1. Hi! Long time no see but I've updated all the links, they are clickable again :} Answered the messages :}
    Sorry for the wait. Cheers!

  2. Hey. I am trying to find the links for the build, but no sucess :/

  3. Hmm, by links to the build you mean gear or talents? The armor links should be working fine, checked them on four independent pc's. The talent links shouldn't be working because there are none. For the talent tree I posted plain screenshots : D

  4. Web site is down. Is still somewhere on the net?

  5. Just bumping this again, the site is still down.
    I've been following this guide since day one of doing pve content as a disc priest. Thank you so much for all the valuable information. Hoping to do some ICC raids soon! :D

  6. May 1, 2018  

  7. May 1, 2018  
    BUMP
    website is down
    You can attempt to access the site through an archive if it's down.

    In the mean time, you can check out this or this. Alternatively, you can also check out the other Warmane Disc guides linked in the sticky thread, like this one.

    Just bumping this again, the site is still down.
    I've been following this guide since day one of doing pve content as a disc priest. Thank you so much for all the valuable information. Hoping to do some ICC raids soon! :D
    Things are close enough to the blizzlike ceiling that retail-era information should suit your needs. If it's ICC specific information you're after, I wrote a decent primer for each healing spec you might find informative.

    Spoiler: Show

    This thread is meant to explain the healing assignments expected of each Healer spec on a fight-to-fight basis.

    This will be particularly helpful for people wanting to pick up a new healing class, or just anyone that's completely new to healing. You'll come across a lot of handy tips, common mistakes, as well as hopefully gain a better understanding of not just your role to play in the healing team, but also that of the other healers, so as to better facilitate your collaborative healing efforts with them.

    While this might be a good starting place, know that there's no simply no substitute for actual first-hand ingame experience. This holds true for any role but particularly for healing, because of the amount of planning ahead and preemptive action you might be expected to take.

    *If you're a Holy Priest or Resto Druid, you should read the description for both roles, due to the large amount of overlap there often is between the roles of these two classes.
    *Every healer is advised to read the description for Holy Paladins. It's valuable to increase your understanding of how the Holy Paladin in your raid functions, and to understand the times when he is weakest, so as best to improve your capabilities as a back-up tank healer and help prevent tank deaths.




    Lord Marrowgar


    Holy Paladin: Beacon the MT and heal the OT to start with, keep Judgement of Light up, remember that damage outside of Bone Storms is really trivial so if you want to Divine Plea pre-emptively so you don't oom during a Bone Storm, go right ahead. When Bone Storm hits it's a good idea to beacon yourself because this lets you heal the raid freely without bothering about being too close to the boss, and toss Sacred Shield on a random other healer. Divine Illumination and Wings can be used as healing CD's here as the glyph of Holy Light healing double-dips into them, which makes for some excellent raid healing, and remember not to ever let Judgement of Light fall because this benefits from those CDs as well. Chain your GTS with the other healers (remember that even GTS benefits from your CDs), and if anyone from group 5 is spiked pay particular attention to them. If a lot of healers are spiked, or if you feel it's needed, go ahead and use Divine Guardian as a raid-wide CD, but don't overlap it with the Prot Pala's.

    Resto Shaman: Focus on keeping ancestral fortitude up on tanks outside of Bone Storms, during a Bone Storm it's really just standard Chain Heal spam. Don't forget to pop the Troll Racial as a HPS boost too. It's a good idea to Earth Shield a random healer or caster (or even yourself if you don't mind not having Water Shield) because the tanks don't need it here. During Bone Storm Chain Heal crits cause Ancestral Fortitude on any target they hit, which is really neat, so try and spread that around. Focus on keeping other Healers alive through spikes, and chain your GTS with them rather than just overlapping it. Riptide tends to better kept for when you're forced to move rather than on CD, and if you can't do that then don't forget Nature's Swiftness + Chain heal.

    Discipline Priest: Outside of Bonestorms most of what you basically just Shield spiked people and assist in tank healing. 5 secs or so before the 2nd set of spikes are cast is a good time to pre-emptively shield the entire raid for the incoming Bone Storm. During Bone Storm just spam Shields and keep PoM on CD. If a lot of people are low and more healing is needed remember to use Inner Focus + Divine Hymn, and make sure when you cast it that you won't have to move shortly after. Co-ordinate GTS, don't let spiked healers die, etc.

