopefully semi-dps ike a discipline priest or monk.  On activating the boss, the 12 smallest anima golems around the room will activate.  Your tank should grab 3 of these, hopefully closest to the boss and together for easy aggro and the boss.  He will be taking a shitload of damage. Use all your possible cooldowns to get them through this.  Alternatively, he can grab 2 if one person in your raid has a pet which can taunt a mob without killing it.  For the rest of the 9 golems, each person in the raid grabs 1.  Designate 1 melee dps to kill his/her anima golem near a medium sized anima golem which is electrified.  Have your ranged help him out.  Immediately after this, he needs to go near the tank to be ready for the next mechanic.  Everyone else in the raid should get aggro on his/her mob and maintain aggro on it for the rest of the fight without killing it.  The tank should kill one of his small anima golems around when most of his cooldowns have been used and then focus on the boss.  Periodically, the boss will immobilize the tank inside a ring of red orbs.  Remember that designated melee dps?  He/she should run in to 1-2 of these orbs to make them disappear so the tank can run through the opening.  They come quite frequently so keep a look out.  This melee dps is responsible for popping his/her damage reduction cooldowns because absorbing the orbs causes damage stacking based on how many you absorbed.  The other mechanic for the fight is that every so often, red circles of smoke will puff on the ground.  Everyone in the raid must move out of these as they will repeatedly target you at times and will 2-3 shot you if you aren’t healed. Note: If you see a spell of red puffing smoke that repeatedly pulses and follows you, you’ve done something wrong because you’ve activated one of the medium anima golems who was no electrified.  Finally, at 75 energy, the boss will do a raid-wide AOE nuke.  Make sure to use a cooldown for this.  The boss should die in under 2:30 minutes else he will berserk.  With SoO gear this shouldn’t be near to a problem.  The hard part about this fight is the survival of the tank.  If he/she gets the anima ring debuff by touching one of the orbs, they will die.  If they lose some kind of damage reduction for a few seconds they will die.  Get past the first 30 seconds of the fight and you should be fine.  Now my guild has practiced the zerg strat last patch for a good few days and we wiped 5-6 times doing this achievement with SoO gear. A guild which has never gone in to ToT before may find this boss frustrating.  My only advice if you get frustrated is to keep going at it.  You’ll get the hang of it eventually.

Ritualist Who?: This boss was so hard that the meta-achievement isn’t even related to killing him lolz. Kill all of the different ritualists before the boss.  I can’t give any advice on this as they’re random.  Maybe find some friends who will tell you if they get one you need?

Iron Qon
Heroic Mode: Fight is extremely easy to learn.  You fight 3 lions and Iron Qon.  In heroic, there will be one lion on the ground, and one lion doing random abilities in the air.  Start fight out with group of 3 melee spread and group of 3 ranged stacked.  The first lion on the ground, lets call it Fire Lion, places a fire debuff on the ranged group.  After 2 stacks, have melee soak it.  Each lion should die really quick.  Throughout the fight the boss will throw spears at a location which explode out in 5 pentagon directed lines.  Just don’t stand in these.  The one mechanic you need to watch out for is when he stuns a random player.  Another player should click the cogwheel on these guys to get them out.  Other abilities are going on during this time but they aren’t important really.  The second lion also called Wind Lion after some time will pull everyone to the center of the room and spawn a circular area of tornados around them.  It’s kind of like a Frogger game to dodge these rotating tornados (warlock portals from the center of the room out towards the entrance help).  You may die if you get sucked up by one (it will stun you in the tornado for a while) so this part may require some practice.  Otherwise, avoid all of the things on the ground and click each other when they get stunned.  The tank should watch for a boss debuff if you’re 1 tanking (completely possible with a paladin and with higher level gear probably without one as well).  If it gets too high like 7-8 then they should find some way to remove it either through Hand of Protection or running away or a taunt swap.  Third lion, Frost Lion after he gets low, all 3 lions will come back along with now attackable Iron Qon and you must kill them all fast. Last phase group up for heals.
Can’t Touch This: Meta-achievement is based on individual ability.  5 spells you will need to avoid are the lines coming from each of the 3 types of spears for the 3 lions, getting hit by the tornado in the second phase with the storm, and finally in the last phase where Iron Qon empowers the residual tornados with ice, by one of these ice tornadoes.  The last two are easier, the first 3 you will need to watch where the spears out and get out of the way accordingly  You don’t have to achieve not getting hit by all of these in one fight but if you do your epeen will grow.

Twin Consorts
Heroic Mode: Doable with 1 tank easier with 2.  Spread the raid out and tank in the center.  One tank primarily on Lu’lin.  Periodically Suen will appear.  Sometimes she quickly disappears, otherwise, she spins around.  When she appears spinning, one tank needs to taunt her and bring her around the room to reveal invisible mobs that are hitting the rest of the raid (she will run after you as quick as you run).  These mobs can be seen but not attacked if they aren’t revealed, and look like shadowy banshees.  You should shoot for revealing 3 each time.  The tank on Lu’lin will periodically get a debuff from a mob called the Beast of Nightmares.  Note to healers, this will kill you.  Healing this person with a direct healing spell will put a debuff on you each time you heal them.  This ticks for damage.  Do not heal the person with Beast of Nightmares.  Alternatively, you can have the tank taunting Suen taunt the boss to get the beast of nightmares debuff and kill it so healers can still heal the tank on Lu’lin. Neither Lu’lin nor the Beast hits hard so choose whatever you feel comfortable doing.  Make sure you DO NOT kill Lu’lin before her phase is over.  Suen is a bit harder.  You should have a tank swap on Suen after 3 or so stacks of her tank debuff.  She will also do a spell periodically called nuclear inferno.  During this whole phase, Lu’lin puts comets on the ground.  Next to these, there will be a purple spot on the ground.  During nuclear inferno, the raid needs to stack in one of the purple areas which will reduce a large amount of damage from it.  Even last patch, it was possible to heal the nuclear inferno without the comet so if you can plan for it, you can do this.  Also, Suen does a raid wide tick damage which is reduced if she is pulled close to comets.  Do not stand her or yourself on top of the comets as there’s another spell which will make it disappear.  Slowly, comets will lose their health from being next to Suen.  So pull Suen next to comets EVERY OTHER time.  The times in between, you will need to stand in the purple area for nuclear inferno so tank her away from it as you don’t want the comet to disappear.  In the final phase, both Lu’lin and Suen will come out.  They both should be really low but focus Suen down quickly then Lu’lin.  It’s possible you may not focus Suen down before Lu’lin does her phase 3 specific spell.  If so, pull Suen far far away from Lu’lin.  Lu’lin’s spell is called Tidal Force and acts similarly to the healer buff you get in Spoils of Pandaria in SoO which shoots a tidal wave out in random directions.  It doesn’t heal but does a fair amount of damage and may two shot you.  Avoid this.
From Dusk ’til Dawn: The meta-achievement may be done on heroic.  Hold off on killing Lu’lin in phase 1 still but get her to around 10%.  In phase 2, don’t push Suen below 30%.  Live through the phase and once Lu’lin comes out, zerg her down quickly then kill Suen.  The issue that makes this hard is Suen still does nuclear inferno in phase 3.  With Lu’lin dead she will be doing this without the raid having a comet.  Obviously this is easier done on normal but it is possible on heroic with good DPS.  You may have to end up doing 2 nuclear infernos without comets so if you’re capable of doing this by all means do it on heroic.
Lei Shen*** (I realize that you don’t need this on Heroic but chances are you may want it for the ‘Storm’s End’ title.)
Heroic Mode: The Lei Shen fight is probably one of the most complicated fights in the instance.  For heroic I highly suggest that you read a guide.  Furthermore, this is one fight where DPS will not make the fight significantly easier, just shorter as you will still need to go through each phase. I will do my best to give you a paragraph guide but you will save much time and energy by knowing the fight.  The platform is divided in to 4 sections:
1. North – Static Shock, similar to the Fallen Protectors debuff, more people stacked in the light blue circle less damage done to everyone.  Immunity takes the split on that person out of the picture so do not pop immunity.
2. East – Diffusion Chain, lighting that jumps between people within 8 yards, remain spread for this.  If you get hit, an add will spawn along with everyone person who gets chained.
3. South – Overcharge, immobilizes a person and after a few seconds, sends a circular wave out that does damage and stuns.
4. West – Bouncing Bolt, spawns 3 swirling circles on the ground which must be stood on, if you don’t, an add spawns and another swirling bolt will appear somewhere else.
These conduits are charged by having Lei Shen next to them.  They can be charged up to 100% after which they will level and be able to be charged again.  Leveling the conduits increases the potency of each conduit’s spell and can be leveled to a maximum of 3. The boss goes from an active phase to an intermission phase which lasts roughly half a minute.  This occurs twice, once at 66% health and once at 30%.
Phase 1 (Boss Active): Start the boss off on the North conduit as in the normal strat and push this energy level to as high as you can before leveling it. In between pillars, have your fastest movement tank pull him to the next pillar.  All ranged start off at the center of each side of the platform as far away from the boss as possible but still in range of deeps.  For Phase 1, he will perform a spell called Thunderstruck which requires you to run away after it drops.  The closer you are to where it was dropped, the more damage it will do to you.  You will get one shot if you are within 10 yards of it or so.  Just run away, it looks like a swirling blue lightning circle of death.  For tanks, he will place a debuff on you (near when he gets around 70-80 energy called “Decapitate”.  This will do more damage to you when it goes off the closer you are to him.  Some tanks may require at tank swap, other tanks can brute force through this by popping a cooldown.  Change as fits your raid.  Apart from these Phase 1 specific mechanics, while charging each pillar, a specific spell will happen as above so you will need to deal with these.  For the overcharged pillar, the raid should stack on the tank otherwise, spread roughly and ranged stay further away from the tank.

Intermission 1: After he reaches 66% he will go into an intermission phase and won’t be attackable.  Spread the raid out in a 2/2/3/3 formation with the formation Tank+Immunity DPS/Tank +Immunity DPS/1 healer + 2 DPS/1 healer + 2 DPS.  It helps if the groups of 3 have at least 1 person with immunity or if the groups which don’t have a melee DPS.  Lei Shen will unleash a sequence of spells which you need to deal with.  Have everyone in your raid with some kind of movement boost or be in a group with other people who can provide a movement boost.

