Raid Rx: Healing Valithria Dreamwalker

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI, macro, and addon related.
Arguably one of the most unique encounters in the entire game, Valithria Dreamwalker is one where the success of the raid rests entirely on the shoulders of healers. After some more practice and attempts, I can pass on several aspects of the fight that I learned onto you.
To start with, your raid group isn't going to need more than 7 healers. Your DPS and tanks play an important role in keeping the pesky trash mobs that come in off your back side. You can get away with 5 or 6.
The portal team
As the portal team, your job is to swim up and tag as many of those healing clouds as much as possible. Each one that is popped within close proximity grants you a 10% healing buff and it is possible to stack these buffs to 100 (Emerald Vigor). Is it likely to happen? Probably not. The portal team does not rotate with other players. You want the same crew going in and jumping out to continue building up their buffs. To my knowledge, the last encounter which revolved around building up buffs on dragons was Malygos.The ideal healing classes to send in would be holy paladins, resto druids or resto shamans, then priests. As much as it hurts me to say it, priests are better suited for healing the team of raiders on the outside instead of staying purely on Valithria here.
There is an exception. Ideally, as the encounter starts winding down, your portal teams will want to start hitting the 30+ or even 40+ buff stack range. At that point, your big heals should start hitting well into the 80000+ amounts.
So while those classes are the ones I would suggest going in, reality says though that you should send in your best players. Yes, send in those players who will do everything in their power to not let those stacks fall off. If they can manage that, then they're gold. I myself only managed to hit 17 or 18 before the stacks fell off. It just boils down to practice and repetition. Lots of practice. There is a lot of movement required in the X, Y, and Z axis as you navigate the emerald dreamscape.
There's a few things I learned in order to maintain stacks:
- As you enter the portal, hit your space bar so that you immediately swim up. With luck, you'll hit one of them right away and prevent your current stack from falling off.
- The portals take a few seconds to spawn. So position yourself next to one and make sure that it isn't being claimed by anyone else around you. Heck, if you want to take it a step further, assign a specific part of the room to each healer going in. This way, you can guarantee that no one's going to get screwed over by portals. Thank goodness the portals here aren't as complicated as Yogg.
- Either have everyone get as many clouds as they need before camping beside one and using that last one to refresh their stack before they exit into reality or...
- ...meet in a preset spot, have a healer marked and just play follow the leader. If players stay close enough to each other, they should all be able to gain the buff.
One more thing. As you're approaching the final stages before the enrage encounter, load Valithria up with a Guardian Spirit and light up a Bloodism (or Herolust) for super heals. Any other paladins may wish to unload Lay on Hands. Other players who can heal, even if they're not main specced to heal, are encouraged to do some healing at this point.
Note: If you happen to get hit with a Frostbolt Volley as you enter the portal, it'll affect your movement and could slow you down resulting in a dropped stack. So make sure those are cleansed off as soon as possible.
The outside team
It's possible to heal the players fending off the waves with no more than 2 players. The big threats to watch out for are the Mana Voids generated by Risen Archmages. If not spotted, it can drain your mana at a fast rate. If your DPS has fast enough reactions (and high enough DPS), then the Lay Waste spells from Blazing Skeletons won't be that big of a deal. Your raid will suffer at most one tick.Stay near the middle as close to Valithria as you like. You can heal both sides of the raid as they fend off incoming mobs fairly easily. Stay away from any Glutonous Abominations as the Rot Worms they spawn can wreck you quickly (and make sure you're not standing in front of them either as their Gut Spray is rather annoying).
With luck (moreso practice really), you'll be able to get this boss down.
Or up.