    Resto Druid: Standard Rdruid stuff, keep HoTs on tanks at start. Remember to throw Rejuvenation on the Rogues + Cats + DKs and keep Wild Growth on CD to proc Revitalize on them since that increases raid DPS a little and you don't have that much to do at the start. Around the time the 2nd set of spikes happen is a good time to start casting Rejuv on the entire raid. During Bone Storm it's the standard 5x1 rotation of 5 Rejuvs, 1 Wild Growth. Use Swiftmend or NS + HT on a spiked healer or critically low target. Remember that you have near 100% mobility so keep a distance from the boss such that you take less damage. And don't forget Barkskin.

    Holy Priest: Really similiar to Resto Druids. Assist with hotting tanks outside of Bone Storm. During Bonestorms keep Circle of Healing + PoM on CD, and blanket as much of the raid as possible with Renews. GS on a spiked person that looks to be in danger is a good idea, and if a certain party needs some quick burst healing, remember Prayer of Healing. Take advantage of your high mobility to keep your distance from the boss during Bone Storms.




    Lady Deathwhisper


    Holy Paladin: In p1 beacon a tank, heal the other, and when adds are dead and you're preparing for a Mind Control, pre-emptively cast some heals in the melee camp. This is so in case melees get MC'd, there's a little bit of glyph healing that goes out right after. Remember to HoJ MC'd people where you can. Being specced into 2/2 Imp HoJ lets you have it up for every MC, which is great. The melee camp can be an extremely perilous death zone due to a high risk of dying quickly to any melee MCs that aren't CC'd quick enough. For that reason it's a good idea to keep your distance. Divine Guardian is a good idea when spirits spawn for in case they blow up. Keep heavy heals going on the melee camp and keep yourself alive.

    Resto Shaman: Remember that you're going to be expected to dispel the Curse of Torpor. As a Mind Control is happening it's a good idea to pre-emptively cast a Chain Heal on the melees for in case one of them gets Mind Controlled and hits all the others. Hex is really nice for those times the RDPS don't get CC'd quick enough, so don't neglect that. Also, remember that you can use Wind Shear if you see a MC'd caster hard-cast some spell. When Ghosts are spawned be prepared for huge amts of sudden damage in case they explode, and keep Heals going in the melee camp.

    Discipline Priest: A lot of the responsibility for the damage control is going to rest on you. In P1 make sure you're keeping the melees shielded prior to a Mind Control (you can probably even easily shield everyone else too since there might not be much else to do). In p2 make sure you're situated where you're not in range of Ghost explosions, but where you can Shield everyone. Use Psychic Scream if some DPS near you is MC'd. P2 of LDW has her casting Frostbolt Volley periodically which is really similiar to Infest, which means you'll be mostly handling it the same way too. It's fine to just be spamming Shields on the entire raid the whole time to make the Frostbolt Volley damage more trivial. Also, the Shields serve as a welcome health buffer in case of unexpected bursts of damage, which this fight features a lot of.

    Resto Druid: Dispel Curse of Torpor, Rejuv everyone (healers and melees particularly) prior to Mind Controls, and make sure you're preferentially using those HoTs on targets that don't have the Disc Priest's shields on them yet. Saving a Wild Growth to use instantly after Mind Controls is nice if a lot of melees get MC'd. If you spot a far away MC'd Mage and Warlock and you see they're free-casting, go ahead and Cyclone them before they one-shot someone. And don't neglect War Stomp either. Use Barkskin liberally, around the time of Ghost spawns is a good idea. You're ridiculously mobile so always be spread.

    Holy Priest: Once again, really similiar to what Rdruids do. Saving Circle of Healing for immediately after Frostbolt Volley casts or Ghost explosions is the best use of them. Keep PoM bouncing, and don't neglect Psychic Scream.




    Deathbringer Saurfang


    Holy Paladin: Standard Hpally stuff for the most part. This is a fight with very little AoE damage but a lot of concentrated damage (tanks, Boiling Blood targets, Mark of the Fallen Champion targets) which plays nicely to your strengths. Remember that the boss' melee damage increases in accordance with how much Blood power he has. At 90 blood power he does 90% more damage, etc. When his Blood Power is low is a good time to Plea. After 35% when his Blood Power gets high is a good time to use Divine Illumination or Wings as a healing CD. Be aware of when tank switches are about to happen so you react instantly. You should be pre-casting a HL on the taunting tank beforehand. When adds are about to spawn, make sure you aren't in the melee group. Holy Pallies tend to sit there a lot for Seal of Wisdom procs, but that tends to get adds to instantly aggro to you, and what then happens is they get a lot of melee hits off on you which by itself isn't that lethal until they enrage, but it feeds the boss with huge amounts of Blood Power, which is exactly what you don't want. You have 2 def CD's that can be applied to tanks if that's needed (Hand of Sac + Divine Sac) so don't neglect that either.