[23:20:38.900] Lei Shen casts Supercharge Conduits
[23:20:38.987] Lei Shen casts Diffusion Chain
[23:20:39.168] Lei Shen casts Overcharged
[23:20:46.904] Lei Shen casts Helm of Command
[23:20:52.114] Lei Shen casts Static Shock
[23:20:52.948] Lei Shen Bouncing Bolt (Hits Ground)
[23:21:02.173] Lei Shen casts Overcharged
[23:21:04.181] Lei Shen casts Diffusion Chain
[23:21:11.030] Lei Shen casts Helm of Command
[23:21:12.233] Lei Shen casts Static Shock
[23:21:17.067] Lei Shen Bouncing Bolt (Hits Ground)
These are all spells which you’ve had to deal with in Phase 1 apart from Helm of Command.  For the phase, spread apart around the center circle of the platform.  Deal with Bouncing Bolt as normal. Stack up for static shock and overcharged (for the second overcharged, count to 4 before stacking when it goes out).  People who have less movement boosts should be closer towards the center for Helm of Command.  The hardest part about this phase is juggling the abilities.  Static Shock will one shot anyone without an immunity so if this happens, the raid must stack.  While this happens, things that may screw you up is either the person with static shock may have Helm of Command or someone who must stack has it, or Bouncing Bolts is coming out and it needs to be soaked.  Regardless, your static shock person must not be afraid to move especially so other people can stack easier on them.  This phase will take some time getting used to and will be the hardest phase to get through.
Phase 2 (Boss Active): Similarly to phase 1, the boss will have new innate abilities along with the 4 pylons with their own abilities.  For the whole phase, have 3 designated ranged healers/DPS stay out.  Everyone else must stack for a spell Lei Shen does called Ball Lightning where he spawns a ball on ranged players.  This insures only a certain number of balls will spawn.  Even in SoO gear if you have 7 or 8 balls spawning during this phase your raid will probably get one shot since every time these balls jump they do 200,000 damage in an AOE.  The boss still does Diffusion Chain so the raid must be spread for that but that’s it.  Also the boss will do a large annihilate attack like Garrosh’s which will leave an area that does damage.  Try to position the raid to an area where you’re not planning to run to for this.  Continue swapping between pylons, leveling the first pylon you should be at. EAST to the highest level.
Intermission 2: Same thing but his abilities do more damage.  The good thing is you have an extra person on each platform now to help with stacking.  Would recommend doing a 3/3/4 split with one 3 group being the same as in Intermission 1 having 2 immunities, the rest being split up.
Final Phase: Depending on what health Lei Shen’s at this phase may go by very quickly.  The goal is to be roughly in the position you were in for phase 2 but focus on spreading out for the majority of the time, only stacking for Ball Lightning.  He will do Thunderstrucks on ranged which must be placed out of the group, diffusion chains and static shocks.  For this phase, have your immunity people pop their immunities for static shock.  This phase should go by quick with SoO gear level.
A Completed Circuit: So you do Lei Shen 4 times.  Do him on Heroic one of these times following the same strat listed above to get the Static Shock Conduit Disabled first achievement.  Then do 3 boring runs on normal.
Ra-Den (Including Ra-den for shits and giggles. Also not part of meta, but has it’s own meta-achievement.)
Heroic Mode: Mechanics related, your raid will need to figure out a rotation between 2 groups.  Each group should have their own priority rotation beginning with ranged healers -> ranged dps -> melee dps with 3 people in each group.  In the room with Ra-den there is a gigantic circle in the center. Mark two areas to the left and right in the circumference of the circle such that if you drew a point from the left point, to the center of the circle, to the right point, you would see a carrot ^ sign.  Group 1 should go to the left point, group 2 should go to the right point.  Suppose you have this combination.
Group 1 (Left): Holy Paladin, Elemental Shaman, Shadow Priest
Group 2 (Right): Discipline Priest, Hunter, Warlock, Rogue
Leave 1 person out of the rotation who is someone you can rely on to execute mechanics perfectly and memorize the rotation, suppose in our case it is a Mage.  Also, make it so the first person who gets the debuff mechanic always goes to left or right regardless of their group.  Now during the fight, Ra-den will randomly select 1 person and debuff them with a spell called Unstable Vita.  This does a large amount of damage to them and inflicts them with a debuff for a few seconds.  After the time is up, this debuff will jump to the player furthest from this player. So suppose the Hunter gets this debuff.  He is in group 2 BUT he is the first player.  This means he should go to the left.  Remember your great Mage, they will now take the place of that ranged in the rotation meaning the altered rotation group will be:
Group 1 (Left): Holy Paladin, Elemental Shaman, Shadow Priest

Group 2 (Right): Discipline Priest, Mage, Warlock

Begin the rotation each time the same, with the first person going left, then the first Group 2 person going right.  Once the debuff is passed (make sure it gets passed before you run, you should see a bright blue line) the first person in Group 1 will go to the left point, in our case it is the Holy Paladin.  In this way, alternate between the groups until the debuff disappears (I will explain how this happens).  This sounds dumb, but do a few practice runs to get used to the rotation before the fight.  It will spare you some time of learning how things work on the first pull and wiping hard and fast.  For the tanks there is also a fatal mechanic.  When Ra-den’s energy gets to 100 he will perform a spell on the tank which will one shot you if you do not have your active mitigation ability up.  This means things like blood shields for DKs, Stagger for Monks, etc.  The easiest way to tank this boss is a monk as their active mitigation requirement is actually more or less a passive one.  The other tank can either go DPS or stay tank and tank an add that periodically spawns far away from the raid as it chain lightnings.  The fight progresses as such.  Every few seconds, two balls of blue and red energy comes from the outside of the room from opposite directions towards Ra-den.  Focus the red orb down for the first THREE orbs.  On the 4th orb, the tank with Ra-den must drag the boss towards the Red, then towards the Blue orb.  This ‘resets’ the debuff I mentioned above.  The next two sets of orbs, kill the red orb again then repeat the reset for the 7th orb.  Kill the red orb on the remaining sets of orbs.  When Ra-den gets to 40% health, he will go in to his last phase.  At this point, it’s simply a zerg fest.  Pop all cooldowns and ignore the orbs and just kill him.  Phase 2 is a cinch.
I Thought He Was Supposed to be Hard?: The achievement here is simply not to let anyone die.
Final Notes
Especially on the fights listed with stars* I may have missed things.  Please let me know if you have some easier way of doing things or if I’ve missed or written something incorrectly.  I hope you all enjoyed this guide and good luck on getting that awesome mount!

Heroic Twin Consorts

Heroic Twin Consorts is one of the easier to moderately hard heroics.  You should kill this boss before attempting Dark Animus at the least.  There are some new mechanics from normal mode which will require additional attention but overall the fight is very similar to normal with more damage and slightly more punishing (typical for heroic mode version).  Here is a map of the room with the celestial pillars in each of the four corners.  The entrance to the room is at the bottom of the picture for reference.


The main issue for healers on this fight is the additional damage from all spells as well as things such as avoiding the green lotus gas and fire on the ground, etc.  Healing can be fairly intense but completely doable with 2 healers as the enrage on this boss is slightly tighter than some of the others.  On the other hand, the enrage timer is not an all-wipe situation so even if you’re reaching it, it’s still possible to live through half a minute or so of it.  One important point is it’s very helpful for individual players to use their own personal damage reduction cooldowns as those typically have a much faster cooldown time for the cosmic barrage.  It does quite a lot of damage and unlucky hits from the adds could quickly kill you quickly afterwards.  If you decide to 2 heal the fight, I would recommend having your weakest DPS draw.  If you 3 heal the fight, I would recommend having one of your weakest healers draw.  The places at which the celestial power is used can vary from strategy to strategy but I will detail which ones are used when the most often.

General Holy Paladin Tips on Talents and Glyphs

Tier 1: Speed of Light – strongly recommended because the room is quite large and it will help you get to certain places correctly as well as possibly avoid cosmic barrage hits.
Tier 2: Irrelevant
Tier 3: Eternal Flame
Tier 4: Unbreakable Spirit: This is one fight where this talent will help you out a lot.  Having Divine Protection come off cooldown sooner means you can use it for cosmic barrage and other things more.
Tier 5: Holy Avenger: Recommended to deal with several timed damage events.
Tier 6: Holy Prism or Light’s Hammer – on one hand, the raid is incredibly spread out and Light’s Hammer won’t cover more than the melee, on the other hand, Light’s Hammer is very good for melee and the tank (especially since it doesn’t count as direct healing and therefore doesn’t incur the corrupted healing debuff) and for the nuclear inferno.  It’s really more of a personal decision based on your raid makeup.  I used Holy Prism on my kill but I may try Light’s Hammer next time.

Glyphs: Beacon of Light (you will be switching if not for phase 1 at least for phase 2), Divinity, Protector of the Innocent

General Spells

As in normal, you start the fight off with Lu’lin, with Suen periodically appearing and doing a few spells (Night) followed by Suen appearing with Lu’lin periodically appearing to do a few spells (Daylight) and finally end up with both of them up at the same time (Dusk).  Also, the phases proceed by time, so you should try to put in as much damage as you can on the boss you want to die first during the previous phases.  (Probably Suen)

Night – Lu’lin active, Suen periodically active and attackable


  • Moon Lotus: Pink lilypad flower like things which spawn green floating gas in a straight line periodically.  Coming in contact with these will put players to sleep for 5 seconds.  Dispellable.  Only spawn during the night, not at dusk or daytime.
  • Cosmic Barrage: Summons a few stars (believe it’s 5) through a 10 second channel, at the end of the channel the stars are directed at the location of 5 random players inflicting 200,000 -> 300,000 (Arcane) damage in an 8 yard radius. Only occurs at night.
  • Beast of Nightmares: Summons a beast to attack her current target, only viewable and attackable by that target.  Takes a few seconds after the debuff is placed for the beast to spawn.  Only spawns during the night, not at dusk or daytime.
    • Corrupted Healing: Healing the target of the Beast of Nightmares will cause a DoT effect for each direct healing spell for 10,000 -> 25,000 (Shadow) damage every 1s. Stacks.
  • Lurkers in the Night: Periodically spawns Lurkers around the room which hit random targets for 30,000 (Shadow) damage. Invisible unless revealed by Suen’s Daylight (aura around her) during Tears of the Sun.  Naturally become visible during dusk and daytime.


