Spiritual Guidance: Priest healing tactics for Omnotron Defense System and Magmaw

So at this point, you've probably restored the world pillar, been solely entrusted to protecting Hyjal by a demi-goddess, and made off with several dozen pigs (or pumpkins) from the poor farmers of your faction's capital city. You've probably also ventured into countless enemy strongholds and slain everything from wind dragons to rock monsters -- or at least had a panic attack trying to heal the guys doing the slaying. You sure are amazing, and everyone knows it (except the Guardians of Hyjal reputation vendor), so it's not surprising that about now you've been called upon by other heroes to delve deep into the deepest, darkest lairs of Azeroth so you can fulfill your destiny of spamming Prayer of Healing on groups 1 and 2. Sound good? Excellent.
If you haven't guessed already, during the next few weeks, the healing side of Spiritual Guidance will be taking a tour of tier 11 raid content and discussing how to best approach it as a holy or discipline priest. If you're ready, let's get started.
Our first stop is Blackwing Descent, the largest of the new raid dungeons. Blackwing Descent contains six bosses that are spread out over two levels, the upper Broken Hall and the lower Vault of Shadowflame. Each level must be cleared before players can progress further into the dungeon, so this week, we'll be looking at just the upper level and the two bosses there, Magmaw and the Omnotron Defense System.
Magmaw
Of the two first bosses in Blackwing Descent, the giant lava worm Magmaw is the easier of the two to heal. Be sure to check out WoW Insider's Guide to Magmaw for a general understanding of the fight.
As a healer, there are some important things to know, the most important of which is "don't panic." That's my usual advice, I know, but the damage on this fight is particularly deceptive in how manageable it is. Both the tank and raid will take a lot of damage during phase 1, but nothing requires lightning reflexes to manage. Raid damage should only occur from Magmaw's Lava Spew and Magma Spit, with the former only occurring a few times during the phase. Lava Spew deals lots of damage over multiple ticks, but if your raid is topped off ahead of time, it shouldn't be too difficult to stay alive through as long as your healers remain active. To survive the spew, just keep your raid above 30% (so they don't get finished off by a random Magma Spit); then when the spew is complete, you can heal everyone up to full at your leisure. Prayer of Healing works well for this.
Raid damage can also potentially occur from Pillar of Flame, Lava Parasites, or when Magmaw crashes onto the platform. (The steam on one side of the room is the visual warning for this; it should not be confused with Ignition, an ability exclusive to heroic-mode add mobs.) The damage from all these mechanics is completely avoidable. Once your raid learns to dodge everything properly, you'll see that your job as a healer is really quite small on this fight. I should point out that an occasional player's getting hit by any of these mechanics is manageable, but if a lot of players are consistently getting hit, you probably won't be able to muscle through it with good healing alone. (Extra tip: If your raid is having trouble with Pillar of Flame, there is a strategy that only requires one ranged class to dodge it. Everyone will still need to dodge the crash, though.)
Two more thinsg to know about Pillar of Flame. The first is a reminder from Derevka over at Tales of a Priest, who says to make sure you place your Lightwell between the two pillar points. This way everyone should be able to reach it, and ranged DPS running by will be reminded to click on it as they go by. Second tip is that if a player does get hit by it, you can use Leap of Faith to grab him out of air and save him from taking fall damage. Make sure that you don't use Levitate to save players from the fall damage, though, because they'll almost certainly be caught by the parasites if their fall time is increased.
Tank damage can require a bit more urgency to heal, but it's not too bad, since whenever the raid doesn't need attention, all your healers will be able to lend a hand. The ability you need to watch out for is Mangle (you can add this to your raid frames, but it's not necessary -- whoever is actively tanking is going to be the tank that gets hit by this). The tank will want cooldowns for this, but his own cooldowns are usually enough. You may offer up your Pain Suppression or Guardian Spirit for this, though, just in case. (Extra tip: When the tank is mangled and eaten, he sometimes goes out of range if you're stacked in a ranged group. Just move up closer to melee range to continue healing him.)
When phase 2 begins, Magmaw will be impaled and disabled. No one in the raid should take any damage, so if you're running low on mana, feel free to use any of your mana restoration cooldowns now. You'll have no trouble channeling Hymn of Hope or a Potion of Concentration.
Discipline or holy?
