Healing Lord Rhyolith

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Can’t drive in real life? Maybe you’ll do a better job against Lord Rhyolith.

Imagine if you were driving a bumper car. The catch is that there is no steering wheel. Instead, you have to lean in a certain direction in order to get the car turning. Not only that, the accelerator is locked in place. You can’t stop, you can’t slow down and every few seconds it randomly decides to just give out before restarting again.

Oh, and if you make it to the side of a room, you explode.

That’s essentially Rhyolith. I haven’t even mentioned the numerous fire effects yet.

Your job as healers is to buy your raid group enough time for them to steer him into volcanoes and get rid of debuffs.

Dividing the raid

Drivers: About 7-9 total DPS (As much melee as possible)
Ad control: Everyone else that’s not driving
Healers: 6-8 (Recommend 7 to start)
Main tank: Pick a tank to exclusively pick up Fragments of Rhyolith. Their job is to stay near the center of the room and snap all of them the moment they spawn. If they’re not dead within 30 seconds, their explode and deal half their remaining health to a random player in 25 man (they deal their current health to a random player in 10 man)
Off tank: Infernal Rage are giant fire elementals that need to be snapped and dragged away from the group to the edge as fast as possible. They AoE any players within 12 yards. Their damage gradually increases every 5 seconds but the good news is that the amount of damage they take also increases every 5 seconds. Don’t let that fool you. Kill them fast.

Pick 1 player to call out the foot that needs to be DPS’d. Our caller experienced success when he was positioned to the side of Rhyolith instead of behind him. Rhyolith’s body has a habit of obstructing the view. Going from the side should at least give you a rough 270° degree field of vision which includes the direction Rhyolith is facing.

Dividing the healers

Main tank: 1 healer
Off tank: 1 healer + 1 raid healer who can float HoTs or shields
Raid: 4-6 healers

Phase 1

With his 80 stacks of Obsidian Armor, the firepower in your raid group is going to get blunted until they whittle that armor down by steering the rock dude over exploding volcanoes. The only way to steer it is for your players to DPS the foot that you want him to turn.

For positions, instruct the the raid to stay near the middle of the island (and your drivers are exempt).

Tip: Enable name plates as it clearly labels the legs.

For starters, pick a leg to get started with. We like to open up on his right leg first just to get him gradually spinning around.

Concussive stomp: He lifts his foot up and then stomps the ground. Contrary to popular belief, it appears that jumping at the precise time of the stomp does not negate the damage. There is a slight chance you may resist it.

Volcano: When Rhyolith ignites a volcano, every player is going to 36000 damage or so over 6 seconds to 6 players on 25 (3 players on 10). When a player is hit, they gain a debuff (Eruption) causing them to take an additional 10% Fire damage every 14 seconds. If your own stack goes above 8, use a self cooldown.

Heck, use a raid cooldown until they wear off.

Crater: This is the most dangerous ability. It will catch players unaware. There is a chance that a crater will cause a stream of lava to stream outward. Any player caught in the path takes 70000+ damage. One or two players eating that is no problem. Raid healers can take care of that easily. When you have a dozen players getting ripped by that with the fire debuff, it becomes a problem.

Tip: Designate a specific player or 3 to specifically call out streams when the ability kicks in. With the amount of stuff on the ground, it’s easy to miss.

Once Lord Rhyoliths’ stacks drop to 10 or less, your group doesn’t need to worry about steering as much. Enough armor has been shaved off to the point where you can bring him down to 25%. That triggers the second part of the encounter.

Phase 2

The last phase is extremely straightforward. Once you get to that point, you essentially have the encounter in the bag. He can now be tanked. Regroup your tank healers on your main tank.

All healers

Pay attention to your individual stacks of Eruption. I found that if exceeded 8 stacks, the damage would be almost unbearable and a wipe would be imminent. Raid cooldowns are needed until the stacks drop off.

The biggest threat are the fire veins that seem to sprout from volcanos. Between that and the decreased fire resist, players will die if they’re not watching where they’re standing. You might be able to eat the initial burst. I’ve had to do it once or twice to close the distance to a tank. I certainly don’t recommend doing it unless you know what you’re doing, have little to no stacks and have a self heal (or a healthstone) to negate the damage.

Priests

Desperate Prayer really helps here. Watch the ground for any fire veins before using your hymns.

Shamans

Lay down Healing Rain somewhere around the middle of the map. Your players can spot the blue circles and stand on top of them easily.