  • Tears of the Sun: Channeled spell which deals 60,000 -> 80,000 (Fire) damage to random players for the duration.  She is attackable during this channel and can move around the room.  She will appear and begin the channel on her highest-threat target.
  • Light of Day: Appears briefly on a random target and calls down a ray of sunlight inflicting 100,000 -> 150,000 (Fire) damage to that location and 8 yards around the target.  Instantly melts any Ice Comets it touches.

Daylight – Suen active, Lu’lin periodically active and not attackable


  • Fan of Flames: Hits target for weapon damage as Fire and increases all Fire damage taken by 25% for 30s.  Used only during daytime.
  • Flames of Passion: Leaps at random target inflicting 50,000 -> 75,000 (Fire) damage and returns to her target.  Leaves trail of flames upon returning.
  • Blazing Radiance: Inflicts 35,000 -> 55,000 (Fire) damage to all players every 2 seconds, stacks each time it pulses increasing all Fire damage done by Suen by 2%.  Melts Ice Comets at a speed based on proximity, closer = melts faster.  Standing within a radius of the Ice Comet will decrease stacks of Blazing Radiance.  (Looks to be around 8 yards)
  • Light of Day: Calls down beam on random player inflicting 100,000 -> 150,000 (Fire) damage to that position and all players within 8 yards around the target.  Instantly melts any Ice Comments it touches.
  • Nuclear Inferno: Channeled attack blasting raid for 135,000 (Fire) damage every 1 second.  During this time, she is unattackable (all your attacks will miss).


  • Ice Comet: Periodically calls down an Ice Comment around a random player and inflicts 250,000 -> 300,000 (Frost) damage to all players within 6 yards.  Ice Comets will reduce Blazing Radiance on Suen if she is within 8 yards of it.
    • Icy Shadows: Ice Comet’s shadow causes players standing in it to take 80% -> 60% reduced fire damage and reduces melee, ranged and casting speed by 75% -> 10%.

Dusk – Suen and Lu’lin both active


  • Still retains following spells: Ice Comet.
  • Tidal Force: Inflicts 180.000 -> 280,000 (Frost) damage, shoots out from where she’s facing in a direction (can be behind), she is unattackable for the duration.
  • If Lu’lin dies first during dusk, Daytime begins again.


  • Still retains following spells: Flames of Passion, Blazing Radiance, Light of Day, Nuclear Inferno.
  • Nuclear Inferno: Channeled attack blasting raid for 135,000 (Fire) damage every 1 second.  During this time, she is unattackable (all your attacks will miss).
  • If Suen dies during dusk, Night begins again.

Celestial Power – can be used once during either Night or Day, cooldowns reset during Dusk, total of 2 times per celestial per fight

  • Niuzao (Top Left): Grants players additional 50% maximum health for 30s.
  • Chi-Ji (Bottom Left): Summons cranes around the battlefield inflicting 16,000,000 damage to enemies upon contact.
  • Yu’lon (Top Right): Grants 30,000 health and 5,000 mana regeneration every 1s for 30s.
  • Xuen (Bottom Right): Slows down movement, casting, and projectile spell of all enemies. This includes things such as Cosmic Barrage, movement speed of the Bosses and Tidal Force.

Specific Phase Comments

During night, the most important parts to watch out for as a healer are the Cosmic Barrage hits and the Beast of Nightmares.  The raid will be taking large nukes during Cosmic Barrage and it helps a lot to have individuals pop their personal cooldowns if it looks like they’re about to get hit with it as they hit for a large percentage of your health.  In addition, make sure that everyone is spread out at least 8 yards to prevent players getting hit with 2 Cosmic Barrage stars which will likely be a 1 shot.  On top of this, the Lurkers will be hitting random players around the room for the duration of the fight.  It’s not unlikely that a player will be hovering around 80-90% max health, get hit by Cosmic Barrage and a few nukes from the Lurkers and basically instantly die.  That’s why personals help.  It’s also possible to dodge the stars during Xuen’s power (which everyone should be doing) or just by running really fast.  Also one thing to note is that once the Lurkers are revealed, they get on a real aggro table and should be picked up by Tanks.  One more thing is, during Tears of the Sun, DPS should be ready to hit Suen instead of Lu’lin to get her down as much as possible before Day phase.  Melee can get ready by going near who she will be targeting or just stay on Lu’lin while ranged hit her.  After Tears of the Sun, DPS can then turn to the Lurkers that are revealed and back to Lu’lin.

The Beast of Nightmares debuff is a killer.  Even with 3 stacks, the damage is most likely going to kill you with all of the other damage going on during the fight.  As paladins this is a very important spell to watch out for as heals through the Beacon count as direct heals.  Very quickly if you leave your Beacon up on the Beast of the Nightmare’s target, you will accumulate 5 or 6 stacks and die if you don’t bubble.  Remember I said the debuff takes a few seconds to come up so you should have plenty of time if you notice it to swap your beacon.  What really helps for this fight is for one tank to be the designated Beast of Nightmares tank who is also responsible for kiting Suen around the room as she appears.  This should be a tank with high mobility.  If you choose to have a warlock do it, they just need to dot up Suen at the beginning of the fight and have the tanks stay off of her.  This way, Suen will most likely spawn each time on top of the Warlock who should be situated somewhere on the outside and be closer to the Lurkers.  Regardless if one tank is primarily taunting the boss during Beast of Nightmares this minimizes the amount of times you will need to swap your beacon.  Also beware of spells such as Holy Prism which will give you a stack of corrupted healing.  Overall, the damage in this phase may ramp up slightly towards the end with more of the Lurkers spawning but if those are handled correctly, the overall damage is still quite manageable.  The only things to watch out for are the cosmic barrage hits and being ready to heal those players up after they’ve been hit.  Tank damage in this phase is also fairly negligible as Lu’lin doesn’t hit very hard.  I would recommend taking Holy Avenger as you should be able to use it twice during this phase.  This will help overall with general raid-wide damage from the Lurkers as well as provide a buffer for the Cosmic Barrage hits.

Possible Celestial Power Uses During Night:
Xuen: To deal with one of the cosmic barrages, everyone should be able to dodge this one when the tiger is invoked.  Note that this will also slow down Suen’s move speed during her Tears of the Sun.
Niuzao: At the end of night, since damage will be ramping up continually, players will likely be quite damaged going into Daylight. It’s helpful to invoke the ox to make this transition a little easier.
Chi-Ji: You can use this during night to get Lu’lin down more before Suen comes out.  If you choose to use this during Night, make sure to time it with a Tears of the Sun so Suen can possibly get hit bit it as well.  I would recommend however to save it for the Day phase to get Suen down more.
Yu’lon: Recommended to wait till Day to use as raidwide damage is a lot higher and it’s helpful to get through the phase quickly.

During day, the raidwide damage ramps up as everyone will be taking damage from Blazing Radiance.  Going in to the phase, Lu’lin will spawn one Ice Comet and MAY or MAY NOT spawn another one before Suen does her first nuclear inferno.  I’ve read several sources saying this depends on the timing of when you activate Xuen.  The best piece of advice I can give is you do not want to go into nuclear inferno after taking stacks and stacks of Blazing Radiance from saving the comet.  That is most likely a guaranteed wipe.  Rather, take Suen to the comet after a few stacks to get the stacks down (make sure not to stand on top of the Ice Comet as you do not want it to disappear).  If the next comet does not spawn before nuclear inferno have your raid stack and use a large raid cooldown such as tranquility + Devotion Aura and healing throughput skills or Barrier.  That way, at least you can possible live to the next phase.  After this, the spawning of the comets should follow what your boss timers say.  Just make sure you always have one up going into the nuclear inferno.  Typically right after nuclear inferno, she will charge so have your raid quickly spread out again after stacking.  The main hard part of this fight, other than the damage is positioning during nuclear inferno.  Just know that it takes a few seconds for her to start channeling so all you need to do is be relatively close to the comet.  The most mistakes will probably be from people standing on top of the comet and having it disappear when they’re hit by Suen’s Light of Day.  You should also line up cooldowns to heal through nuclear inferno as even standing in the shadow of the Comet, your raid will take a lot of damage.  Make sure to spread out before she charges else she will just explode your whole raid to random directions.  Tank damage from Suen is also pretty high, especially when she does her Fan of Flames attack.  Keep your tanks topped up for this.  Also, getting hit by a comet actually hurts quite a bit so if possible move around during this as you may be avoid the damage if it is put on you or use your persona cooldown.

Possible Celestial Power Uses During Day:
Xuen: There’s no clear time which using Xuen would benefit the raid during Day.  Perhaps to slow down Suen during charges, but otherwise a lot more useful to use during Night.
Niuzao: Helpful to use for example before Nuclear Inferno.  However, likely when the drawer come out of the realm, they will be out of place for standing in the shadow so this spell is probably better used as I mentioned at the end of Night in the previous phase.
Chi-Ji: Best used after a nuclear inferno as she will not get hit during crane rush while she’s casting it.  Helpful to DPS her down quickly going into Dusk.
Yu’lon: Best used during this phase to possibly overlap with a nuclear inferno as there will be a lot of damage going out.  Also should watch out for healing mana and use this when all healers have lower mana to gain it back before the last phase.

During dusk as I mentioned, both bosses will be up again.  The main damage during this comes from Suen, hence you should kill her first.  She will not do the first nuclear inferno that your raid frames says is coming but she will do the next one.  Lu’lin will do her Ice Comet which does moderate damage and Tidal Wave which can be avoided.  Have your high mobility tank pull Lu’lin to one end of the room NEAR the door (not too close as she may despawn) so that her tidal wave will be far away and you will have more time to avoid it or possibly outrange it completely.  You will continue to stack before nuclear inferno next to a comet and spread out right afterwards until you kill Suen.  For the rest of the time make sure the raid is spread.  The goal to completing this last phase is basically the use of your celestials and proper DPS.  It is essentially a continuation of day phase so really it shouldn’t be too hard compared to the other phases.