    Resto Shaman: As is the common theme with Rshammies, you're primarily the tank-healing assistant. Remember to keep Ancestral Fortitude up on the tank that has the boss on him. Resto Shammies are particularly great for when you have Marks cast on melee DPS, because Chain Heal spam is amazing for covering that without much assistance from the other healers. Ancestral awakening procs are also likewise great for the same purpose and aren't limited to the MDPS. Usually it's a good idea to keep Earth Shield moving constantly moving to the tank who's currently tanking it, even if the previous Earth Shield on the other tank hasn't had all its charges expended. Remember that most sources of damage in this fight, including Blood Nova, as well as the Blood Boil and Mark of the Fallen Champion dots, are physical sources of damage. For that reason, you are also expected to keep Ancestral Fortitude up on those targets. Riptide is a great choice to use on targets with those dots because its initial heal has a chance to proc the buff, as well as leaves a decent hot after the fact. Don't be close to the melees, you have no reason to do that. You'll typically BL at the start rather than after the boss frenzies so don't forget that. It's a short fight which can tempt the other healers to try-hard and spam heals crazily, so remember Mana Tide for when it looks like it's needed.

    Discipline Priest: Use Pain Sup strategically (usually at high Blood Power or after his frenzy at 35%). Remember to tell your PI target that he isn't getting PI unless he focuses adds. You can usually get off 2 Power Infusion uses so try and do that. Shield people with Boiling Blood, and help out with tank healing or mark healing. Assist with putting Inspiration on people with Blood Boil or Mark of the Fallen Champion.

    Resto Druid: Odds are there won't be that much to do for you in the first half of this fight, so it's a good idea to help out with keeping Rejuvs and Wild Growth on the Cats, DKs, and Rogues. Obviously you wanna HoT tanks and Boiling Blood targets too. When a Mark goes out, keep both HoTs (Regrowth + Rejuv) on whoever has it, and outside of that you just assist with tank healing along with keeping Wild Growth on CD. There is only concentrated damage happening here so Glyph of Rapid Rejuv can be good for putting Rejuv on Marked targets, and proccing Revitalize benefits on DPS faster.

    Holy Priest: Renew on the Boiling Blood + Mark targets. Assist with tank healing, etc. Circle of Healing is nice right after the splash if it hits a lot of targets. If it's one of those runs where a lot of Marks end up going out onto the raid and it gets really hectic towards the end, a Divine Hymn will help a lot. Remember to help with putting Inspiration up on targets that have Blood Boil or Mark of the Fallen Champion on them. Save Guardian Spirit for when the boss' blood power is high, when he's frenzied, or when both those situations occur simultaneously.




    Professor Putricide


    Holy Paladin: Be constantly bombing the raid with Holy Light and its glyph's heals. Ideal targets to focus Holy Light on are low Hp targets (obviously), targets with Unbound Plague who have lots of stacks, and people with Red or Green oozes linked on them. Malleable Goo will significantly gut your healing output so it's crucial that you don't get hit. If you do get hit, then use Holy Shock and instant Flash of Lights on CD. Remember that you can bubble at least 1 goo hit off. It can be a good idea to put beacon on the Red Ooze's target, but apply the beacon only after you just landed a fresh Holy Light cast on the Red Ooze's target, so the target doesn't die in the GCD you placed the beacon. In this event you'd have to heal the tank manually. On transition phases you should definitely beacon the Red Ooze's target because the tank doesn't take boss damage. If you get targeted by Red, remember that so long as its slowed, you don't have to be running from it 100% of the time. If you're a good distance from it, you can pause and get a few hard Holy Light casts off here and there. If the red ooze is re-linking and its target wouldn't run away in time, use HoP. Try not to soak greens, because you're not a mobile healer. Its better for you to stand apart from the group and focus on topping the damage they receive, rather than sharing that damage. A good time to Divine Plea in p2 is after a Red Ooze has spawned, when its Gaseous Bloat is on only 4 or 5 stacks. Remember Divine Guardian for when a Green Ooze or Malleable Goo looks bad. Remember you can use Divine Illumination or Wings to supercharge your glyph of Holy Light heals and GTS if extra AoE healing is needed. In phase 3 just keep the tanks up, anticipate when the off-tank will taunt and make sure you're pre-casting the heal on him as he's about to taunt.