Druids

Not uncommon to see Rebirths being used on the encounter. Get away from any craters or volcanos before using them. Watch the ground for any fire veins before using Tranquility

Paladins

With so much rampant fire damage going around, there is no wrong time to use Aura Mastery throughout the first phase.

Lord Rhyolith Resources

Discuss

Plus Heal thread

Guide to 4.2

Just in case you missed it, the Matticast crew talked about the imminent patch 4.2 drop. Things like the valor cap, the new Encounter Journal, class changes and the Legendary quest.

Healing changes

You can find more detailed information in the latest patch notes. But here’s what they are at a glance.

All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%).

Priests

As a result of the critical strike change, Crit appears to have become attractive. It’s possible to see some 50k absorbs. Otherwise, no additional changes have been made to Priest healing at this time.

That’s not a bad thing.

Druids

Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic.

Paladins

Many healing spells have had their mana costs adjusted.

Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin’s health. Paladins are now Val’anyr!

Shamans

Improved Water Shield has been redesigned and renamed Resurgence. When Water Shield is active, Resurgence causes critical direct heals to restore mana (Resurgence rank 2 is roughly equal to 150% of the old Improved Water Shield value when a Healing Wave or Greater Healing Wave critically hits, and scaled down accordingly for faster or multi-target spells).

Mana Tide now grants 200% of the caster’s Spirit, down from 400%.

Glyph of Unleashed Lightning (new Prime glyph) allows Lightning Bolt to be cast while moving. Handy in tandem with Telluric Currents.

Legendary Thoughts

Start the quest if you like to check it out and such. But don’t force your guild to give it to you. It’s for the casters this time around.

Lack of Spirit Cloth Gear

Yeah, I’ve seen a whole ton of discussion about this around. There aren’t a whole lot of drops and it seems that most of the stuff is going to either come from faction vendors or Valor vendors.

Look, they didn’t forget anything. This was done for a reason. We can still rely on reforging to get the additional spirit if necessary. Prioritize Spirit trinkets to help offset the loss. The Jar of Ancient Remedies is something you’ll want to keep handy (as in, don’t sell it or get rid of it otherwise).

It was my fault.

I used and abused spirit mechanics too much and they the nerfed drops because of me :(.

Firelands raid bosses

It seems that reputation for Avengers of Hyjal are only obtainable from the Firelands raid instance. You can get up to Honored with taking down trash (I just got up to Friendly after about 2 hours and chain dropping battle standards).

You can find the Firelands raid instance out in Mount Hyjal. Just head to the big, flaming castle in the southern part of the zone. No attunements are needed. Feel free to zone right in. Recommended boss order is to start with Shannox, Beth’tilac, Lord Rhyolith and Alysrazor before finishing out the last three.

Need to know where to get started for healing?

  • Beth’tilac
  • Lord Rhyolith
  • Alysrazor
  • Shannox
  • Baleroc
  • Majordomo Staghelm
  • Ragnaros

Occuthar Strategy, the new Baradin Hold Boss

This mutt has been available on the PTR for some time. He had way too much health on 10 man during my initial times with him. He’s much more manageable now. You’ll find that this fight is a slight DPS check and skill check.

When you first engage the encounter, the tanks will need to pull him back to a corner and point him away from the raid. The rest of the group will need to stand and spread out around him. Naturally, there is a tank switch involved. When your first tank eats the shadow debuff, your second tank needs to taunt right away until that debuff wears off. The second tank needs to stay off near the side so as to not get hit by Searing Shadows.

Watch out for large, glowing circles around the room. Stay out of those. The DPS check kicks in when he does his Gaze of Occu’thar ability. He launches those little eyeballs of his from the top of his head and sends them towards every player. They’ll hit for around 5000+ damage a second. Have everyone gather up in one central location and light up your AoE. If you don’t kill the eyes quick enough, they’ll explode and dish out 25000 damage to everyone nearby. Spread back out as soon as that’s done!

Enjoy the ridiculous amount of PvP gear that’s bound to drop!

Here’s a kill video from Memento  Mori and Method on 25 man in the PTR

Zul’Gurub and Zul’Aman Boss Strategy Notes

Plan on invading Troll instances today? Not quite sure what to expect? Got you covered. You can find the TLDR versions here. Comment if there’s any additional noteworthy mechanics that you find on live servers that glossed over. Notes were taken from my experiences on the PTR and from kill videos.

