Raid Rx: Blackwing Descent healing playbook

No, this isn't the playbook that will help you secure your dreams and fantasies. This playbook is designed to act as a quick reference guide for normal mode bosses on 25-man. It can be nerve-wracking to organize six to eight healers in a 25-player setting. Sometimes you forget things. Sometimes you're not sure which player or which class is optimal for a given role.
If you don't know where to start, then start here. (Note: The playbook assumes that the raid group has a basic understanding of encounter abilities and assorted phases.)
Magmaw
There are two ways to go about one of the first introductory bosses in the instance. The giant worm here will be a test for healers. For healers just getting started, you'll want to position three healers near melee and three more players following the ranged. There is going to be some flexibility here. You'll want one of the melee healers on the tank exclusively. Depending on tank gear and healer gear, the second tank healer may have periods when he can ease off and assist with any melee damage.
- 3 healers on the ranged group
- 1 healer stands in melee range, healing melee players
- 2 healers stand in melee, healing the Magmaw tank
Yeah.
That tank is going to be taunting and controlling them. He won't be able to survive too many of them at a time, though. That tank will need to be vocal in calling in AoE spells.
- 3 healers on the range group; 2 healing the ranged players, 1 healing the off tank
- 1 healer in melee range, healing melee players
- 2 healers in melee, healing the Magmaw tank
Omnotron Defense System
As this is more of a reactive fight than anything else. I like to use positional healing and make sure that every part of the room is reasonably covered with healers.
- Front left
- Front middle
- Front right
- Back left
- Back middle
- Back right
Healers prioritize tanks in range before switching and healing up the rest of the raid.
Optional: Possibly consider using raid-wide defensive cooldowns during Magmatron.
Maloriak
The dicey parts here will be when a large number of aberrations are active and beating on the tanks. Keep something in the back pocket in the event too many aberrations are up.
- Healer on add tank 1
- Healer on add tank 2
- Healer on Maloriak tank
- 3 healers on raid
Atramedes
- 3 healers standing on ranged side
- 3 healers standing on melee side
Chimaeron
Chimaeron isn't exactly my favorite group to set up. I like to keep my tanks in group 1 and all my healers in group 5. Every healer has specific groups to cover after a large AoE attack. This leaves the raid extremely vulnerable, even if for a few seconds.
- 2 healers on the main tank and group 1
- 1 healer each on groups 2, 3, 4, 5
During Feud phases, you may wish to establish set defensive cooldowns. I type out the exact order in which we'll be using our cooldowns so that everyone is on the same page.
Nefarian
Here is an exceptionally tough boss. Multiple-phase events are enough to rock anyone.
Bring seven healers to start with. Especially if you're learning the boss, that extra player comes in handy.
Phase 1
- 2 healers on Onyxia tank
- 1 healer on the bone constructs tank
- 1.5 healer on the Nef tank
- 2.5 healers on the overall raid
Phase 2
- 2 healers on northwest pillar (one must be a priest); first Crackle: Barrier; second Crackle: Divine Hymn
- 2 healers on northeast pillar (one must be a priest); first Crackle: Barrier; second Crackle: Divine Hymn
- 3 healers on south pillar
Phase 3
You are almost home free. Keep your raid alive a little longer. Keep an eye out for the pesky Crackles, and have someone verbally announce those things. They have stoned us more than you can believe.
Phase 3 is a complete and total burn phase. It is also one of the more challenging places for gamers as far as the AI goes.
- 1 healer on Onyxia tank
- 2 healers on the bone constructs tank
- 1.5 healer on the Nef tank
- 2.5 healers on the overall raid
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to mattl@wowinsider.com. For less healer-centric raiding advice, visit Ready Check for advanced tactics and advice for the endgame raider.
Filed under: Raiding, Raid Rx (Raid Healing), Raid Guides






Reader Comments (Page 1 of 1)
Necromann Mar 20th 2011 6:18PM
With those channeled healing spells (divine hymn, tranq) being Immune to pyshback, in 4.1, I see a few of these to be a little easier.
shadowhowl1900 Mar 20th 2011 7:02PM
not sure, but plz correct me, but ony during p3 of nef? probably a typo.
Kyle Mar 20th 2011 7:03PM
25 man tips are great and all, but from my understanding the majority of the raiding is in 10's these days. Any 10 man tips?
Diatenium Mar 20th 2011 10:38PM
I concur, not that it really matters to me though since our guild's into heroic 10s now.
Still, always nice to see more raider healing tips.
Jacob Mar 20th 2011 7:49PM
I am the healing coordinator for my 3/12 Heroic 12/12 normal guild. For our Nef phase 3 (there is no Ony), we use the following setup:
3 healers on the kiting tanks: these tanks will be taking tons of damage from powered up constructs, especially if they don't get a second reset. We use two paladins with cross beacons and a druid
1 healer dedicated to Nef tank: We use a Paladin ToR healing Nef tank, with off help from the next group...
3 healers on raid clump: they are responsible for getting raid up to take each of the 5-6 crackles in phase 3, as well as throwing incidental heals on the Nef tank
Using this method, and following a similar healing method on p2 (we don't use priest cd's on the pillars as much), we usually 1-2 shot Nef every week, which is nice since we have been spending all but the last 30 minutes of our raid week on new hard mode bosses (currently on Atramedes).
P.S. We have a lot of geared and skilled holy paladins in our guild (4), so we usually raid with at least 2, if not more. Cross beaconing tanks on a multi tank fight (like many of the current raid encounters) is a huge boost in raid stability.
Shuraa Mar 20th 2011 11:02PM
The 'shield tank' approach to Magmaw I heard involved essencially using a warrior tank as 'pillar bait', primarily useful in 10m (can be done in 25 if you have no hunter) with EVERYONE in melee. This leaves only one possible target for pillars, and thus easy to predict where they will pop. The warrior tank then does a combination of Shockwave/Piercing Howl and kites worms around a tad, easier with boomkins giving him a 'mushroom patch' area to slow worms if he's short on rage for Howl.
It's unusual and situational but it works if your warrior tank can't just go DPS spec and you have no hunter.
cyanea85 Mar 21st 2011 10:17AM
In 10m, we have our warrior tank just solo the worms with a healer standing with the melee keeping him up. Between Vengeance stacks and Infinite Rend, he racks up over 30k DPS on that fight. Annoys the crap out of the real DPS :P
Xalick Mar 21st 2011 12:33AM
Onyxia tank in P3, eh?
Grimtar Mar 21st 2011 1:32AM
Magmaw we put all healers in the melee clump. No real reason to have healers have to move by putting them with ranged.
Surprised to hear you're using two tanks for Maloriak adds, but I guess it's always good practice for hard modes.
For Chimaeron we've been practicing the hard mode strat, which has seven healers. For this you definitely want healers in each group. We still end up with 3 healers in group 5 (group 5 healer + 2 tank heals), though, because of the three tanks in group 1, the group 1 healer has little to do. For this reason we have two Druids switch between healing group 1 and the Double Attack tank every Feud. It means one can regen for a while, since keeping the DA tank high can be quite the mana drain.
Phase 2 Nef "must be a priest"? My guild rarely has more than one priest. We use a Prot Paladin raidwall for the crackle... oh wait, you're doing two crackles in that phase? Huh. I suppose that works, too.