    Resto Shaman: Much like a Holy Pally, you have very limited mobility, so don't share the green ooze explosion damage, and don't get hit by goo because you can't bubble it off. If you do get hit, Riptide on CD, and prepare to use an instant heal via Nature's Swiftness if it looks like that's needed. Otherwise, keep the Chain heal spam going. This is what most of the fight is going to be like for you because of the constantly ticking AoE aura. When a green ooze explosion is imminent, you want to be casting a Chain Heal into that pile of people so you top a few of them up immediately after the damage happens. Focus on Red ooze targets, ESPECIALLY if its the Holy Pally. Remember that the tank will need some attention too if the Hpally has to move. It can be a good idea to Riptide them. Otherwise, make sure you have Riptide for when you have to move, or when you're knocked back from an explosion. When linked by a red ooze, remember that so long as its slowed and you're far from it, you're able to get off a couple of chain heal casts even as you run away from it. Phase 3 is less hectic - there's less ticking AoE, but harder tank healing is needed. If a 3rd "tank" needs to taunt, prepare to go into heavy Healing Wave mode on that guy, and make sure you have Ancestral Fortitude up on him beforehand.

    Discipline Priest: Standard disc stuff on any ticking aura fight. Don't get hit by malleable goo, shield spam intelligently, keep PoM on CD. Pain Suppression on a Red Ooze target, especially if it's a healer, can be handy. Most of your healing spells are instant casts so it's a good idea for you to help soak green ooze damage. If your health gets low and you're knocked back, use Desperate Prayer. If the AoE healing situation looks dire don't neglect Divine Hymn and Prayer of Healing. One special thing you should do as a Disc priest here is keeping the Abom shielded. When the abom's shield is consumed by the damage it takes, you proc him a staggering 16 energy from your Rapture talent. This makes the abom's life a lot easier as he gets to keep pools smaller and finish them sooner, as well as increases his DPS uptime on PP and the oozes. Pain Suppression can be good on red ooze targets, especially if they're a healer. If it's still up in p3, use it on one of the tanks, or the 3rd taunter.

    Resto Druid: This is a ticking aura fight so naturally 80% of it for you is just going to be your 5x1 rotation. Remember that it's very valuable to keep Rejuvenation and Wild Growth ticking on the Abomination because of its Energy gains via the Revitalize talent, but don't Wild Growth the Abomination if it means no one else would get the Wild Growth ticks. Regrowth anyone that gets linked by the Red or Green ooze, and prepare to Swiftmend if they get critically low. You're extremely mobile so soak as much green ooze damage as possible, and use barkskin and such to mitigate it. If the red ooze's target is healer, heal him extra hard.

    Holy Priest: Keep PoM on CD, keep Circle of Healing on CD. Rather like an Rdruid, you're going to be spreading HoTs around. Soak as many green oozes as possible. Because of its short cooldown, its a great idea to GS the red ooze's target if its a healer. Body and Soul via a target of target macro if the Red ooze is re-linking can be a wipe-saver. If specced into Serendipity, always keep 3 stacks of it up and prepare a rapid Prayer of Healing cast for when more AoE healing is needed. In phase 3, keep Inspiration up on tanks as they're about to taunt the boss, and if GS is still up, use it on the 3rd taunter.




    Valithria Dreamwalker


    Holy Paladin: Beacon the boss, and heal a target close to her. This is so she takes the glyph of Holy Light healing too. Remember that the glyph of Holy Light heal double-dips into the orb buffs, Divine Illumination, and Wings. Sacred Shield yourself in FMC and keep the Holy Shocks and Instant Flash of Lights going.

    Resto Shaman: Best single target HPS seems to be Riptide -> 2x Healing Wave -> Chain Heal -> 2x Healing Wave, repeat. So basically you repeat that over and over. Under BL with your Haste racial popped your Healing Wave becomes almost gcd-capped even without Tidal Waves, so you just spam Healing Wave for that 10 second window.

    Discipline Priest: In case you're sent in, just flash heal the boss, Penance on CD, keep renew up. Remember that you can shut down a Blazing Skeleton or Frost mage cast with Shackle if needed. You'll most probably be out, so dispel the abom's disease, mass dispel frostbolt volley slows, and apart from that it's standard disc healing, with the exception that you'll also be topping people up more regularly than shielding them.

    Resto Druid: Keep Regrowth and Rejuvenation on the boss. Swiftmend on Cooldown. Apart from that, you stack up lifebloom to 3 stacks, and while waiting for the 3-stack lifebloom to fully tick you fill that time with Nourish spam. Inside FMC keep Wild Growth on CD.

    Holy Priest: Keep renew on the boss, Flash Heal spam, and if specced into Serendipity use Greater Heal at 3 stacks. You'll most probably be out so it's standard Hpriest healing. Remember that you can shut down a Blazing Skeleton or Frost mage cast with Shackle if needed. The contribution from your Guardian Spirit will be massive, so use that at the right times, and only when you see all healers have left the portals and are free to fully benefit from it.