Zul’Gurub

Venoxxis

Stay within the maze.

Players will get linked (Toxic Link) which deals damage to both players. Break the link by increasing the distance between the two players. Poison bolts get shot at players, heal through it. Boss has a frontal cone attack. At some point, watch out for pools of poison. Not sure if that’s linked to time or health.

Bloodlord Mandokir

Randomly targets a player and one-shots them. Mandokir levels up. Kill the raptor. The raptor goes around killing ghosts (which will resurrect you when you de) and you have a certain amount of them.

Watch out for big conical, fire spike thing

Kilnara (Panther boss)

First 50%: Tank and spank. Last 50%: Calls in panther buddies.

Interrupt Tears of Blood. Pull 2 packs of panthers during phase 1 and kill them to reduce the amount of panthers coming in the final phase. When they do engage you, AoE them down.

Zan’zil

Three phases (Fire, Ice, Poison)

Zombie troll phase: Grab red cauldron . Gives your attacks additional AoE powers. Destroy zombies.

Berserker phase: One big mob? Grab the Ice cauldron. Attacks gain freezing powers. Slows down Berserker and kills them quick.

Cloud phase: Entire environment covered in gas. Grab poison cauldron, become i mmune.

Jin’do

Phase 1:

Casts a green shield bubble reducing magic effectiveness within it. Keep the tank and Jin’do within it. When Jin’do casts Shadow of Hakkar, run into the shield. Then run back out and resume DPS. Last I checked, he’ll do an AoE chain nuke of some kind if you stay too long within the shield.

Phase 2: Hakkar

There are four chains on the ground. They each have 1 million health. Those chains need to be broken. Look for Gurubashi Spirits. Really big mobs that have the ability to jump. The group needs to stay near chains so that the big guys will jump onto the chain thereby breaking it. Arrow on the player’s head signifies the target. Clear out the Twisted Spirit mobs.

Kicker: Need to keep moving to dodge assorted Shadow Blasts.

Zul’Aman

Akil’Zon (Eagle boss)

Eagles will pick players up and fly them around. DPS the birds. If you’re picked up, you can still DPS them. Look for the thundercloud and stand beneath it.

Nalorakk (Bear boss)

Standard tank and spank. Also does an AoE silence.

Charges the furthest player standing away. Inflicts a +500% damage taken debuff on the target. Don’t get charged twiced. Rotate with other group members in being the furthest person away. (Thanks Katherine and Wynn)

Halazzi (Lynx boss)

Kill totems. Kill the pet Lynx (likes to randomly rush players, healers need to stay on top of that). Lynx form frequently hits random players for massive damage. Your healer needs to be on the ball. Any self surviving cooldowns are encouraged to be used. (Thanks Katherine)

Jan’Alai (Dragonhawk)

Has a straight line fire attack, watch for it.

Watch for fire orbs and make sure you don ‘t stand near them. That hit box is a little larger than the graphic. Kill 1 of the hatchers. Healers need to dispel a fire debuff which comes from the hatched eggs. If Jan’Alai drops beneath a certain percentage, he hatches all of the eggs.

Hexlord Malacrass

Only 2 ads now. Kill them, blow up Malacrass. Remember Malacrass will assume the powers at random of the different classes in your group due to his power drain.

Daakara

Similar to Zul’Jin, he instead undergoes 2 animal forms instead of 4. Switches phases every 33%.

  • Lynx form: He rushes everybody and his damage gradually ramps up.
  • Dragonhawk form: He will dish out fires in a line from him as a center point. Watch out for flame pillars. It was a pain in BC, it’s a pain now.
  • Bear form: Randomly charges a player.
  • Eagle form: Spawns 5 random cyclones. They tend to stay stationary but will shift position every few seconds. Will shoot out lightning to players nearby.

Healing Heroic Magmaw

h-magmaw-480

Note: That’s actually Lodur’s kill screenshot. How he heals with raid frames that small, I have no idea =).

Healing from World of Logs

Conquest is officially 2/13 in the hard mode 25 progression. It was nice getting the kill and getting the monkey off our backs. It had been weeks since our last progression kill and this was much needed.

Why Magmaw?

We had been struggling for a long time on heroic Chimaeron and it was felt that a change of pace was needed. Knowing it was nerfed, we detoured straight to him instead. I think it took us about ~20 wipes.