Celestial Power Uses During Dusk:
Xuen: Use before Lu’lin’s Tidal Force to make avoiding it easier.
Niuzao: Helpful to use pretty much any time during the fight before Tidal Force.  You should spread out using either one of these for different Tidal Forces.
Chi-Ji: Use during Tidal Force one as the player in the realm can avoid the Tidal Force damage while using it.  Also beneficial to use while both of the bosses are up to DPS them both obviously.
Yu’lon: Best used sometime into last phase timing it to overlap with Nuclear Inferno or Tidal Force and making sure that the player drawing comes out before Nuclear Inferno starts.

Overall, as I said this fight is one of the easier ones.  The harder parts of the fight in my opinion are the first and second phases while the third one is difficult but not significantly harder than the other two. In summary, just make sure that one, your raid is spread out unless you need to stack, two, people are using their cooldowns at the right times to prevent damage, three, that the celestial power is being used at the correct times and finally that people are not standing on Ice Comets (tanks included, you don’t need to pull Suen on top of it to get the Blazing Radiance stacks to decrease).

Good luck!

Heroic Dark Animus

I know this guide comes a little late in the season but due to some summer attendance issues, our raid progression has not been on par with what it was earlier in the patch.  Nevertheless, there are still some guilds out there attempting this boss so here goes.

Dark Animus is one of the hardest, if not the hardest, heroic boss in Throne of Thunder.   I finally got tired of sitting on this guide which I had written months ago so that I would fully understand the fight’s mechanics before going in to it.  Since then, there are several things that I’ve added to it.  There are several different successful strategies to killing DA all of which have their own benefits, downfalls and requirements for successful execution.  Almost all of these strategies require near perfect or flawless execution in the case of some roles and one wrong thing will basically make the fight a wipe.  Just get used to the sub 2-minute wipes now because a majority of them will be like that.  If you were to stop reading the guide here I would want you to know the following:

  • Part of the reason my guild had so much trouble getting this boss down despite being extremely overgeared was because we kept changing our strategy.  We would get frustrated doing something a certain way after just getting used to it and change the strategy.  If I was to go back, I wish we would’ve just stuck with one thing that was hard but doable with more practice instead of determining some how in the first few pulls that a certain strategy was not going to work.
  • Mages have some weird threat drop after mirror images, don’t use those before the pull.
  • Highly recommend even if you have the ilvl, do not try the zerg strat, go with one of the standard ways to kill him first.
  • Avoid if possible, pets tanking small anima golems. It’s not problem for 2-3 DPS to zerg one small anima golem down in < 5 seconds.
  • Every raid member should know the mechanics of this fight like the back of his/her hand.

For the duration of your progression on this boss.  At one time or another you may think one of the following (in a rough order):

  1. “This is not doable.”
  2. Weird Aggro Issues
  3. Tank’s dead at 0:05
  4. Anima Font -> Dead
  5. Tanks: Where do I go?
  6. Tanks: I’ll just grab this random add.
  7. Large Anima Golem Active
  8. Just ran through anima ring YOLO.
  9. No one’s there to soak anima ring.
  10. Siphon 1 – Interrupting Jolt…?
  11. Siphon 2 – Interrupting Jolt…
  12. Lets now decide to assign cooldowns for Interrupting Jolt.
  13. Double Time Swap -> Dead
  14. 4:00 Enrage
  15. Stop the Interrupting Jolt, Please
  16. After this point, you’re probably relatively on your way to killing the boss.

Those pieces of advice will save you a good chunk of your wipes.  This boss is easy to get frustrated on.  In my case it was more that people were not stepping up and saying I can do this even tho I’ve messed up X number of times but rather wanting to change the strategy because things got hard.  It’s understandable that people get frustrated, just don’t let it overly affect your performance and attitude.  That’s the point where things go downhill.  The most annoying thing is things can go to shit really fast at the beginning and after you consistently get past the 2 minute mark on this fight, you’re in good shape. Dealing with the interrupting jolts is a matter of organization and time swaps can be fixed but everything else in the fight at the beginning must be done perfectly even to get to that stage.

So enough with the long introduction, lets get in to the fight.

Recommended Talents and Glyphs

Tier 1: Speed of Light: Movement for time swaps, anything on demandTier 2: Irrelevant
Tier 3: Sacred Shield…OK who are we kidding…
Tier 4: Unbreakable Spirit: I have stated many times how Divine Protection is one of the most underrated spells, use it on this fight and you will see the power
Tier 5: Holy Avenger: Use before interrupting jolt to start stacking those shields and topping people up
Tier 6: Holy Prism (maybe Light’s Hammer for 25, but most of the fight is still spread healing)

Beacon of Light, Divinity, Something

General Spells

The fight starts off with four different types of mobs in the room:

  • Small Anima Golems (SAG)
  • Large Anima Golems (LAG)
  • Massive Anima Golems (MAG)
  • Dark Animus (DA)

Each of these mobs has an Anima bar kind of like a runic power bar.  This bar shows how many Anima that construct currently has and each mob has a maximum value that it can hold (unsurprisingly) related to its size.  Only enabled (I will explain what I mean by enabled shortly) golems who gain at least 1 Anima can become active.  On Heroic, in addition to all 25 SAGs having 4 Anima, Dark Animus will also begin the fight with 52 Anima at the beginning.  This is what changes the strategy for this fight.  This means that Dark Animus will begin the fight already having 2 of his abilities which he gains at 10 and 25 Anima, Touch of the Animus and Anima Ring.

In 10M 13 Small Anima Golems and 3 Large Anima Golems are disabled at the beginning.  This means that even by gaining 1 Anima, where an enabled Large Anima Golem would become active and start running around, a disabled Large Anima Golem would still be frozen in place but holding Anima.  In other words Disabled Anima Golems will never move around no matter how many Anima they have.  In 10 man, a key part of the strategy is to fill these Disabled Large Anima Golem with Anima since they will never move.

So one more time for clarity’s sake:

  • There are 4 different mobs able to hold varying amounts of Anima
  • Each mob has an enabled/disabled state indicating whether gaining Anima will actually make it get up and run around
  • Each enabled mob gaining at least 1 Anima will go from an inactive to an active state

The table below will hopefully sum the beginning up and be more helpful than confusing.

Construct (Anima Capacity) Enabled (10M) Disabled (10M) Active at Beginning (10M)
Small Anima Golem (4A) 12 13 12 (4A Each)
Large Anima Golem (8A) 5 3 0 (0A Each)
Massive Anima Golem (36A) 2 0 0(0A Each)
Dark Animus (100A) 1 0 1 (52A)

Once an Anima Golem is killed, any Anima that it’s holding flies to the nearest Golem no matter what that golem is as long as it has enough capacity to hold it.  It also must be able to hold all if it (example: Golem A has 3 empty Anima.  Golem B has 4. Golem C dies with 4 Anima, even if Golem A is closer, the Anima will fly to Golem B.)  During the fight, Dark Animus’ Siphon Anima ability sucks Anima from all other Golem constructs if they have any (SAGs, LAGs, MAGs).  When a Golem gets all its Anima siphoned off it will become disabled. Lastly, Dark Animus enrages at 100 Anima still.  Kill him before he kills you.

Anima Spells

Other than Dark Animus, all of these abilities are castable by mobs as long as they’re active (an enabled one gains at least 1 Anima).  Dark Animus gains more abilities as he gains more Anima.  Each mob other than Dark Animus and the Massive Anima Golem (which as 2) has 1 special ability.  This doesn’t change from Normal to Heroic but as usual, does more damage.

Small Anima Golem

Acceleration Link: Linking two Small Anima Golems will cause them both to gain this buff which increases their attack speed by 250%, their damage done by 175% -> 250%, their run speed by 30% (stacking) and their size by 5%.  Linking 3 or more of these golems doesn’t increase further any of these abilities except for their speed.

Note: Small Anima Golems take a lot less damage from AOE abilities through their Evasive buff (90%).

Large Anima Golem

Crimson Wake: Repeated explosions from the ground follow a player around in a line.  This follows a player for 30 seconds and deals 200,000 -> ______ Fire damage.

Massive Anima Golem

  • Matter Swap: Debuff placed on player which lasts 12 seconds.  After 12 seconds, or when the spell is dispelled/bubbled, otherwise gotten rid of, Arcane damage equal to the player with the debuff’s is done to the player and the person farthest away from them split depending on when Matter Swap disappeared.

For example if player A who gets Matter Swap has 500,000 HP and player B who is the furthest away from player A has 450,000 HP, then if the spell is dispelled at 6/12 seconds, 50% of 500,000 will be done to both players.  The damage was split twice because the spell was dispelled halfway through its 12 second duration.  On the other hand without immunities, if Matter Swap is allowed to run its full course, player B will insta-die because they will take 100% of 500,000 damage.  Likewise if Matter Swap is dispelled too early, player A will be dealt a massive amount of Arcane Damage.  You want to dispell this around 6 seconds if it’s a normal swap or just let it run it’s course if it’s someone who decides to use a large damage reduction ability for a Time Swap close to an Interrupting Jolt.

  • Explosive Slam: Slams the ground in front of the Massive Anima Golem hitting any players within 9 yards for 140,000 -> 174,500 Fire damage and inflicts them with Explosive Slam which causes them to take 50% more damage from future explosive slams.  This debuff can stack.

Note about explosive slams.  It is indeed possible for a DK to cheese this debuff if he’s only tanking one.  He need only apply his AMS before the 3rdnd slam or so with a damage reduction cooldown.  As long as he doesn’t take over 400,000 damage or do (depending on your DK’s health) the slam debuff will fall off and he will be able to tank the boss for another few stacks before AMS is up again.  Unless the golems become empowered which I think he will have to switch sooner, a DK can tank 1 MAG pretty much indefinitely.  Paladins can also bubble the stacks off, but can not bop other players to take the stack off. Empowered MAG is a different story but may still be possible.

