Right, I decided that after the last rant on the topic, I might as well give it a go and supply fresh restokins with a little piece of advice on these dungeons. So for now, we will let the best advice (Do not go there unless you have good non braindead group) be and let’s focus on the somehow useful info for the three instances.
As a general rule – be prepared to bring your best game. Things can go very messy all of a sudden even for skilled and guilded group, and it may get even worse with PuGs. Be prepared for some quick totem twisting, be ready to interrupt, purge, pre-heal, quickly responsively snipe-heal, be ready for big fluffy pink rabbits to be shooting from cannons at you. Okay, I made the rabbits up. But it may happen! I guess.
As well, for the purpose of this guide, we will assume that at least 2 of 3 dps you run with are either morons or undergeared. Or, in worst case, undergeared morons. Wait, that’s not the worst case. Worst case are undergeared morons who act like they are the single most important thing on Azeroth. And hate pink fluffy bunnies.
Forge of Souls
Forge of Souls is the first of the three dungeons you will encounter. It’s the one you will really, really need to bring the best out of your situational awareness and support role and abilities. Here are some very basic guidelines what to expect in the instance:
- Packs of just two mobs with big kick ass axes tend to cast bubbles on themselves. These bubbles don’t absorb damage, they reflect spells. Your i232 arcane mage is completely able to immediately kill themselves halfway through Arcane Missiles. Whenever you see the shield coming up, quickly pay attention to any spells flying back into the ranged cluster, identify type of spell on the go and bomb that person with RT+LHWs. There is no time to waste.
- Packs of 3 or more adds nicely spread around will need your best interrupting possible. Help your tank to round them up, ask which one to bring close if you want to. Tanks will totally appreciate that. And it helps you. Seriously, it’s better if everyone eats the tank than if there is loose mob attacked by and attacking everyone. PS: Those packs are often packed with AoE damage, so feel free to position yourselves to max out the Chain Heal use (I often stand in melee to get the melee lazor heal and spot heal ranged, or the other way round if the party is full of ranged of course).
- There are these flying skulls that will aggro random person, follow them, stop and explode. It hurts. You can somehow avoid it by waiting for it to stop and start the explosion while you get away, however not many other people will. It is especially nasty if you get the explosion coupled with some AoE (see point 2), that’s when it gets pretty lethal.
- The spirits in the end of the instance are really, really nasty. AoE that hits quite a lot, the damage on tank is heavy as well and there is some decursing to be done. Stand in CH range to at least two people, else you won’t have enough time when it hit the fan.
Now, let’s do the bosses. There is pretty much nothing you can do about those bosses, it all depends on how the rest of the party controls the fight. Be prepared that in average PuG you will loose a person or two on the last boss and it will rarely be your fault. Don’t be dickward if it was your fault, but don’t take the blame for deaths you couldn’t prevent by any means.
First boss in Forge of Souls essentially has two phases. It’s quite easy boss to do especially for a shaman healer, but it can get quite lengthy if the spawn control is not good enough. As well, remember to kick off your fire elemental and heroism in phase two. It won’t be ready for second, final boss, but using it there is suicide anyways.
- Phase one is quite easy on you – all you have to heal is the damage being inflicted and if you have the global spare then throw a spell at the add to nuke it before it reaches Bronjahm.
- The add: player with debuff called Corrupt Soul or something like that has to move away from the boss as far as possible and everyone should nuke the Soul when it makes its way back to boss. It will heal him for something like 120K, which is not really nice.
- For phase two, everyone needs to hug the boss. If there is anyone who doesn’t do it, they deserve to die (as they mostly will even if you healed them like mad). Important is to heal people feared away, because the further from boss into the vortex they will run, the more damage they will take. The phase starts with him at 30% and emoting something, that’s when you come close, pop fire elemental, tremor totem and heroism.
- A totem twisting is advised here. Flametogue – Earthbind (slows adds) + Tremor (fear for P2) – Healing Stream – Wrath of Air / Windfury depending on party.
Devourer of Souls
This boss can easily wipe your party if your dps left their brain at the door. It does shitloads of damage per se and to add to it, it shares damage with targeted person upon casting. Lucky for you, all these abilities are emoted by Devourer so you have time to prepare and they are as well quite visible not to miss them.
- Phantom blast is spell cast on tank, can be interrupted and deals some 18Kish damage, shadow damage.
- Well of Souls is created when the Devourer jumps over at someone and creates a purple poodle under them. The tick of the poodle on heroic is something between 4-5K shadow damage and kills quickly. Often is put under melee without boss being moved, be vocal!
- Unleashed souls – Devourer spawns heckload of adds that will start munching on party. The best advice is to move away from any purple poodles, refresh Water Shield often and spot-heal everyone else. The only dangerous thing about this ability is that you might start to panic. Don’t, it looks worse than it really is.
- Wailing souls is nice spell very similar to barrage that Mimiron does. What does it do then? Well the Devourer fixates himself in spot and direction, and starts turning around spraying the area in front of him with heavy shadow damage and knockback spell. Almost impossible to heal through, possible to save someone who is late on moving out.
- Last but not least, the most important spell – Mirrored Soul. As you might’ve guessed, this is the shared damage spell. And if people don’t stop dps as soon as they see it, the targeted person is in trouble. You have to be really quick in identifying the target and spamming them while keeping up the tank. Oh, pray it isn’t you on the first go. Chances are by the second time he casts it, there is one dps less. In all seriousness, this is the source of dying even with good group or as a geared healer. Be prepared for it, even various bleed effects and dots can give you hard time while ticking on boss with this debuff.
Anyways, hope you will have fun in the place. It’s the least stressful of the three and although it has only two bosses, it’s quite fun. And it’s short. As always, post your comments and stories below and stay tuned for Pit of Saron and Halls of Reflection.