Want some more advice for working with the healers in your guild? Raid Rx has you covered with all there is to know! Need raid or guild healing advice? E-mail me at matticus@wow.com and you could see a future post addressing your question. Looking for less healer-centric raiding advice? Take a look at our raiding column Ready Check. Filed under: Raiding, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 2)
Doowder Feb 11th 2010 10:15PM
hmmm, 5 or 6 healers you say, we've been using 3
Doowder Feb 11th 2010 10:16PM
oh ya, guess me means 25 man, too stoned atm, sry
Sei Feb 11th 2010 10:19PM
We've been 2 healing our way through icc-10. Would you recommend having both our healers go in the portal, and one dps switch to a healing offspec to cover the outside, or do you think the out-of-portal portion will require a full practiced healer?
Tridus Feb 12th 2010 6:06AM
Depends on the class and how good the offspec healer is at catching the green balls, really.
We tried it both ways in 10 man, and had a lot more success with a main spec healer staying out, and another main spec & the off spec healer going in. Remember the healer staying out is responsible for solo healing the entire raid, it can get pretty hectic towards the end.
(The main spec healer in question was also a Priest, and Matt is right in that Priests are the worst healers in the game to send in. We just don't have the single target throughput compared to the other classes.)
For an off spec healer, going in all they need to do is be able to catch the balls, keep the stack up, and mostly spam the boss (or beacon the boss and spam the raid if it's a Paladin). The movement part is harder then the healing part.
Nemuss Feb 12th 2010 11:36AM
We did it with 3 healers, 2 druids and 1 holy priest. one of the druids went into the portals everytime while the second druid (me) went in the first two portals only. after leaving the second portal she was at 75%, at that point I switched to heal the raid with the holy priest since the raid damage greatly increases after 75%. we popped bloodlust at around 90%.
The druid that went in to every portal managed to have about 40 stacks by the end of the encounter.
Dom_ Feb 11th 2010 10:24PM
Note to shammies, Ancestral Awakening double dips with the healing buff, no idea if this is a bug but until they fix it, enjoy the big numbers :) One of the shammys in my guild pulled out a crazy 25.8k HPS.
Rai Feb 11th 2010 10:41PM
This is the first Raid Rx post to have a literal title with the word "Healing" in it. ;)
phaer Feb 11th 2010 10:52PM
I really appreciate "Bloodism" and "Herolust", made me lol. (:
enuren Feb 11th 2010 11:10PM
There are a few more tricks that come in handy:
When you are in the dream, look at the timer, and postpone taking last cloud in your path till max three seconds before you exit. This ensures more time in the next dream phase to catch your next cloud, and it can be a lifesaver!
Make two teams of max two persons going in. I tell this from the point of view of the front team: both starts out going to the right side of the boss, and enters portals as much to the right as possible. They each grab a cloud asap in the dream phase, and gather at the marked on of them, and sweeps the frontside right to left. While doing this, the back team goes left to right. This ensures that you don't get to steal the all important last cloud from each other as the two teams are always opposite each other, also they have an easier time staying together and not missing clouds! Next time you sweep in the opposite direction. (Note that sometimes portal spawns does not allow this, and one must adapt accordingly)
If anyone else wants in on the buff, they can enter an unused portal, and tail after one of the teams while NEVER taking a cloud by themselves but getting the splash. (Free mana for the extra healers for example)
Holy paladins can benefit from creating a macro to slam beacon on the boss, as focus is cleared in the dream. And... Something like 250k lay on hands crits are fun, especially when it's just a random panic on a tank at the end of the fight:) (Before complaining, Beacon...)
kastaan Feb 11th 2010 11:15PM
Resto shamans are ideal for this fight because of ancestral awakening. I did about twice the healing of our holy paladins on most attempts (yes, on the boss).
Another useful thing is to turn down particle density to low so the actual location of the orbs is easily visible. It can be hard to tell when you have it on high.
Gridneo Feb 12th 2010 11:28AM
Your Paladins are doing something wrong then...
You're telling me that you're doing 19-25k HPS and reaching the 5million+ healing mark with Ancestral Awakening. On VDW? Link that up for me plz.
We run 2 Paladins and a Holy Priest. I'd like to give it a go with 2 Paladins/Druid on VDW, but I don't know. The rest of the Healers just don't take Portals. Ez Mode.