Dark Animus

  • Siphon Anima (active on 0 Anima): Siphons 1 Anima from any golems in room who have Anima, enabled or disabled.  This occurs every 20s and the first one occurs 2 minutes into the fight.
  • Touch of the Animus (active on 0 Anima): Debuff kind of like the one from Protectors in Terrace which deals 40,000 Fire damage every 4 -> 2 seconds for the rest of the fight.
  • Anima Ring (active on 10 Anima): Spawns several spheres around Dark Animus’ target that slowly move towards the center.  Players who touch one of these spheres will receive a debuff which makes them take 200% more damage from melee attacks for 15 seconds.  This stacks with the amount of spheres touched.  In Heroic, the player who soaks the sphere takes 180,000 Fire damage over the 15 second duration after soaking a sphere.  This also stacks.
  • Anima Font (active on 25 Anima): Affects individuals who already have Touch of the Animus, causing them to throw Anima bolts at nearby locations ever 1 second for 375,000 Fire damage
  • Interrupting Jolt (active on 7 Anima): Deals 135,000 Nature damage to all players and an additional 350,000 -> 475,000 Nature damage to players who are casting and interrupts them for 8.5 seconds.
  • Full Power: Dark Animus’s Enrage where he throws random bolts that do 500,000 Fire damage to enemies within 5 yards of impact.  It does sound like you might be able to avoid dying to this immediately.
  • Empower Golem: Dark Animus targets 1 active golem with least health healing it by 3% and increasing its damage by 24% for the rest of the encounter.  Fun Fact: It also gets slightly bigger!

There isn’t a lot of complexity in terms of all sorts of different kings of mobs doing all sorts of different kinds of things but rather in when and where the mobs are killed.  There are mainly 3 classes of strategies out there.  The first of which is the 2 tank strategy AKA Blizzard intended strategy which perhaps is more complicated to execute but has been successfully used to kill the boss.  Also, depending on your tank and healer make up, it may be easier to do it this way.  The second of these is the 3 tank strategy where the execution is a bit simpler and you have less damage on tanks but less healers to deal with interrupting jolts.  The third is the zerg strategy which probably should not be attempted unless your guild ilvl is at minimum 535 and even then not recommended for a first kill.  There are several variations of the fights with either 2 or 3 tanks.  I’ve uploaded an Imgur folder of all of the strategies in the same map format as below so you can look through which of them would better suit your purposes.  For the sake of length though I will only go through one of the strategies for each 2 and 3 tanks and one for the zerg strat.  My hope is that you will understand how the unmentioned strategies work from looking at these.  As mentioned, the first Siphon Anima begins at 2:00, after 2:00 the standard strategies follow the same concept, it is only how the small anima golems are put into the large golems that’s different.

Finally before I start talking about strategies, your map on 10 man will likely look much different from mine.  You will need to plan your anima golems accordingly.  A good idea would be to first determine which small ones are being deposited in the large ones and then determine which ones will be going into the massives.  You can always switch around killing actives for inactives depending on position.  This is why understanding the fight is important, you will need to make customized changes to your raid strengths.

Strategy 1: 2 Tanks, 2-3 Healers, 5-6 DPS (First Interrupting Jolt on Siphon 4/5, Fight Length 5/7 minutes)

To avoid multiple wipes of pets not doing what you want them to do, I would avoid trying to have one of your warlock or hunter pets tank an add.  It’s certainly possible but if that pet does not grab the add and it starts to run off, just know that the fight is probably a wipe.  The following is one variety of the 2 tank strat with 3 healers and 5 DPS.  The first is a map of how your raid should be set up.  This varies map to map.  The second and third table tracks the Anima of all your golems at different points in the fight. The first is the way without killing any additional golems.  The second is the way killing additional golems for more time.  In truth, I would recommend doing something in between, if you need a minute more for example, kill 2, etc.

Beginning (Pull)

Small Anima Golem: 25 available, 12 enabled and active/13 disabled, 4A each
Large Anima Golem: 8 available, 5 enabled and inactive/3 disabled, 0A each
Massive Anima Golem: 2 available, 2 enabled and inactive, 0A each
Dark Animus: 52A, active

Room setup, healer 5 is a DPS hybrid healer like a monk or Discipline priest who will be responsible for healing/dispelling/killing the adds on that half of the room.  This healer will not be near the tank.  Healers 6 and 7 will each have one SAG on them for the duration of filling up the first MAG.  One of the healer will have a SAG on them for the whole time until all of the Anima from that SAG is siphoned away (by siphon 4).  Tank 2 should be a higher mobility tank.  The DPS killing the SAGs into the LAGs afterwards need to help Tank 2 whittle down some of the SAGs.  This includes one of the active SAGs on the healers and helping Tank 2 as he runs around killing the inactives.  DPS around the ring soaker need to help the ring soaker kill his SAG first before turning to theirs so he/she can get to Tank 1 quickly enough.

  • Tank 2 gets three active small golems and brings them to left massive golem.  Bring activated massive golem around to 6 additional active/inactive small golems (preferably on the same side of the room) leaving the SAGs on healers. At this point, the left active massive golem is has full anima.  Tank 1 grabs Dark Animus and one active SAG.  Once Tank 2 fills up his first MAG, Tank 1 will taunt it.  He/she will now be tanking DA, one MAG and one enabled SAG. Following this, the tank should go over and first bring 1 active small animal golem (preferably on a healer) to the right inactive massive anima golem.  This will activate the golem.  They will now be tanking 2 active massive anima golems.  They should bring this around to a total of 8 active/inactive small animal golems.  The active/inactive ones will be variable depending on your layout.
  • In the mean time, the DPS and healer/dps hybrid should kill two active/inactive small anima golems such that three disabled large anima golem will gain both their anima. This gives 3 disabled large anima golems with 8/8 full anima.  This will once again depend on where they’re situated.
  • At 52A, Dark Animus will already have Anima Ring and Anima Font abilities.  Tank 2 needs help getting out of the ring abilities from melee DPS.

All this should be done before the first siphon and can be done but most likely won’t be done on your first few pulls.

Siphon 12 (+2:00)

Small Anima Golem: 1 available, 3A
Large Anima Golem: 8 available, 5 enabled and inactive/3 disabled and inactive, 0A in enabled/7A in disabled
Massive Anima Golem: 2 available, 2 active/0 inactive, 35A each
Dark Animus: 58A

  • Tank 2 taunt the large anima golem on Tank 1 until his Explosive Slam debuffs are gone.  Tank 1 on boss.  This will be swapped ever 5-6 stacks with normal MAGs and earlier for empowered MAGs (after siphons 4).
  • All other DPS should be on Dark Animus.
  • If your DPS is tight, you can kill the SAG early and all three MAGs to prolong your fight by nearly 2 minutes.  This is provided you can continue to live through the Interrupting Jolts.  After Siphon 2, you can opt to kill 1 SAG for 30 more seconds.

Siphon 3 (+2:40)

  • You can opt to kill one of the LAGs into the MAG you did not fill the SAG with for another 30 seconds.

Siphon 4 (+3:00)

  • You can opt to kill one of the LAGs into the MAG you filled the SAG with for another 30 seconds.

Siphon 5 (+3:20)

  • You can opt to kill one of the LAGs into the MAG you did not fill the SAG with for another 30 seconds.

As mentioned, the disadvantage to this strategy is it’s slightly more complicated and requires one of your Tanks to run around with his head cut-off for the first 2 minutes.  Once they get used to it and if they’re willing to do it, it’s quite simple.  They need to be aware of where they are and where they’re going the whole time.  This is also a better strategy if you have absolutely no third tank or just need more healing. You can also do this strat with 2 healers.

For healers, you should feel free to use all of their big cooldowns at the beginning of the fight.  The first interrupting jolt should come after 3 minutes at least if things are done correctly where the 3 minute cooldowns should come off again.  The tank tanking the 3 SAGs at the beginning will need heals poured on him (one assigned healer) in the beginning for the first 10-15 seconds or so before he kills one and then his damage intake will drop significantly and you can worry more about healing the raid.  I was healing out with tank healer with a shaman assigned to specifically healing the tank and I used both Holy Avenger to EF everyone on my side followed with GotAK when the tank’s large cooldowns came off ~6 or so seconds into it. The damage on the rest of the raid is extremely manageable.  For Holy Paladins, you should aim to get an EF up on the tank and heal up people with IH as much as you can before pull. It will save you a lot of time later.   Once again, you can see the other 2 tank strats on the imgur album.

Strategy 2: 3 Tanks, 2-3 Healers, 4-5 DPS (First Interrupting Jolt on Siphon 4/5, Fight Length 5:40/7:00)

The benefits to this strategy are that the tank swaps are much similar.  If you have a DK and Paladin tank + some other Tank you essentially don’t need to do any tank swaps.  On the down side, your DPS needs to be slightly higher since both of your anima tanks won’t have much vengeance on them.  In general if you are overgeared for the fight, have 3 competent and semi-well geared tanks (at least normal ToT gear) I would recommend doing it with 3 tanks.  You can potentially take 3 healers for this strategy as well depending on your raid makeup.  The following is an example of 3 Tanks, 2 Healers, 5 DPS.


Beginning (Pull)

Small Anima Golem: 25 available, 12 enabled and active/13 disabled, 4A each
Large Anima Golem: 8 available, 5 enabled and inactive/3 disabled, 0A each
Massive Anima Golem: 2 available, 2 enabled and inactive, 0A each
Dark Animus: 52A, active

  • Tank 2 gets three active small golems and brings them to left massive golem.  Tank 3 gets two active small golems and brings them to let massive golem.  Kill all of these around the massive golem so anima from all 5 enter the left massive anima golem.
  • DPS kill a total of 6 SAGs into 3 LAGs.
  • Tank 1 will pull one active small anima golem and Dark Animus to the center of the room.
  • After Tank 2 gets the three active small golems into the left massive golem, he will activate the other massive golem a few seconds after a matter swap with a disabled SAG.  He will then run around and get 8 more disabled SAGs in to the other MAG.
  • Healers will not have any anima golems on them.

Siphon 1 (+2:00)

From here on, there will be no tank swaps and all DPS will be on DA.

Siphon 2 (+2:20)

You can optionally kill one enabled SAG which is on the tank to MAG 1.