    Sindragosa


    Holy Paladin: If unchained in phase 1, run to the side, and periodically help out with a couple of short bursts of paired Holy Light casts. So 2-3 Holy Light casts in a row, explode alone, repeat. You especially want to do this if too many tank healers have UM. Make sure you're not so far from the boss that the Blistering would kill your after it pulled you in. Remember that you can keep Judgement of Light up without incurring UM stacks. When not unchained, you want to be spamming Holy Lights off of MDPS with stacks of Chilld to the Bone. The amount of AoE healing you need to put out is massive, so don't neglect Wings and DI as tools to boost your AoE healing. For the most part, you can ignore the Unchained Magic that happens just before her 1st flight phase, because you're given enough time to run to a corner and explode alone after she flies up. In phase two, if you don't have forbearance, you will simply cast through your first Unchained Magic. Refreshing the amount of stacks you have delays the explosion, so you are constantly going to be spamming heals, until the UM debuff itself has almost expired. When that happens, you use bubble to clear the debuff and all your stacks. The bubble will also last long enough to render you immune from the next UM cast, which is great. Apart from that, make good use of Hand of Sacs, Divine Guardian, Aura Mastery, and improved Lay on Hands. The ideal spot to heal from is behind a tomb, Out of Sindy's line of sight but in los of the tank (remember that your beacon will not heal its target if you are out of line of sight of that target). Tank swaps can be rough, so be alert for when a tank is about to taunt and swap the beacon accordingly. A great thing to do is to cast Improved Lay of Hands on the tank who just taunted it, beacon him in the next GCD, and then resume your healing as per normal. Of course, you can't do this everytime, so something else you can do is to manually cast Holy Lights on the 2nd tank as he's running to taunt the boss and switch the beacon to him after he's taunted it and you've just healed his first hit. Remember, it's always best to move beacon on the tank tanking her because that leaves your Holy Light's glyph's effect freer to help out with the raid healing. Divine Guardian and Frost Aura Mastery on Ice Tombs or Frost Breaths can be great.

    Resto Shaman: For the most part your healing here is going to be Chain Heal spamming interspersed with occasional tank healing. If too many tank healers have UM, the task of tank healing will mostly fall to you. Apart from tank healing, you should be spamming Chain Heals on mDPS who have high stacks of Chilled to the Bone. When running from Blistering Cold, and there is a tank or some DPS critically low, that's a great time to whip out a NS+Chain Heal or NS+Healing Wave. When the UM happens just before air phase, you can usually ignore that one to keep spamming heals so long as you make sure to explode alone after she flies up. On flight phase, try not to cast much outside of the 5-second rule so you maximize your mana gained. In phase 2 always be healing from behind a tomb such that you're in line of sight of the tank, but out of los of Sindy. Keep Earth Shield on the tank tanking her, and make sure you have Ancestral Fortitude procced on the tank about to taunt it. Tank swaps can be tricky so swap into Healing Wave mode for a bit while it happens.

    Discipline Priest: When you get unchained, a great thing to do is to keep using healing abilities that heal for a large amount in a single cast. What I'm referring to specifically for you are Prayer of Mending and Prayer of Healing. Each cast of these spells net a very large amount of healing while only giving you 1 UM stack. This doesn't mean to spam those abilities, however. You want to cast in moderation. If your tank healers are Unchained, remember that you have some very impressive tank healing as a Disc Priest. It's also a good idea to Rotate Pain Suppression and Hand of Sacrifices on the MT when that happens. During the flight phase, shield the 6 tombed names if you can, and if they have weakened soul already, use renew. Phase 3 is much like it is for other healers. Do not underestimate your value as a tank healer - you provide Inspiration, and some very welcome melee hit buffers on tank with your Divine Aegis talent. Divine Hymn is amazing in a pinch here because it heals tanks through LoS too and provides a really useful healing buff on anyone it hits. It is generally a great idea to put shields on the tank who's about to go and taunt, to buy time for the healing focus to shift to him instead of the previous tank. Apart from that the same applies to this fight that does in most other ticking aura fights. Don't forget Pain Suppression on a tank that either has to solo-tank it, or is about to and taunt from a bad spot.

    Resto Druid: If you don't get UM, it's 5x1 interspersed with tank-healing. If you do get Unchained Magic, run to a side and use Wild Growth on CD. This is because Wild Growth nets a large amount of healing per use. You can weave in a couple of Rejuvs too if you're careful about exploding alone. While running away from Blistering Cold along with the raid is a good time to use Wild Growth and Swiftmends even through UM because this period is when your Hpallies and Rshams can't heal much. In the air phase, put Rejuv on all 6 tombed targets even through Unchained Magic, as the explosion afterwards can be healed up easily. After the air phase ends and Sindy is flying down, use that time to blanket as much of the raid with Rejuvs as possible before she casts Unchained Magic again. Phase is much the same as it is for other healers, but avoid getting stacks with UM unless it's absolutely necessary.