Either. Both specs are good on this fight for raid and tank healing. For the raid, holy's strengths at quick raid healing (read: Circle of Healing) will help out tremendously during Lava Spew -- but disc can keep up, since spamming Prayer of Healing with Divine Aegis will help on each successive spew and also assist at keeping players from getting finished off by the Magma Spit. Holy Word: Sanctuary will probably be overkill, since there isn't a strategic point in the fight for it, but you can use it liberally against Lava Spew, since you'll have all of phase 2 to recover the mana spent on it. Power Word: Barrier should be treated similarly. Penance is ideal for spot-healing players who get hit with the Magma Spit, while holy priests will probably want to stick with their AoE spells rather than trying to work in single-target heals.
For tank healing, either spec can keep up with the damage, since you'll likely always have multiple healers on the tank during the points at which the tank damage would be difficult to heal. Remember that the better your raid is at dodging, the less time you'll spend healing the raid and the more time all your healers can focus on the tanks during Mangle.
Holy priests with Body and Soul do have quite an advantage for the movement on this fight. You can use it to quickly dodge Magmaw's crash and the Pillar of Flame, which is particularly helpful if you get Lava Spew and Pillar at the same time. You can also use Body and Soul on your tank or any player who might end up kiting the adds if your strategy calls for that.
Omnotron Defense System
The other boss in the Broken Hall is the Omnotron Defense System, which consists of four golems with four sets of unique abilities. At all times during the fight, any two of those golems will be active, so it is essential that you know and understand the various abilities the golems use so any of the combinations won't catch you off guard. Be sure to check out WoW Insider's guide on this one.
Omnotron is considerably harder to heal than Magmaw, with several abilities requiring specific kinds of attention. Let's go over the ones you'll need to know and how to handle them.
Magmatron
- Acquiring Target This ability will deal damage to a single targeted player and everyone standing near him. To avoid unnecessary damage on the raid, the player should run out of the group to the side of the raid and not regroup until he is no longer targeted. You'll need to heal him for as long as he's targeted. The target is denoted by two things, a debuff with the same name (which you should add to your raid frame so you can quickly pick out and heal who has it -- here is a guide to do that for Grid from Kae at Dreambound) and a red laser beam connecting Magmatron and the player. If you're holy, help out that player with Body and Soul.
- Incineration Security Measure This is probably the most devastating ability in the whole fight. It deals large ticks of damage once per second over 4 seconds to everyone in the raid. It is unavoidable and requires a lot of AoE healing to counter. You'll want to use everything you've got to handle it, this includes all your AoE healing, Holy Word: Sanctuary, and Power Word: Barrier.
- Power Generator This ability creates a blue pool on the ground that you absolutely want to stand in. While in it, it will restore your mana, so as soon as you see one, carefully make your way over and soak up the swirly blue goodness until it disappears. If you're quick with these, you can usually get away without using your mana cooldowns during the encounter, and if you do end up needing them, it won't be nearly as dire.
- Arcane Annihilator This ability will target a random player and hit him for about half his health, but it can be interrupted, so ideally you won't see anyone taking damage from it. If one does go off, though, single-target spot healing can handle the damage, no problem.
- Poison Protocol The damage from this ability comes in the form of green bombs that follow a single target and explode on impact. They can be kited and destroyed beforehand, though, so ideally you won't need to heal through this.
- Chemical Bomb A large, green gas cloud forms and damages any players standing in it. As long as players move out of this quickly, you won't need to worry too much about healing from it, but you might get a chance to use Leap of Faith here if someone does. Snifit in the comments points out that this ability doesn't actually cause any damage, but it increases all other damage received, so you'll want to get out of it regardless.
- Poison Soaked Shell DPS likely won't be attacking Toxitron when his poison shell is active, but if they do, they'll get a buff to their damage and a DoT. If your raid leader chooses to have DPS use this shield to improve on your raid's DPS, you'll have to heal through the DoT. It's quite manageable with single-target heals or even a Renew, so don't fret it.
- Electrical Discharge This chain lightning ability can hit up to three players who are within 8 yards of each other, so it's important that players spread apart, since the last jump can sometimes be lethal. If you see any players standing too close to each other, pre-emptively shielding them is a wise choice.
- Lightning Conductor This ability places crackling lightning on a player, which won't damage the target but will hit everyone around him. Make sure to add this ability to your raid frames so you can quickly spot the player with the debuff, and if you can, help him run out with Body and Soul.
Discipline or holy?
