The Light and How to Swing It: Healing against Majordomo Staghelm

Illuminated Healing is a tricky mastery bonus to quantify. I've talked about how it's still our weakest throughput stat, even after the most recent round of buffs. We've also discussed how some holy paladins are completely changing the way we're able to heal by stacking as much mastery rating as possible. Mastery's biggest weakness is that it only works with a handful of our heals, limiting its flexibility. Illuminated Healing can be a valuable ally when facing Shannox or Baleroc.
Illuminated Healing is nearly worthless against Majordomo Staghelm. The Majordomo encounter favors holy paladins who stack haste rating. You'll be especially potent if you can break 1,860 haste rating, which is the breakpoint that grants you an extra Holy Radiance tick when you don't have any special buffs active. The Majordomo fight will challenge both our AOE healing throughput and our reaction times. While our mastery bonus has its uses, it simply can't compete on a fight where AOE healing is paramount to our raid group's survival.
Majordomo Staghelm is a shapeshifter
The Majordomo Staghelm can be distilled down to two basic phases, distinguished by the animal form he takes for each phase. When he's in Scorpion Form, he'll be cleaving your raid for a massive amount of fire damage, while he prefers hopping from target to target and beating up your tank when he's in Cat Form. Your job as a healer is to switch your healing style with each phase, ensuring that you're using your cooldowns appropriately. You can typically sneak a Divine Plea in whenever Staghelm switches phases, which will be critical to maintaining your mana.
Scorpion Form stresses our AOE capabilities
Flame Scythe is the type of attack that would've had me in tears back in Wrath. Holy paladins have never been more competent AOE healers than we are today, specifically after patch 4.2's buffs to Holy Radiance and Holy Light. Holy Radiance is our one-button wonder, allowing us to dole out a massive amount of AOE healing with a single global cooldown. Holy Light's new 100% Beacon of Light transfer rate ensures that we can use Holy Light to top off our injured raid members without leaving the tank with adequate healing. Aura Mastery allows us to nearly negate an entire Flame Scythe, buying our raid precious DPS time.
You want to pop your Holy Radiance immediately after Staghelm uses his Flame Scythe. Obviously, HR isn't going to be up for every Flame Scythe, especially since he'll be casting FS faster and faster as the phase goes on. Let your other healers know when HR is available, and ensure that your entire raid is stacked up tightly so that HR grants its full healing amount to everyone. Divine Favor obviously comes in handy here as well.
I like to use two HRs during my guild's initial Bloodlust phase, and then I use another one during my Divine Favor. Once you add Aura Mastery, Avenging Wrath, and Guardian of Ancient Kings into the mix, you realize that a holy paladin can help to both mitigate and heal through several Flame Scythe blasts. The tank doesn't take that much damage during this phase, and Beacon of Light can usually handle keeping their health bar in the green.
You should personally be using glyphed Divine Protection to save yourself from one of the later Flame Scythes, allowing the other healers' smart heals to target other players in need. Light of Dawn can actually be a good use of your holy power points here, even in 10-man difficulties, since your entire raid will be stacked up. Your goal is to survive as many Flame Scythes as you can before pushing Staghelm to his Cat Phase, so try to save your big cooldowns like Aura Mastery for the later Flame Scythes.
The FS blasts come faster and faster as Staghelm stacks up his Adrenaline buff, so the healing needs will increase as his time spent in Scorpion Form increases. My raid group can typically survive eight Flame Scythes before breaking, especially since my Aura Mastery nearly completely negates the eighth blast. To force Staghelm to switch forms, simply have your group spread out.
Cat Form requires catlike reflexes
While Staghelm is in Cat Form, your tank and your raid will be in danger. Staghelm will be hopping around the room, pouncing on a random player and leaving a dangerous blaze on the ground. If Staghelm targets you, you need to vacate your spot immediately. Don't bother using Holy Radiance or Divine Protection for the Speed of Light bonus, as you don't have to run that far. Get yourself out of the blaze's edge, and then stand as close to it as you can. You want for any future blazes to overlap as much as possible, as that maximizes the available space in the room.
As Staghelm hops on your raid's ranged players, you'll need to heal them up quickly from any blaze damage they took. If Staghelm hops on someone twice and you don't heal him in the interim period, there is a good chance that he'll end up dead.
Your tank will be taking a decent amount of damage from the shapeshifter himself, but the real danger comes in the form of the Spirits of the Flame. Staghelm will be spawning these throughout the fight, and they actually hit really hard. Your raid group should be nuking them down quickly, but expect your tank's life to dip while these are active. You need to be incredibly vigilant during the Cat Form phase; you need to watch for Leaping Flames, you need to heal the Leaping Flames target quickly, and you need to ensure that the tank gets extra healing when there's a Spirit of the Flame up. Again, your job is to simply survive for as long as possible and then swap back to the Scorpion Phase for another round.