    Holy Priest: In phase 1 you can heal through UM a bit with PoM, Prayer of Healing, and Circle of Healing. If too many tank healers are unchained rotate GS on the MT along with his own CDs and other external def CDs on him. Renew the tombed targets in air phase, and use Body and Soul to save people who might've been too slow for Blistering. In phase 2 the best time to pop GS is on a tank that's about to taunt, or on a tank that needs to tank it for a longer time while the other tank resets his stacks. You want to use Divine Hymn at some point tactically, and in p2 this is usually worth it even through UM because of the sheer amount of healing it puts out.




    The Lich King


    Holy Paladin: The entirety of this fight is extremely unforgiving to lapses on your part, because of how the tanks are almost constantly bombarded with huge amounts of damage. Preemptively positioning your toon in a good spot and pre-casting appropriately are all going to be necessary on several occasions. In Phase 1, you should be precasting a Holy Light on the MT immediately before the RP ends, so it lands after his first hit. You should be positioned with the melee DPS to land off some free auto attacks when refreshing judgement/beacon/sacred shield or while moving. The best time to refresh these are while LK is casting his ghouls (it's a 3 or 4 second channel), or immediately after a Holy Light cast that leaves both tanks as full health such that you now have breathing room to afford that GCD. As to who to beacon initially, you should beacon the OT and use absolutely every HL cast healing the MT, which is great for Val'anyr users especially because of the extra shielding on the MDPS via the glyph effect. Until the 2nd Shambling spawns the damage on the OT isn't really critical outside of enrages so be wary of that. Keep an eye on the Shambling's health and assist with Divine Guardian or Hand of Sacrifice accordingly. It's a good idea to Plea in early to mid P1, but don't do it in late p1, or while both shamblings are still alive. The transition phase is also a good time to pop the 2nd Plea assuming both Shamblings are dead and people aren't taking lots of damage. Remember to maximize effective Judgement uptime by keeping it up on the highest health Raging Spirit. As you move in to stack for p2, be careful that movement isn't done at a time when healing might be needed. You should move only immediately after Holy Lights and buffer that GCD with Holy Shock. This phase requires a lot of premeditated planning and moving on your part. Soul Reapers are 30 seconds apart so you can find time to plea in between, but absolutely never plea on a reaper. It's a good idea to have a party chat macro that announces to your back-up tank healers in party chat when you Divine Plea so they know they have to focus harder on tanks for a bit. On a reaper you want to make sure the MT is beaconed , and start pre-emptively healing the OT because he will either taunt or put a hand of sac up on the MT. As a rule of thumb, as Long as no one one else needs heals, the default person you heal while the MT is beaconed should be the OT or a mdps, as this way the splash heals benefit the MT too. As a Holy Pally, you'll be required to stun a Val'kyr (usually the circle by convention). Sound it off in say chat if you are grabbed so everyone is instantly alerted that a Valkyr needs stunning and that the MT needs major healing backup. In p2.5, much the same applies as in p1.5. Remember to be constantly healing the MT as he goes in after the phase. In FMC be alert and beacon yourself so you're guaranteed to always be topped. Throw a sacred shield on anyone else while moving. Remember to shift the beacon back to the MT before going out. It can be safe to plea inside assuming everyone is constantly topped. Occasionally there will be a bad bomb the raid will inevitably be hit by. You can shadow AM or Divine Guardian these. When you go out, the same applies about pre-movement and not landing bad defiles. Heal OT when Viles descend. Stay at max range behind LK so when the MT catches a Vile you don't eat the splash. In each outside phase in p3, the LK casts 2 Vile Spirit channels, and these casts are 5 seconds long. You can use this time to get some movement done, but make sure it's not while Vile Spirits are descending. Sometimes, the tank runs a long distance away from the LK while the Vile Spirit cast is ongoing, and then the LK has to spend a couple of seconds running back to the MT. If you're watchful for when that happens you can strategically move for a second more while the LK is running but make sure to be pre-casting the heal for before the hit lands. If you can't afford to move but you're in a bad spot for Vile Spirits, use your bubble when they descend.