Siphon 4 (+3:00)

You can optionally kill one disabled LAG into MAG2.

Siphon 5 (+3:20)

You can optionally kill one disabled LAG into MAG2.

Siphon 6 (3:40)

You can optionally kill one disabled LAG into MAG1.

Once again, you can pick and choose which optional golems you kill to extent time.  Personally think killing two LAGs should give you enough time.

Strategy 2: 1 Tank, 2 Healers, 7 DPS (Zerg Strat, First Interrupting Jolt on Siphon 1, Fight Length Max 2:20 + Enrage Survival Time)

Let me just say one more thing before explaining this and that’s that you should go into doing this strat if your guild’s average iLvl is either under 535 or if the members in your guild can’t pull an average of 185,000 DPS minimum each.  Your tank will likely be doing 2x everyone else so there is some leeway on this but if you don’t have the DPS you shouldn’t do it this way.

This being said, if you wipe a few times under DPS it doesn’t mean you don’t have DPS.  This is a fairly challenging fight to master, especially because a majority of your raid will still not know the mechanics of the fight 20 or 30 wipes into it.  Everyone needs to be familiar with position their anima, running out of anima font, etc. while still pulling above average DPS.  Do it until you’re all familiar with things, especially your tank as they will be putting out a massive amount of DPS at the beginning.  They need to strike the right balance between staying alive and keeping their vengence up to do enough DPS.

Since I mentioned that we wiped a good 20-30 times doing the second strategy on this, after switching back to the zerg strat, people had finally figured out how to grab their adds, where to stand to be comfortable so it made doing the zerg strat seem a lot easier.  You shouldn’t go into the fight doing it this way and thinking you can kill it in a few pulls in other words.  Any way you do it, it will take you quite a few pulls to figure things out.  Just don’t get frustrated, stick with a strategy that feels right with you and get used to it.


Every other DPS needs to focus the boss. The boss will enrage at 2:20 and start spewing bolts which will most likely one shot people.  Fortunately you can mitigate this and immune damage and hopefully kill him before he kills everyone.  With this method I believe that the boss will do 2 interrupting jolts which you should have 2 raidwide cooldowns for.  The two main points that will prevent you from killing this boss is if you don’t work out the first phase.  For example your tank keeps dying or your extra add is in a weird position or people don’t know how to grab their anima golems.  As paladins of whatever class, you should have zero problem keeping agro on your add since you have a taunt yourself. (You will not believe how difficult this can be…) The second point is people who don’t get out of anima font.  Standing in Anima font will take as I said 375,000 damage.  Even with heroic gear this is quite nearly 60% of your health.  With your add hitting you and the Touch of Animus debuff you really can not stand in this shit.  GTFO for reals.

Final Words

This will be the hardest boss you come in contact with up to this point so don’t get discouraged if it’s taking you longer to kill him.  The more you understand the fight, the easier it will be for you to figure out what’s wrong and improve.  There’s nothing more annoying that having people die to things which they don’t know what the cause was.  For your guild and your own sanity, understand the fight to at least at a basic minimum of knowing what the spells from each mob is the general animus mechanic.  Do this and stick with it and persevere!  Check out the links below for version of the maps and tables you can edit for your guild.  Hope this helps!

As always I make many mistakes.  If you spot something please let me know.

Link to Editable Fight Map (Powerpoint, Top Part of Images)

Link to Anima Timing (Excel, Bottom Part of Images)

Heroic Primordius

Mechanics wise, H.Primordius is fairly simple.  You know how on normal you don’t really know what any of his spells do except to “go in the green ring” and “pop a personal on volatile pathogen”? Well not much has changed since then.  The hard part of this  fight is 1 mechanic specific to heroic called the Viscous Horror, a mob that periodically arises from one of the pools along the edges of Primordius’ room.  This is a win it or lose it situation in the sense that if you “win” it you get to keep going and if you “lose” it, you wipe the raid.  Thus the penalty for not doing this right is automatic fail.  Fortunately it’s not too hard to get used to and only Tanks need to pay attention to it really, although you can help call out where it comes from.  My guild found it easier to place 4 directional markers and call out which marker it was near when it came out.  As a healer, the hardest part of this fight, and I’m saying this with only a little bit of bias is the sheer amount of healing you will need to do towards the end of the fight.  Both Primordius and the Viscous Horror hit tanks for well above 200K and meanwhile the whole raid is dying from random dots.  I spent half our first kill thinking “welp, we’re dead now”. Kidding, it’s not that bad but it is.  The fight gets exponentially easier the faster you can kill the boss.  So without much ado, lets talk about the general information.

Raid Makeup:

  • 2 Tanks
  • 3 Healers (I believe some guilds did this with 2 healers but if your DPS is already well geared I’d recommend going 3 Healers to make things a little easier)
  • 5 DPS

Recommended Talents:

  • Tier 1: Pursuit of Justice (might be good to take on this as you don’t really need to do any on demand running, it might be good to generally have faster movement speed)
  • Tier 2: Inconsequential
  • Tier 3: Eternal Flame
  • Tier 4: Hand of Purity (put on tanks at larger stacks of Congeal Blood/Black Blood to reduce dot damage, unfortunately does not work on volatile pathogen)
  • Tier 5: Holy Avenger (recommend on this fight, at times you just need a cooldown to get through spells such as AOE caustic gas AOE)
  • Tier 6: Holy Prism (I used this because for a majority of the fight people are moving around constantly. If you have a coordinated  area in the center of room for ranged then maybe you can get Light’s Hammer but I highly doubt it will be more useful than Holy Prism.)

Recommended Glyphs

  • Glyph of Divinity
  • Glyph of Beacon of Light
  • Glyph of Whatever You Want

Spell Information

Primordial Strike: Primordius inflicts 600,000 -> 800,000 (Physical) damage in a 7-yard cone at current target
Malformed Blood: Ticking dot for 20,000 (Nature) damage every 3s, gives player’s attacks Congeal Blood, stacks and lasts 1 minute

  • Congeal Blood: Inflicts additional 20,000 (Nature) damage to Living Fluids (small red glob) and Viscous Horrors (large red/black glob), stacks and lasts 1 minute

Mutated Abomination: Damage taken from non-Fully Mutated players reduced by 35% -> 75%
Evolution: As Living Fluids reach Primordius, he will absorb them increasing his mutation rate.  When he absorbs enough, he mutates dealing 5% more damage and gaining a mutation, only maximum of 3 -> 4 mutations at a time


  • Ventral Sacks: Periodically inflicts 17,000 -> 20,000 (Nature) damage to all players every 1s
  • Gas Bladder: Inflicts 800,000 -> 1,000,000 (Nature) damage to all players in 25 yards, split evenly
  • Acidic Spines: Inflicts 100,000 -> 110,000 (Nature) damage to random targets every 3s, damages anyone with 5 yards
  • Pathogen Glands: Inflicts 100,000 -> 120,000 (Nature) damage every 1 sec. for 10 sec.
  • Metabolic Boost: Allows Primordius to use abilities faster and attack faster by 50%
  • Erupting Pustules: Pustules inflicts 125,000 -> 200,000 (Nature) damage at 2 yards from point of impact

Living Fluid (little red globs) – Upon reaching Primordius they are absorbed, upon death can leave either a mutagenic or volatile pool

  • Mutagenic Pool (red pools)
    • If Primordius steps in these pools, his mutation level will increase
    • If a player steps in these pools then one of two things will happen:
      • If the player has < 5 helpful mutations, the player will absorb the pool, take 50,0o0 -> 100,000 (Nature) damage and give 1 of 4 helpful mutations.  Helpful mutations include:
        • 5% increase to all stats
        • 10% increase to mastery
        • 10% increase to haste
        • 10% increase to critical strike
      • If the player is already transformed, they will gain a harmful mutations upon stepping in the pool in addition to taking the damage above
        • 10% decrease to all stats
        • 20% decrease to mastery
        • 20% decrease to haste
        • 20% decrease to critical strike
  • Volatile Pool (purple pools, THESE MOVE)
    • If Primordius steps in these pools, his mutation level will increase
    • Inflicts 100,000 -> 200,000 (Nature) damage every 1s

Viscous Horror (big red/black globs) – Every so often, one of these will spawn at a random pool along the edge of the pool, it’s designated pool will be marked with a large black puddle before its coming

  • Black Blood (Debuff): Ticking dot for 20,000 (Nature) damage every 3s, gives player’s attacks Black Blood, stacks and lasts 1 minute
    • Black Blood (Buff): Inflicts additional 20,000 (Nature) damage to Living Fluids (small red glob) and Viscous Horrors (large red/black glob), stacks and lasts 1 minute
  • Deadly Mutagen: If the Viscous Horror gets within melee range of Primordius, it will explode dealing 999,999 (Nature) to all players

Healing Tips

Before you ask, no Hand of Purity does not work on the Volatile Pathogen.  It’s another one of those periodic damage but not ticking DoT spells.  As you can see, the mechanics list of this fight is significantly shorter.  You can still pretty much derp your way through his mutation spells on Heroic apart from being a little more careful on where to stand.  At every point of the fight, I was unaware of any of Primordius’ mutations part from volatile pathogen.  However if you plan to play better, it would be helpful to have Primordius targeted to see his mutations as well as who he’s on.  So what are the main things to do to succeed in killing him?

Assign healing:

  • 1 healer to raid
  • 1 healer to Viscous Horror tank
  • 1 healer to Primordius tank

Assign DPS:

  • 1 dedicated big glob killers + 1-2 backup ranged DPS: When the big glob killer is not transformed, they will need help killing the big glob from the backup.  Also when they need to get stacks, they should call out for another transformed DPS to kill the glob while they get stacks.
  • 1 dedicated small glob killer: This person basically just kills globs the whole time.  Warlocks are good for this.

