So I’ve turned into a bit of a raidlogger these past few months. I’ve been busy diving back into Aetolia lately, and the type of immersion and engagement you get in a roleplay-focused game with a much more intimate community…is heady. The new patch looming has drawn me back, and I feel like I should finish this post just for completeness! Enjoy a beautifully moody song that’s only tangentially related!
So, here’s the last third of Throne of Thunder’s fights from a disc priest perspective.
10. Iron Qon
Man, what is it with Blizz and their love for tornadoes this expansion? I get that the tech to throw people around is new, but….ugh, I hate this as someone who runs a pretty low-end computer. The tornado effects in general are very unforgiving for those with latency, and this fight features a double whammy of invisible ground effects on low settings (I won’t get into a rant about graphics settings). Anyways!
If you have decent DPS, you can push a lot (or all) of the first phase with only a single group stacking in melee. This goes for heroic as well (although the damage is going to be a LOT higher). The basic mechanic here is somewhat similar to the Majordomo from Firelands, with increased amounts of damage being taken by the stacked group in periodic bursts, so open with a spirit-shell fairly quickly (I usually do a holy fire and a smite or two to get an archangel charge or three) to get the CD rolling on that – it’ll be back up off CD when the damage is getting nasty again. Directly bubble the individual members of the stacking group and if you are running power infusion, feel free to use it as needed during this phase. Feel free to go WILD with your mana – there is a lot of upcoming downtime and you can completely regen to full. I tend to pop a shadowfiend at the transition on Iron Qon himself then slip in a hymn of hope – if you hymn while shadowfiend is out, it raises your max mana pool, remember, and shadowfiend is still coded to regenerate based on a % of your mana, so you get like an extra 2 or 3k mana a tick.
Spirit shell should be back by the early part of phase 2 (be careful in heroic with timing, as the dogs vanish at 25% health! I kept forgetting this and was using CDs thinking I had until they got to 0 for a phase transition). Tossing a shell out on your team right before the wind storm is a great way to help mitigate that damage everyone is going to be eating, as heals do essentially nothing while inside the radius of the storm. Sidenote – a fun trick you can do if you have a warlock: drop a warlock portal at the stack point for windstorm and one outside of the storm’s area. Hop through the portal and lifegrip the tank to you for basically zero downtime on boss control (having the tank go through the portal makes him unable to taunt for 6 seconds, so you gripping him makes him instantly ready to tank the dogs).
Basically sit and do your nails and atone until the last phase. Very little going on here if people do mechanics right. On heroic, the damage is high, but not insanely so. Get a feel for who’s taking damage and shell as appropriate or just use FDCL procs to shell the tank.
Final phase – shell in the first or second fist smash so it’ll be off CD for the later smashes, which increase in pain the longer the final phase goes for. Gauge your DPS’s potential here to asses how long this phase will go for to help you with the timing.
11. Twin Consorts
This fight is insanely boring as a healer. It’s really a facile fight in general (unless you kill blue before red comes out. Don’t kill blue before red comes out, oh god). I pretty mindlessly atone for the majority of it, using spirit shell before tidal force. If you wanna heal snipe, use bubbles/shells on ranged before cosmic barrage. One thing to actually pay attention to – use bubbles on your tanks! Direct heals give a debuff which sometimes kills inattentive healers, but absorbs don’t give you that debuff!
12. Lei Shen
This fight is actually fairly low on healing demands if your team pulls off the mechanics right – that’s a big if, though, so be prepared for lots of heavy and random spot healing. Atonement + FDCL shines here, as smart healing and flash heal procs give you a nice coverage and instant casting as needed.
This isn’t really a big glaring spiritshell! fight, so just kinda weave it in where you want. If you want to game numbers, toss it out at the very start to absorb the first thunderstruck and stagger use from there, or use it before each transition to a new platform to absorb the raid damage. After the first intermission, shell can be good if you preblanket the raid before ball lightnings are formed. For phase 3, you can pretty much use it whenever as the raid takes fairly constant damage, but I like to save it as a tank CD option if things are getting hairy.