    Resto Shaman: Your foremost role here is being the secondary tank healer. Keep Earth Shield up on the MT always, or on the OT when 2 Shamblings are present. It's probable that there will be ghouls in the Melee pile Aggrod onto warriors or the Unholy DK, so keep the Chain Heal spam going when that happens. Outside of that, you should be using LHW as your default heal on the tanks, or Healing Wave If that's needed (like when the Hpally moves). Remember that you will be expected to dispel most plagues too. Track the Disco's shields and precast a Chain Heal on the group that you see isn't shielded before Infest hits. Keep Ancestral Fortitude up on both tanks basically always. On transition, be prepared to reinforce the OT hard when his shamblings get Low. Transition phases should be almost 100% pure chain heal spammage. You can mana tide here so it's up again at some point in p3. Remember to recast all your totems here so you keep the casters in range of the 5% spell haste buff. Going into p2, you resuming your tank back-u healing game. Outside of Infests and Chain Heals, you should mostly be spamming LHW on the MT. Keeping totems in the middle is a good idea as everyone is easily always in range. Remember to have Ancestral Fortitude procced on the OT for when he's about to taunt for a reaper. When the Hpally is grabbed, or when someone is critically Low is when you unleash those gigantic Healing Wave casts. Try and always use it under the effect of Tidal Waves (if it's not up, you can Chain Heal or Riptide to proc it). Be watchful for when the Hpally uses Divine Plea, because when he does is when you kick up the tank-healing a couple of notches, weaving in tidal waves-buffed Healing Waves on the MT where you can. In FMC remember to place your totems again. Healing Stream and spell haste especially are going to be really helpful. You can use another Call of the Elements ability to place a different combo of totems - one that includes Earthbind totem, because this Earthbind totem right in the middle will be nice for slowing the descent of the Wicked Spirits. Keep Riptide on CD in FMC and keep spamming Chain Heals while moving with the group. When porting out, remember to continue to assist with tank healing and keep totems, particularly spell haste, in range of the raid. Sometimes the Hpally is slow to cast those heals on the MT immediately when they port out so it's a good idea to cast a heal on him. Like a Holy Paladin, you're a rather immobile healer, so plan ahead a lot, and remember that you can use the 5 second Vile Spirit summon cast as a chance to reposition (One thing you should really try to also do is put an earth bind totem in between the viles and the MT, because unlike Frost Traps, Earthbind is able to catch and slow them in the air pretty effectively.

    Discipline Priest: You bear a lot of responsibility in p1 and p2 in preventing Infests. When you see 20 seconds left on the pull timer, make sure you start shielding everyone in a specific order (this makes reshielding for subsequent infest waves easier since you know the order you'll be shielding them). It's fine to shield the Off-tank at the start, but don't shield the MT as that messes up your Rapture; only use PoM on the MT before the pull. A huge part of playing Disc properly here is making sure your Rapture is used to snag huge amounts of mana from Infest casts. There are 20 seconds between Infest casts, thus your priority during p1 and p2 is to cover 20 non-tank targets with shields. You don't want to Shield tanks unless you're sure the shield is going to be needed to prevent a death. Aside from the tanks, you will leave 3-4 targets unshielded. Usually this is going to be the Fury Warriors, but also possibly the Rets or Unh DKs, since their ghoul aggro might pop a shield and mess up your Rapture too. This isn't that big a deal usually because melees are more easily healed up from Chain Heal and other splash heals anyway. If you have a Holy priest in the raid, you'll want to try and make sure that the people you don't shield are all in the same group, so the Holy Priest's Prayer of Healing covers the Infest damage better. In p1.5, keep an eye on the health of Shamblings and use PS when it's needed. Your Mage or other fellow Priests might ask you for a Power Word: Shield so they can use Evocation or Hymn of Hope without getting any ticks interrupted. In p2, focus on shielding while dropping good defiles, sound it out right away if you're grabbed so everyone knows a bad infest is coming. Co-ordinate Pain Sup with the tank's own CD's and other external CD's. Keep PoM on CD inside FMC and during transition phases. Inside FMC, chaining GTS with the other healers well of course applies, and when you're outside in p3, it's also mostly going to be the same pattern of shielding the raid, although you should be a bit more free to assist in tank healing, particularly around the time of reapers. Feel free to use PW:S on tanks before a reaper liberally in p3.