Tanks: Switch every 2 globs.  For the dedicated glob killer, it’s also important you get your stacks.  You can lax on the first big glob to kill a few small globs each time for some stacks.  If you three heal it, you should be one of the first to get transformed.  You can also call out to ask others to kill a glob or two for you.  You can hold off on DPS when you know that the tank will be able to finish killing the glob.

me and my fellow resto-shaman took the tanks in this and I specifically heal the Primordius tank.  Since I had to switch Beacon quite a bit I took the Beacon glyph.  We may have ended up making the fight harder than it is by swapping tank healing but  I felt like it was better to keep my beacon on the tank.  As I mentioned before, the Primordius tank will be taking quite a lot of damage and will need to be specifically healed.  It doesn’t mean don’t pay attention to anyone else because you sure as hell will need to but this way, if tanks are on either sides of the room there will be a healer assigned to each one and people won’t have to run around getting in range.  Primordius occasionally does his heavy hitting Primordial Strike.  If you’re healing the Primordius tank, watch out for this (it comes ever 20 or 30 seconds, I forget)  and be ready to cast your big heals.

As I mentioned the raid will be taking quite a lot of AOE damage.  I would suggest very proper use of your healing cooldowns for this fight.  Damage will just get more and more intense towards the end so make sure you have those ready.  Also, mana cooldowns are important in this fight as most likely you will OOM near the end if you have under 16,000 spirit with only the Shado-pan trinket for mana return.  Use it wisely and in a timely manner.  Also, be aware that if you are low and you need pools, you should not go run to 4 pools and get them all as you take quite a chunky amount of damage when stepping in them.

Volatile Pathogen needs to be watched.  It does a good deal of ticking damage.  You should call out and individuals should pop their damage reduction cooldowns as they see fit.  Use your divine protection for the love of god as much as you can.  40% magic reduction is no laughing matter on a fight that consists of 95% magic damage to the raid.

In terms of positioning, make sure that you stand somewhere on the center circle of the room.  However be aware, the purple pools will gradually move towards Primordius and if you don’t watch where you’re standing you will die a swift but painless death.

In terms of getting yourself helpful mutations.  As a holy paladin, I would suggest letting everyone else get their mutations first, and then get 4, not 5 mutations.  If you 2 heal this fight, then you should be one of the first people after perhaps the tank and the glob killing DPS to get the buffs.  As soon as one mutation is about to drop, go pick up another one to  refresh the duration.  Getting fully transformed gives you no benefit to healing other than the final buff and it takes much longer to go and collect them than getting one at a time.  I would still recommend not worrying about pools especially if you have 3 healers till after the other players have gotten theirs. Other than this, you can’t really do much about the Vicious Horrors getting to the boss.  It will happen many times but your tanks will get the hang of it.  Then the rest of the fight is a DPS race.  I’d definitely say that this fight becomes easier with more gear.  The damage of the final phases of the fight are just ridiculous after a number of stacks.

Heroic Durumu

After no progression and only clearing for 4 weeks, this boss was fairly easy to come back to.  The fight took around 10 pulls to get.  Only got a few tries in on Heroic Primordius last night and he seems harder than Heroic Durumu so I’d recommend trying this guy either around the time you do Heroic Council or Heroic Megaera.  Heroic Durumu is also a fight where better item level will get you very far so if you’re already slightly overgeared for the content then you should be fine doing this fight. Compared to normal, all of Durumu’s spells hit harder of course.  In addition, there are a few things introduced on Heroic most important of which are Dark Parasite and Ice Walls.  I’ll go into how to deal with everything so lets get started.

General Raid Makeup:

  • 1-2 Tanks (1 if you have a paladin, doesn’t need to be protection)
  • 2 healers (I would not recommend 3 healing unless you’re 1 tanking the fight, getting through the light spectrum phase faster is better than getting through the light spectrum phase slower with more healing.)
  • 6-7 DPS

Recommended Talents: Speed of Light, Holy Avenger, Unbreakable Spirit/Clemency, Holy Prism > Light’s Hammer
Recommended Glyphs: Divinity, Beacon of Light (if 2 tanking) or Protector of the Innocent (if not), Beacon of Flash of Light or Beacon of Avenging Wrath doesn’t really matter…

* Would recommend going for intellect buffs even though this is a heroic fight…mana is not a big issue.

 General Spells

Gaze (Derp Spell) – If no melee targets are within Durumu’s range he will hit all players for 50% weapon damage (Physical)
Hard Stare (Tank Debuff) – Inflicts 150% weapon damage (Physical) and applied Serious Wound and Arterial Cut

  • Serious Would – Receives 10% less healing/stack
  • Arterial Cut – Suffers 40,000 -> 60,000 (Physical) damage every 1s until healed to full

Light Spectrum – Three color beams (blue, yellow and red) track 3 random targets in the raid (no tanks).  After 3s the beam will change to a cone.  Blue and red cones will track players while the yellow cone will begin rotating (can be either clockwise or counterclockwise) around in a circle.  The longer you stand in each cone, the more damage you will take from being in the cone.  This is tracked by a debuff with the color. The three cones are called Infrared Light (Red), Bright Light (Yellow), Blue Rays (Blue).

  • Damage increase from the standing in the cone is increased by 2% -> 3% every 2 seconds
  • If no players are in one of the cones, players will receive 200,000 Fire/Nature/Frost damage every 2s depending on which cone is empty
  • If at least one person is standing in the cone, players will suffer 125,000 -> 166,667 Fire/Nature/Frost damage every 2s distributed evenly among the total number of players in that cone

Light Spectrum Adds – 3 Crimson Fog (red), 2 Amber Fog (yellow), and 1 Azure Fog (blue) adds will spawn during each light spectrum.  They are completely stationary and only begin to cast their specific ability when they are unrevealed.  All of these are invisible unless they are revealed with the cone of light.  After a fog is revealed, if the beam moves from the mob and unreveals them before they die, all players will take 300,000 -> 500,000 Fire/Nature/Frost damage depending on which revealed one was was unrevealed.  Additionally, Azure Fogs (blue) will explode for this damage when they are killed.

Crimsom Fog Special Ability – Caustic Spike

  • Targets random players and inflicts 60,000 -> 80,000 (Physical) damage

Amber Fog Special Ability – Amber Retaliation

  • Cast once for every 10% health lost, inflicts 15,000 (Physical) damage to all players in cone of Bright Light (yellow)

Azure Fog Special Ability – Icy Grasp

  • Inflicts increasing Frost Damage to all players in blue cone

*Azure Fogs will also respawn when killed.

Mind’s Eye (Random AOE Cone Attack) – randomly casts Force of Will

  • Force of Will – targets random player, purple cone appears on ground around target location and any players in this cone are knocked back to their deaths when Force of Will finishes casting

Appraising Eye – randomly casts Lingering Gaze

  • Lingering Gaze – targets two random players and throws a green ball on to them, when it lands it explodes for 50,000 -> 65,000 (Shadow) damage to all players within 15 yards and creates a zone on the ground  which deals 75,000 -> 100,000 (Shadow) damage and slows movement by 30% to any players who come in to the zone

Evil Eye – randomly casts Dark Parasite (can target anyone)

  • Dark Parasite – deals increasing shadow damage to host, see damage increases on duration in table below, dispelling this causes the parasite to change to Dark Plague
    • Dark Plague – duration equal to time left on Dark Parasite when dispelled, spawns wandering eyes ever 3 seconds
      • Wandering Eye – attacks random players, inflicts 50,000 (Shadow) damage to host every 2 seconds and causes host to suffer same amount of damage done to it

Buff Duration

0% Mitigation

15% Mitigation

40% Mitigation





























































Disintegration Beam – focus beams to central spot in north of map for a couple of seconds, turns in either clockwise or counterclockwise direction as Cross-Eyes create maze of Eye Sores all around the platform, anyone hit by the beam instantly dies, no immunity effects work on this

  • Cross Eye – creates Eye Sore maze on platform
    • Eyes Sores – inflict 125,000 -> 160,000 (Arcane) damage to all players standing on it every 1s, eye sore maze is continually revealed as beam rotates
  • Stern Eye – appear around circumference of platform and face forward covering an inverted cone, cast Stern GazeMind Daggers – any active eyes such as Wandering Eyes will inflict 30,000 -> 48,000 (Arcane) damage to one random player
    • Stern Gaze – inflicts arcane damage to 2 closest players, the further they are away, the less damage they take
  • Walls of Ice – three walls of ice appear in a peace sign formation with one wall being aligned to the disintegration beam, each wall has sections which are health linked

Hungry Eye – periodically summons Life Drain

  • Life Drain – focuses on random players and beings to siphon life, stunning them for 15 seconds, life drained will add to Durumu’s health pool (effectively healing him), the longer the drain Is on one person the more life will be drain, always target closest player between target and eye which spawns near Durumu, Physical damage

* Life drain this for (unmitigated) around 75-80K  the first tick, around 120K the second tick and around 150K the third tick

Obliterate – Durumu kills all players if not defeated in 10 minutes or if the Light Spectrum phase is not completed in under 80 seconds


Everything about the light spectrum adds is the same.  Don’t reveal the blue add, reveal Red gradually.  Yellow will reveal by items.  The phases of the fight go in a well defined order.  For the duration of the fight, he will cast Force of Will, Lingering Gaze and Dark Parasite.

Low Damage Normal -> High Damage Light Spectrum -> Ice Walls Closely Followed by Disintegration Beam -> Ice Walls Closely Followed by Light Spectrum -> Ice Walls Closely Followed by Disintegration Beam -> Ice Walls -> Light Spectrum

Spawn times:

  • Ice Walls spawn approximately every 36s after the first spawn which is during the first disintegration beam
  • Dark Parasite cast is more variable, at points it was being cast every minute, then there was more than a minute and sometimes almost 2 minutes between casts.  I do believe the cast is based on something else since it doesn’t go off during the maze, the timer on DBM should be accurate

This phase order means that at certain points basically before each Ice Wall, the raid needs to be clumped in the same quadrant.  The three walls always spawn in the same spots in a peace sign formation so you should know exactly where to stand each time.  During the Ice Walls before disintegration beam, you should always clump in either the left or right 180 degree cone next to the Ice Wall. This allows you to quickly go to either the left or right depending on which direction Durumu is turning.  During the one before Light Spectrum, it’s only important you’re in the same quadrant.

