Igira
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The main damage event that you will repeatedly have to handle during the fight are the
The important part is getting healing into people right as they get hit so they don't die to damage from the puddles below them right after. Once the group is stable keeping them alive untill the spears are broken is really easy
Using
You can
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This mechanic is a little bit tricker for us to deal with. It is a heal absorb but it really plays against our strenghts
On an
Ideally you would just focus on healing up the damage from the
By the second set of absorbs you can figure out who the targets will be by checking who didn't got the debuff from the first soak and ramp on them or just keep spamming blossoms on the tank soak if you're playing that build
Intermission
The intermission damage lends itself a bit better to
Larodar
Add healing
There are two different friendly adds that you need to heal during this fight, the treants and the brambles. All of phase one works in a cycle: the treants come out, once they're killed and turn friendly, they get healed up and start channeling on the seed in the middle of the room. The group uses this seed to clear some of the fire, and then the brambles come out, after killing it you need to heal the bramble which is a high hp single target.
Preservation is a really bad spec to focus single target healing into the bramble. This doesn't mean that you shouldn't help with it but do note that it's very likely some of your other healers will get much more value out of spamming single target heals into it.
Your way of healing it basically comes down to echoing
Once the bramble has been healed to full, the shield will come out and a bit later the boss will cast
After
Sometimes the treants might be stunned on top of fire making it much harder to heal them up, you can rescue them to the middle to fix this and also get them channeling into the seed quicker once they're up
Transition into phase two
The transition into phase two is a very heavy damage phase and probably the most dangerous part of the fight. It's very easy for people to die during the
For
Phase two itself is a constant trickle in of damage that ramps up the longer the fight takes, for
Do note that
Nymue
Positioning
Range is an issue on this boss, regardless of what build you are playing. Most of the time the way to play the fight is to always remain inside this "safe zone"
From here you can comfortably reach all the melee, most of the ranged, and still cover a good area of flowers to soak. You can move away from this circle if needed keeping in mind that the melee players are moving from side to side so theres a good chance you can find atleast one of them to be in range of in the case of casting blossoms or having the stack still inside TA range.
You can glide over the stun lines to make it easier to remain in your range zone without crossing the floor lines to reduce your damage intake. The free space you have to move around in gets considerably smaller as the fight goes on so eventually you just have to eat some damage to continue helping with soaking the flowers
If you get marked by
You will be inmune to floor line damage on the way back in so not dying while running out is the only important part
Healing the mythic add
The new add on Mythic will feel much worse than what it actually is at the start, it does a decent amount of damage by itself but this is vastly increased by your group not knowing exactly how to play this part of the fight and taking extra damage because of it
The first few times you will want to have all your short CDs ready for it, like
An important part of this that your dps group is composed of only melee dps, which makes it much easier to keep them in front of you for
A couple of things that are important to remember: crossing a line is preferable to eating the frontal, but ideally you want to find a wider spot where you can dodge frontals side to side instead of constantly having to cross lines to do it, this applies to the whole group and not only to you. If the amount of damage inside the bubble feels way to much to handle theres a good chance people are getting hit by other things and not even noticing, the ground efect doesn't have the best visual and without a decent weakaura you can even not notice that you crossed a line, this is a very good place for constant log checking
Always remember that this part is not hard if you go into it with a plan and execute well, if everything is falling apart either your plan is bad or people are playing wrong, it does not require you to pull off some amazing mechanical skills to handle it, if it does then something else is wrong.
Smolderon
Defensive Usage
During the regular phase, you will alternate between being marked with
If you get
On the other hand, when you're about to get hit by
Grabbing your orbs
If you're having problems grabbing your orbs at the start of the intermission while also keeping people alive, on a blossom build this is a good place to
df
Every intermission has a specific timing where rings naturally make people stack, on some this is earlier than others, pictured you can see intermission two where the
second set of rings make the ranged players stand a bit forwards and the melee to take a step back where you can hit everyone with
rescue
Some ring sets during the intermission require big movements from one side of the room to the other and back, usually part of this is accomplished with a warlock gate but after that it's really usefull to use Rescue to help slower classes get back to their correct spot, this is specially important if you can help another healer get positioned without having to interrupt their casts if they have to ramp like a disc priest.
Clearing the absorb shields
The are two main healing pain points during the fight, one is the healing absorb shields on half the raid and the other is the aoe damage from the intermission at the start of it.
The intermission damage is only relevant at the start because everyone is running around picking up their orbs and it comes right after other damage events, once the group is stabilized the rest of the intermission should go without any troubles and because people start stacking during it and there is a longer time between these it's easier to cover this with CDs
The absorb shields on the other hand come twice as often, on different people and sometimes you will be stacked with them and sometimes don't. How quick some people get healed compared to others also affects how the whole group handles this mechanic because of the pools you spawn once the absorb goes away so that is also a factor to consider
On blossom builds, you would want to spam as many blossoms as you can on the stacked absorb group right as it comes out, but if you are part of the stack you will
have to take into account that
On a special variant of blossom builds for this specific fight you would run
For echo builds the first shield of every phase gets a little tricky because you can't know ahead of time who is gonna be in the stack and who isn't, but for the second set you can know that every person that didn't got it on the previous one will get it on the second one making it much easier to pre-spread your echoes