Both specs are viable on Omnotron Defense System for this fight, but I think holy has a slight advantage due to its ability to switch between effective single-target and AoE healing. Much of the damage in the fight is limited to single-target spot healing if boss mechanics are handled properly, so disc and holy (in Serenity state) are on par most of the time. Magmatron's Incineration Security Measure is probably the most taxing part of the whole fight, and the additional AoE healing spells holy priests have are really strong in this fight. That said, a talented disc priest can still keep it together with strategically placed Power Word: Shields and Prayer of Healing combined with Power Infusion. Using Power Word: Barrier during the security measure is also a smart tactical decision.
Most discipline priests will want to avoid Smite healing through Atonement because when and what to attack is a precise and vital part of this fight. Damaging the wrong target can kill your raid, so you'll either have to be extra careful and pay attention to the calls your raid leader makes, or just not take any chances and avoid Smite altogether.
Neither Pain Suppression nor Guardian Spirit need to be saved to counter a specific ability, so use it on any target that you're afraid of losing in a bind.
Getting ready to move on
That concludes this week's guide. I ask that any players using Vuhdo or Healbot leave me a comment about how you guys add debuffs to your raid frames. Is it automatic, and if so, can you priority filter them? I was curious when I wrote this guide what users of alternative raid frames do for adding debuffs to their raid frames. If there is a process to it, I'm sure some of your fellow readers would like to know, either through a linked guide or an explanation. Kae's guide that I linked earlier is only good for Grid users, I'm afraid.
Next week, we'll be temporarily leaving Blackwing Descent so that we can stick with early raid bosses. We'll move on to more difficult encounters in the later weeks. If you have any questions or comments, or more tips about today's bosses, be sure to leave a comment.
Read Healing Chimaeron and Atramedes as a priest.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
healzu Jan 31st 2011 6:09PM
As far as Vuhdo goes there's a spot to create debuffs in the debuffs panel, as long as the name matches the ability i will by default show up in the top right hand corner. I haven't found a way to organize them, they can get out of control this way when multiple debuffs are going out at once.
snifit Jan 31st 2011 6:17PM
Nitpick: Toxitron's Chemical Bomb doesn't actually deal damage. Rather, it increases damage taken by 50%. Tanks should note this applies to the boss as well, so bonus points for positioning one of the Trons into the cloud.
ToxicPopsicle Jan 31st 2011 6:45PM
I think Chemical Bomb does damage on heroic, but not on regular. Although it doesn't help to stand in it if any of the other 'trons are up, as each one has an ability that could make you s greasy splat on the floor if you're taking 50% extra damage.
Dawn Moore Jan 31st 2011 9:20PM
I'll have to double check tomorrow. I'm not really believing any sources right now since there are so many errors in all the online guides out right now, even our own. But it is wise to get out like Popsicle said due to any other abilities might be going off from the other golems. Thanks for the feedback, I'll update when I know.
Tom Jan 31st 2011 9:15PM
For Magmaw strategies -
As somebody who was initially sceptical - I can throughly recommend the 1 Ranged DPS Dodges it Strategy linked to in this article. http://www.youtube.com/watch?v=RIdV3hYPMJs
It allows you to make the most use of Healing Rains and Healing circles, and because most of your ranged DPS aren't moving it maximises Boss and Add DPS time.
Easier healing. More DPS. Less running around.
I really can't think of any reason to prefer the Tankspot tactic of having two spot you run back and forth between.
We also tried the - get a Mage to kite all the mobs for the whole encounter strat - but found it too prone to go wrong if you lose aggro on a few worms.
snuf42 Jan 31st 2011 10:59PM
We used the tankspot strategy on the first kill. It worked fine that week but the next week we had some raiders that were a bit more "awareness challenged". Initially we tried one hunter kiting and stacking melee and ranged together but found that having two ranged kiters made it easier. Either way the less people you have who can clip the pillar of flame = less parasites = easier fight. We won't be going back to the tankspot method.
galladrial Feb 1st 2011 9:58AM
We have been using this strategy from the beginning. I was a bit skeptical but it totally works. Our hunter kites the nasty worms around while the ranged dps attacks/slows/stops them. Usually one of our other priests keeps an eye on him to make sure he's healed. Body and Soul helps too. We're downing him regularly now.
rip Jan 31st 2011 6:45PM
Healbot is pretty intuitive when it comes to debuffs, in my experience it pretty well auto-configures itself to handle any dispellable debuff that your class is capable of. I've never really set anything up on any of my toons. Healing on the priest / druid or just dpsing on the mage with the occasional decurse. It just works. It changes the frame's color depending on the debuff on the target: poison, curse, etc. I vaguely remember setting up a priority for it on my healers but none is needed for the others.