This fight is extremely easy with good coordination.  You absolutely don’t want to waste time inching around the circle trying to find the beasts.  You should and can know where they are before they spawn.  You should assign the following:

  • 1 person (ranged dps or tank) to move to where you need to stand for Ice Walls, this person should be familiar with where the walls are going to stand
  • 3 people (preferably melee dps) assigned to watch where the 3 Crimson Fogs spawn and place their own color raid markers down
  • 1 person  (anyone) to watch for where the blue one spawns for the blue cone and place their own color raid marker down
  • 1 person (preferably ranged DPS) to watch for where the yellow adds spawn and kill them when they are revealed by the yellow light

Also what needs to be coordinated are where people are standing during the light spectrum phase.  This is what worked for our group:

1st Light Spectrum

  • Yellow: 1 Ranged DPS + Off-tank + Main tank until their damage becomes too great, then step out
  • Red: Healer 2 + Melee DPS, if you don’t have any just place some ranged, there should be at least 2 people in this
  • Blue: Healer 1 + 1 Ranged DPS

2nd Light Spectrum – Healer 1 and 2 switch places

In the first Light Spectrum, you can most evenly divide the setup depending on what your group makeup is.  It’s always good for at least 1 person to be free to take the place of someone who receives the beam but is not assigned to stand in the color.  2 people standing in each beam is fine.  In the second Light Spectrum however, a life drain will come during the middle therefore you need 3 people who can actively run to the life drain.  You have to have communication during the life drain as this is one of the hardest parts of the fight.  Do not! Go above 3 stacks.  Many BossMods like DBM or BigWigs count out how many stacks you have in chat bubbles.  It would be a good idea for this fight.  After the next person steps in the person after that should be ready to step in immediately. Everything gets chaotic when the life drain comes during the Light Spectrum so most likely this will be the phase you’ll be stuck on getting past.  If you can coordinate this well then you should be quickly downing this boss.  The other thing is, don’t make it a mad mob rush to stand in the beam out of the lightning phase.  Each time you take a tick of the life drain you will be stunned so you don’t want a bunch of people getting 1 stack and taking a bunch of time off DPS.  Coordinate it cleanly.

I never noticed the Amber Mobs in the normal version of this fight and only really saw them in the second version.  My guild didn’t have any bugs with this mob but apparently other guilds did.  It will be good to assign one ranged DPS to focus on these yellow mobs when they appear.  You have only a limited amount of time to kill the move and while they don’t have a lot of health and can pretty easily be killed by one person you still need to watch out for them.  This is why it would be good to position the yellow beam when it first is being shown on whoever its target is to go to a place far away from where the yellow marks appear on the ground.

Dark Parasite

Several ways to deal with this.  If your raid has two shamans you’re in luck and you should never even have to deal with this.  If your raid has one shaman you’ll deal with it 50% of the time if they’re awake.  Why? Because grounding totem can soak up this spell.  See the evidence below from World of Logs (no I did not just type this up -_-):

[20:58:28.678] Evil Eye casts Dark Parasite on Grounding Totem

If you can completely avoid this spell it will make what was originally not a difficult mechanic completely nonissue.

If you do need to deal with this mechanic, then you should know as holy paladins that Hand of Purity does not work on the DoT portion of this effect because apparently it’s not a dot even though the Wowhead spell says “periodic damage”. Therefore I would recommend you take either Unbreakable Spirit or Clemency for the sacrifice which will help a lot especially considering the final ticks of this can go above 400k.  My recommendation is to be smart about this debuff.  Sure it’s not great to dispell it, but if you’re about to die, dispelling it removes ALL of the damage.  You should not be in danger of dying unless you’re under 12 seconds and at that point, you should place a sacrifice on the target and hit your divine protection.  Coordinate a cooldown with your other heals such as Pain Suppression or whatever healing cooldowns you have.  It should honestly not be a big issue.  One problem we were having is that people would run out of range of the healers when the parasite came during light spectrum.  This is why we switched the healing locations up.  You should be able to reach people if you stand close to the boss but in the panic of things you might just want to stand near them instead of trying to find them.

The maze is no difference apart from the fact it does a little more damage and the ice walls are right before.  You have to kill the walls and be positioned on the right (not left/right but wrong/right) side of Durumu before he starts rotating.  If you have an elemental shaman, bring them for ice walls and grounding totem.  You should be ready to run to either side of the beam so get close to the wall as it’s about to die.  Don’t die on the maze at this point you should be familiar with doing it.  Patience is the key.  Apparently there is additional damage during the maze phase but honestly I didn’t even notice it.  Keep throwing out AOE heals and you should be fine.

Execute your normal mode mechanics roughly perfect and life drain perfectly, deal with heroic mechanics and you should be quickly on your way to killing this boss.  For healers, the majority of the damage like 80% is during light spectrum so don’t be afraid to pop your healing cooldowns.  Furthermore, since you should only be experiencing two your 3 minute cooldowns will be up for every single light spectrum.  Holy Avenger is really nice on this fight due to the HoT and everyone taking a lot of periodic damage.  In general, this fight is a lot less healing intensive than Megaera while being around the same in mechanics execution.

Anything else I haven’t covered, feel free to ask!  Good luck!

To Use 4-Set T15, or not to Use 4-Set T15

Unless you live under a rock, you know by now that Blizzard has nerfed our beloved T14 4-Set bonus to force us to not use it.  But did they do anything to make use want to use our T15 2-Set or 4-Set bonus? Perhaps not quite and that is why many holy paladins are foregoing the T15 4-Set bonus in favor of better itemized pieces with more mastery.

If you haven’t switched to the new tier yet or don’t have any sort of deduction abilities you will find out that you will not be able to weave holy shock between spells and still maintain the semblance of being a healer anymore.  The time between holy shocks is essentially just enough for two casting spells such as Divine Light or Holy Radiance.  By adjusting the daybreak spell to be a stackable buff off Holy Radiance, Blizzard has realized just how overpowered Holy Radiance is compared to Divine Light and how much they screwed themselves over by giving T15 such a lackluster bonus.  The change to Daybreak in fact fits right in with the increased time between holy shocks.  Now you will not be losing the Daybreak procs you were losing before.  Most have established that the two-set is not a bad idea to get, and furthermore there are two tier pieces with mastery, the Helm and the Shoulder.  But the other two pieces pants and gloves have haste and the chest, well we won’t talk about that black sheep in the family so many holy paladins have decided to use other pieces such as the pants from Dark Animus which have mastery, and the gloves from Tortos which have mastery and will end up having more int/spirit and other stats because they have a chance to be thunderforged.  Also either the chest from Lei-Shen or (god forbid using a piece without spirit) the chest from Ra-den has better secondary stats than the chest. 

So the question is, should we use the better itemized pieces over getting at least 4-set?  To answer this question we must evaluate what the 4-set actually gives us.

Well, Blizzard created the impression that the 4-set is this amazing thing and will do wonders for fulfilling your role in the raid simply due to how hard it is to get the 4-set, how good the last 4-set was.  So it’s understandable that people don’t understand how crap the T15 4-Set is.  It doesn’t fit in to the world order and therefore we are angry. In all seriousness, though lets take a look at what the 4-set does.

Look at any fight in ToT and then look at how much overhealing you’re doing with your beacon.  So in what situations do you get such high overhealing?

  1. Minimal Tank Damage: Well…the boss just hits like a fluffy pillow so that Disc priest is taking up all your heals with beacon. That jerk.
  2. Lag: Delayed reaction, someone with superspeed reaction, just call it what you want.  The beacon heal just takes longer to hit the tank!

The fact that you can’t actually fix any of these situations means that you can’t really fix the situations of overhealing with beacon used on the tank.  But think about this situation.  The tank is taking massive amounts of damage, and sure you’re doing some overhealing, but a majority of your healing is still being effective.  Now boost this effectiveness by 20%.  Will you do more overhealing? Yes you will.  But. Every heal which previously healed your tank for only 30K will now heal your Tank who’s being smashed into the ground for 36K.  6K sure not great but it adds up. Also, it’s not as if you could have spent this time doing something better.  You will be healing the same with or without the T15 4-set.  If your better item level gear will give you an additional 6K on your beacon, then sure I would recommend dropping the T15 set but till then, the increased beacon healing is still great for heavy tank damage fights such as Council or Heroic Primordius. 

Something no one has really dabbled in or at least talked about is consistently swapping beacon from player to player.  This is a method which I think will benefit supremely from this 4-set bonus.  But playing this way is hard, I mean it’s hard enough to deal with healing people but now you need to add beacon swapping on top of it.  You need to think about two healing spells in stead of one.  No one really plays this way because it’s hard to play this way.  I’m still convinced that this way of playing will see great benefit out of the T15 4-Set but good luck learning to play this way.  We all want to just leave our beacon on someone and not have to worry about it.  But think about it in this way.  Instead of placing beacon on the tank in a fight which has relatively low boss damage, place it on dps who you know are going to take damage.  I mean place it on yourself for all it matters.  Get that juicy 100% boosted eternal flame on top of the beacon transfer and you will never die!  Rather than healing the raid to heal the tank, heal the raid to heal a player.  This will of course require constant switching.  This method will in my opinion create even more overhealing on fights with only moderate raid damage so for those you might just want to switch to higher item level gear but on fights such as Council, you could switch your Beacon to the frostbite target, switch it around during Kazrajin, leave it on the tank for Frigid Assault, just all in all a great fight for the 4-set.  But how about a fight like Megaera where no one should really be taking a whole lot of damage other than the tank and even then only during breath?  Then perhaps it’s better to switch to a higher item level set.  Think of Jin’rokh where the tank is taking laughable amounts of damage.  Would it not be better to have better item level gear for more stam and more base healing? 

The point to all of this highly ridiculous rambling is that there are situations and fights where I think the T15 4-Set will be great.  In Throne of Thunder, I can count them on one hand.  But you must think long and hard before discrediting the 4-Set in non-heavy tank damage fights.  With better gear, are you not also providing yourself with the chance for more overhealing simply due to better gear?  Where is the balance in these things?  Is having better item level gear and a general overall increase in overhealing a more beneficial choice than having a 4-set which increases overhealing on one target more and increases the opportunity to heal the raid more and the tank less and will you actually heal the raid more and the tank less with the T15 4-Set?  That is something that you will need to determine yourself and I will not be surprised if healers switch between sets for different fight encounters.