Setting up

The first 14 attempts of the night saw us using 7 healers and 4 tanks (1 Frost DK kiting). On the kill, we ended up with 7 healers and 5 tanks (2 Frost DKs kiting).

Healers

2 x Resto Shaman
1 x Resto Druid
1 x Holy Paladin
1 x Disc Priest (Shields)
1 x Disc Priest (Atonement)
1 x Holy Priest

magmaw-heroic

Every DPS player and healer stands on the star and DPS’s from close quarters. The two tanks on Magmaw positioned themselves on the shield depicted above. Our resident Holy Paladin and Resto Druid were assigned to both of them. The triangle, diamond and square marks served a purpose.

We had a group of players who would stand on the outside in order to draw fire from pillars and Nef’s fireballs. We had a Frost Deathknight pick up the parasites but I was having trouble keeping him alive towards the end. This was offset with a second Frost Deathknight who assisted on picking up additional parasites (and split the parasite damage accordingly).

Bro tip: Place all of your outside players together in a group to maximize group healing. In our case, both of the Frost Deathknights, myself and two Hunters were placed in that group. Prayer of Healing combined with Chain Heals and other spells were enough to keep us alive through the pillars.

Tank healing

You will want to use two dedicated players. One healer by themselves may not be enough (at least, when learning). If you’re tank healing, you can’t even deviate for a moment because that tank will die. It’s going to take everything you have to keep them alive. Configure your raid frames to show debuffs like Mangle. If necessary, get your tanks to call the switches so you can keep pace with them. 

Assign another healer to cover the tank grabbing the Constructs. They can switch between the tank and the raid if they choose.

Raid healing

Raid damage is going to continue slamming the players (the outside group especially). I wasn’t able to keep them and the kiters alive myself. You’re going to want to use 2-3 healers at least. It’s to counteract the damage from Magma Spit and Lava Spew. Be fast with any Ignitions. It’s up to the players to move, but if you’re standing at the right spot, it shouldn’t take more then a few steps to get clear.

Head phase

When Magmaw eats the spike, this is the time to regenerate and use mana cooldowns. With 3 Priests, we used our Hymn of Hopes separately. Our Resto Shamans used their Mana Tide totems earlier on. Telluric Currents for Resto Shamans helps immensely from what I understand.

Additionally, you may want to consider having 1 Atonement Priest. Smite during the head phase to heal up any residual damage from the transition.

Concentration Potions are awesome here.

Parasite kiting

For the kiting healer on the outside, I suggest using a Holy Priest. My main job was to heal our Frost DKs as they were weaving figure eights around the room. Body and Soul was enough to give them a little burst of speed if they needed it. The benefit of a Priest is that if the DKs get trapped with incoming parasites or encroaching fires, Life Grip gave them a way out. If the kiters were in no danger, I’d default to throwing Renews on the group while running around fire dodging.

This job sucked for me. I had to hog Innervates and use the expensive spells. There  were times when I had to swing through in front of the marked positions to get in range of Druids. With the amount of cooldowns we had and the DPS, we were able to afford to do that. The faster a fight goes, the higher the HPS since you’ll have more mana.

Hunters: Don’t use Ice Traps. Outside group may not be able to see Pillars or Nef’s Blazing Infernos

Final phase (sub-30% health)

Spread out immediately (Try 6 – 8 yards). This is the most stressful part of the encounter.

Your healing lead is going to want to take a broader look at the health of the raid. Use Tranquility and Divine Hymn accordingly. Don’t forget about DPS Druids or Priests.

The DKs and I drop back further away to allow room for players. Shadowflame Barrages are going to hurt. You may wish to take a moment before the encounter to manually position your healers to maximize the area.

Continue to keep 2  tank healers for Magmaw, 1-2 on the Construct tank and the rest on the raid. Construct tank healing is going to be sketchy. Your raid leader might have to call a DPS burn on a Construct if there’s too many up when you transition. It’s going to be nearly impossible to keep a tank alive with 3 Constructs up. It’s doable if they have 2 Constructs. Watch their tank cooldowns and when theirs wear off, use yours. That should buy you about 30-50 seconds if healers have their single target cooldowns free.

Good luck!

The next question is heroic Maloriakk or heroic Atramedes next.

Also, Conquest healing corps is looking for another Holy Paladin, Boomkin/Resto Druid, Shaman (all specs) and Priest (all specs are welcome). DPS classes are also encouraged to apply.

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