Necromann Jan 31st 2011 6:53PM
I find no disc without atonement and achangel to be very effective when I heal (5 mans only, no raids yet). Although part of this was in wrath, when the only heals I used where attonement and poh and I can't do that any more.
Necromann Jan 31st 2011 8:08PM
Reading my comment, I can't tell what I was trying to say.
Hanak Jan 31st 2011 7:10PM
If you don't want to worry about what you Smite, a simple
/cast [@mouseovertarget]Smite
works wonders. Use as you would use Heal on the tank. (If the tank don't know what to hit you've got bigger problems than what you hit with Smite)
focustarget or targettarget works as well for those who don't use mouseover-healing.
Art Feb 1st 2011 5:26AM
just curious, but since i use grid i haven't ever found a purpose to mouseover casting. i assume about 99% of healers use grid or something like it that makes selecting the target of your heal pretty fast so why mouseover? does it over some other advantage that i'm not aware of?
Dawn Moore Feb 1st 2011 5:28AM
Art, I don't use mouseover with grid. I don't care for it and have had far too many issues with it. I like to know that I have absolutely selected my target and cast my heal before moving onto another player. If that's what you like to do too, continue =)
Sorcha Feb 1st 2011 5:44AM
A few reasons. I don't use anything like Clique and I find mousing over and then pressing the hotkey quicker than clicking and then pressing the hotkey. It means I can target whatever I want and still keep healing. It lets you mouseover a player's avatar rather than unitframe and heal them (although I'll admit this is doubtful at best, as a benefit.) Also it lets you set up strings of modifiers -
#showtooltip Greater Heal
/cast [target=mouseover,help,exists] [target=target,help,exists][target=targettarget,harm,exists] [target=player] Greater Heal (Rank 1)
meaning - please heal my mouseover target if they are friendly, or my friendly target, or my unfriendly target's target, and if none of the above are true, myself.
You can tell how long I've had these macros by the fact that they still have ranks and don't use @target, heh.
Hanak Feb 1st 2011 7:46AM
Art, even with Clique+Grid, that macro is useful. Clique handles macros as well, and it uses mouseover macros. So you can either key-bind the macro, or plug it into clique. I think you can adapt it to healbot/vuhdo/others as well but it's been so long since I used any of them that I'm not sure.
Hanak Feb 1st 2011 8:01AM
When I re-read your comment, I realized I didn't answer your question :p
Mouseover casting is one less mouse-click, it's that simple. For those of us who use Clique(me) / Healbot / Vuhdo, we select our target and choose our heal with the same mouse-click. For example, my right mousebutton is mapped to Smite with a version of the macro I posted. My left is mapped to PoM. My sidebuttons are mapped to PW:S and Penance. Other heals are mapped to a modifier+a mouse-button.
For me, if I have to click a target and then click a heal, it would be two separate decisions in my head and thus a longer reaction-time. With the mouse-over method, it becomes one decision for me. It's very much a personal decision where both approaches bring different benefits for different players.
alieria Jan 31st 2011 7:19PM
Totally disagree - disc is fantastic for atonement healing on Tron council - you can cheese arcane pools (+50% dmg, mana regen) and poison clouds (+50% dmg taken, put the bosses in these) and basically solo heal a tank and all the melee on the current golem (~16k smites = 18k heals). It's relatively easy to watch for the energy bar (don't dps between 50 and 25).
Just toss in PoH on magma, and keep rapture on cd on the tanks.
Dawn Moore Feb 1st 2011 5:26AM
I did say if you're going to do it to just be careful. =P
Gnomercy Jan 31st 2011 7:31PM
I think my guild must be the only one in the world that found omnotron easier than magmaw. Not trying to belittle either they're far from pushovers. Perhaps its our raid set up but we wiped so much on magmaw lol :D
snuf42 Jan 31st 2011 9:59PM
I've found it can depend on your players. First time we tried Magmaw we got the kill in three attempts. The next time (with about 50% different raid members) it took a lot longer.
I think Omnitron is easier for groups that aren't used to working closely together. It doesn't require much group coordination, just that everybody individually knows how to deal with the effects. Also there isn't much surprise from the effects in Omnitron, most of them are things we've seen before on other bosses. Pretty easy stuff.