    Resto Druid: In phase 1 you're just the secondary healer in every sense. Track who doesn't have Disco shields on them and Rejuvenate them. Keep hots on tanks, and keep Wild Growth on the melees on cooldown. Outside of that, spam Nourishes on the Main tank or off-tank. This is what basically what your backup tank healing looks like; you pump lots of Nourishes on the MT and proc Living Seeds that serve as a nice health buffer for the next hit, and use Swiftmend or NS+HT for when tanks' health looks dire. Remember, if a tank goes down to 25% HP, a single Holy Light from the Hpally won't Top him up for the next hit, so don't underestimate your value as an assistant tank healer. Where you see Healing isn't an issue, take advantage of Clearcasting to force mana gains with Lifebloom. You can also Rejuv the healer groups for the mana gains from Revitalize, which can add up to a fair bit on a fight this Long. On transitions you begin your 5x1 aoe healing rotation, with emphasis on hotting the tanks, healers, and MDPS. Phase 2 is much the same with backup healing. If an Rsham or Hpally is grabbed brace yourself for some hard tank healing. Carefully pre-stacking 3x Lifeblooms to time its bloom with Soul Reaper damage is a great idea. FMC and transitions are your real forte. It's basically 5x1 all day Everyday here, and remember to prioritise healers for Rejuvs for the revitalise procs. When you go out, you focus on tanks again while keeping Wild Growths on the Melee on CD. Around after the time the 2nd wave has descended and have been soaked is when you can start to pre-hot people for the next FMC.

    Holy Priest: Holy Priests are amazing at instantly swiping away any leftover infests. This is one of the main fortes that makes Holy Priests extremely valuable on this encounter. You can use CoH liberally, but make sure it's available immediately after every Infest cast. Outside of that you can keep Renew on the tanks and Mdps that are likely to pull ghoul aggro, since these are the guys that will also likely not have disc shields (the fury warrs primarily). Between Infests, most of what you'll be doing is simply hotting those guys and assisting the tank healing with Flash Heal spam + PoM. As a Holy Priest that's what your tank healing is going to look like - Keeping Renew up and Flash Heal spamming, along with putting PoM on the tank on CD, since PoM heals about the same amount, is incredibly cheap, over-heals less, and will bounce and heal other targets too, in addition to proccing Inspiration on them. In a pinch, you'll use either Greater Heal (if specced into Serendipity), or Binding Heal (same cast time as Flash Heal but heals slightly more, for a much greater mana cost). When an Infest is about to hit, pre-cast a Prayer of Healing on the unshielded group and immediately follow that with CoH. If done right, odds are good you'll have cleaned up most leftover Infests instantly. GS will be best kept for the off-tank so he isn't destroyed by his Shamblings. Transition healing will most be Renew spreading + CoH/PoM on CD. If the damage is manageable you can regen some mana using only CoH and PoM on CD, and any free Flash Heals that proc. In p2 your role is quite similiar to p1, apart from hotting MDPS unless moving. GS is great for Reapers, or when a Hpally is grabbed. It is a VERY good idea to put Power Word: Shield or Prayer of Mending on the tank immediately before a Reaper is applied; the extra cushioning between between the SR hit and the LK's significantly reduces your tank's odds of getting insta-gibbed! Remember that you share the job of keeping Inspiration up on tanks with the Resto Shaman. If the Resto Shaman is grabbed, that means his Inspiration buff will likely fall off from the tank unless you're there spamming heals on the tank in his place. The other part of this fight that plays to your strengths, apart from instant Infest cleaning and GS, is FMC. Here you basically go to town with Renews and PoM + CoH on CD, and remember that if a group is low, your biggest heal is Prayer of Healing. It's a good idea to have built up 3x stacks of Serendipity (if you're specced into that) when going into FMC, and then maintaining it.
    Edited: May 1, 2018

  8. May 1, 2018  
    Spoiler: Show
    *If you're a Holy Priest or Resto Druid, you should read the description for both roles, due to the large amount of overlap there often is between the roles of these two classes.
    *Every healer is advised to read the description for Holy Paladins. It's valuable to increase your understanding of how the Holy Paladin in your raid functions, and to understand the times when he is weakest, so as best to improve your capabilities as a back-up tank healer and help prevent tank deaths.


    <Remaining comments on Holy Priest>
    Spoiler: Show


    I get it. You like Renew-spec Priest in ICC. However, that's the only raid where such a spec is valuable, and it is only so because of the 30% buff. In any other environment, you CANNOT treat the spec this way, and you CANNOT pretend it is the only spec that matters.
    Since this is a Disc Priest guide, this is an off-topic comment, so I won't comment any futher on it... but jesus ****

  9. May 1, 2018  
    In any other environment, you CANNOT treat the spec this way, and you CANNOT pretend it is the only spec that matters.
    Since this is a Disc Priest guide, this is an off-topic comment, so I won't comment any futher on it... but jesus ****
    To be fair, he did say:

    If it's ICC specific information you're after, I wrote a decent primer for each healing spec you might find informative.

  10. May 2, 2018  
    To be fair, he did say:
    Even then, it's incomplete.



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