Kastaan Feb 12th 2010 11:46AM
http://www.worldoflogs.com/reports/cl1f47930e6lkc1d/details/0/?s=12884&e=13276
That wasn't our kill attempt, but I'm showing you it is quite possible to hit those kinds of numbers easily.
If you're using a holy priest in the portal you are gimping your healing on the boss significantly.
WoWie Zowie Feb 11th 2010 11:29PM
mages can spec into magic attunement. not only does it increase range so you can reach adds faster, but it also gives amplify magic 50% boost.
put it on the dragon.
Jellyfish Feb 11th 2010 11:49PM
In my opinion you NEED to rotate the raid healers in on a regular basis. It makes the fight a lot easier.
Also I think you're forgetting the T10 set that will make priests in this fight so much more valuable.
Matthew Rossi Feb 12th 2010 2:54AM
We did it tonight with no rotating, same healers every phase. Didn't seem to hurt us at all.
Dominic Hobbs Feb 12th 2010 3:30AM
If you go into the dream every time then you get about 20 seconds out of every 45 of actual healing, so you need more than 10 stacks (>100% extra healing) to just break even. The only reason to rotate who goes in is for mana sustainability, not throughput.
It also works out more efficient if one healer took all the orbs than sharing (faster rate of buf stacking). As this isn't possible you want to send the smallest number in that gets to cover the whole area. We found too was ideal.
Wyred Feb 12th 2010 5:51AM
The T10 set that most priests haven't gone for because the 2pc bonus sucks and they're all spirit pieces? How exactly do you see this helping priests single-target heal? If you're disc, your hps is already the lowest by default, and our dmg prevention won't help Valithria. If you're holy your strengths lie in raid healing, not single target. There is just no way us priests can match the single-target HPS of the other classes on this one.
Tridus Feb 12th 2010 6:08AM
Seriously? Priest T10 is one of the worst set bonuses in the entire HISTORY of WoW. Most Priests are skipping it entirely in favor of better itemized non set drops.
Dharmabhum Feb 12th 2010 9:27AM
@ Tridus: THIS. Yes, my MS disc priest won't be going in the portal any time soon unless I get caught in those pesky mana voids ;) But either way I switch to holy for this fight because I end up with bigger SP (through the Spirit->SP conversion) and I just bomb GH on Val even as I'm staying out of the portals. Once your in-portal healers land and take a second to get set up, drop GS on Val and with the glyph, you'll get 2-3 uses out of it easily if not more. I still CoH the raid and use FH and Binding Heal for Serendipity, but every 3xSerendipity goes to a GH on Val. I don't get close to the portal healers, but it definitely contributes.
Also, FWIW, we go with one tank on this and five dps, with 1-2 healers outside and 2-3 inside the portals, depending on our healing team (10 man obviously).
Feraley Feb 12th 2010 3:08AM
I disagree with rotating healers because it makes the fight a LOT longer and probably a wipe.
Last night we tried something we didn't last week on 25. First our healing combo was 2 holy palas 1resto shamy 1 disc priest 1holy priest and 1 resto druid. First week we had a tactic of 2 paladins and one mage entering, turned out to be not enough since we wiped all the time at 32mil no mater what we do. Yesterday one paladin and resto shaman going in and one pala stayed out with the Beacon on the boss all the time while spamming the raid. We healed it full hp with no bigger problems. What was the difference? Well first time we got 2 "major" healers who took bigger part of amount healed on themselves but we had left with 4 healing the raid and sometimes boss.Second time we had 3 healers doing huge healing, 3 healing the boss and 4 healing the raid all the time, this way we got one extra healer with that beacon and shamy did nothing less then paly would do. Maybe this isn't good tactic or something but we did encounter without any problems. WATCH for frostbolts it can s#$ew you up very bad if you are the one entering the portal because it is mostly matter of second or two to refresh the stacks.