Seeds and orbs are wild cards
When entering your second Scorpion phase, Staghelm will plant a Searing Seed into every one of your raid members. The seeds explode after a random amount of time, varying for each player. As any given players' seed timers wind down, they'll run out of the group to let it explode. Make sure you heal them as soon as their seed pops, as they need to be at full life to survive the upcoming Flame Scythe. Your raid will also take slightly more damage per player from Flame Scythes, since there will be people outside of its range when it goes off. Once everyone's seed has expired, you can go back to healing as usual.
On your third Cat phase, you'll be faced with some deadly Burning Orbs. The orbs are nearly identical when compared to the crystals on Baleroc, where a player needs to stand near them to attract their attention. They'll start burning up the closest player, stacking a fiery DOT on them with each tick. You'll want to have a rotation of at least two players taking turns letting their DOT build up and then swapping positions.
I like to sit and take a ton of stacks from one of the orbs, using Divine Protection to buy me a few extra seconds. Once the stack is untenable, I'll use Divine Shield to clear the stacks and start over. Staghelm should be dying in this final Cat phase, and so your job is to keep everyone alive until they can finish them off. Make sure you're keeping plenty of healing on your tank, as Fury will cause Staghelm to hit progressively harder as the fight progresses. Feel free to unload any healing cooldowns you have available, as this final phase can get chaotic.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Aerashei Aug 14th 2011 5:59PM
Just one tip if you want to pull some big number on this fight...
During first scorpion phase, in addition to blowing all sorts of CDs, you can pop some Divine Lights on the tanks to generate holy power and then LoD the raid lilke crazy. You might burn a lot of mana but you really have time to regenerate some in cat phase.
Right after a Fandral does Leaping flame, I usually go Engineering gloves + Arcane Torrent + Divine Plea + Potion of Concentration while calling for help from other healers and I'm then all set for the rest of the fight.
Also you want to wait till the last Flame Scythe to pop your Aura Mastery. In fact, at some point the time between 2 Flame Scythe starts to drop below 6 seconds. If timed well, your Aura Mastery you catch 2 of them !!
Diatenium Aug 14th 2011 11:21PM
I'd actually suggest flash of light in favor of divine light, the exception being if you have infusion and scyth just occurred, Flash of light costs less mana and the beacon hits from LoD is enough to help stabilize the tank.
You know what's less efficient than flash of light? A divine light where half of it's mana is wasted on overhealing.
Thorgalen Sep 5th 2011 2:00AM
I mean the better is use Crusader strike and you have one point Holy Power almost free.
Diatenium Aug 14th 2011 7:03PM
The scorpion phase is really where the fun is at for you as a healer.
I'm don't necessarily believe mastery is that bad in this fight, it at least works off of LoD which you'll prominently be using, but yeah a decent paladin cannot seriously invest in the stat so long as it doesn't work off key heals.
As the top individual said, yes, you can use divine light or flash of light to proc tower of radiance to use LoD, the mana loss for this isn't nearly as bad as you think as LoD can do plently of healing in the right situation.
I'd consider dropping glyph of divine protection in favor of LoD, you do take a lot of fire damage but for the most part it's unavoidable and you can afford sacking it for this fight.
Save Divine Favour for in a real bind, the cooldown does a lot more than you'd think to buff holy radiance's healing--about 50%, I believe.
I actually use my guardian not when there's need of heavy healing, I just use flash of light if people need to quickly healed up, but instead I use it when my mana's low and I need to prop up my current healing habits with much cheaper heals, such as holy shock and holy light.
The cat form is fairly straightforward, divine prot when it pounces on you to sprint out of the way, heal anyone else who gets caught in it, be mindful that the tank can take heavier damage due to the adds that he spawns, pretty self explanatory, just pray you aren't needed for something like those weird fire trees he summons up (And I've honestly only seen maybe once or twice because of our excellent dps).
All of my raiding is done in 10-mans, so your mileage may vary, happy hunting!
dj.clayden Aug 14th 2011 10:55PM
Just to clarify the numbers on DF+HR, using the reasonable stats of (raid buffed) 20% crit, 35% haste.
0% haste, 0% crit:
HR heals for 1 per tick, 10 ticks, total heals 10 player
35% haste, 20% crit:
HR heals for 1.2 on average per tick, 14 ticks, total heals 16.8 per player.
With Divine Favour, 62% haste, 40% crit:
HR heals for 1.4 on average per tick, 16 ticks, total heals 22.4 per player.
The increase in HR throughput provided by Divine Favour would, in this scenario, be 33.33% (recurring, obviously).
If you increased your crit slightly so that you pushed extra ticks with DF but not without it, you'd see an increase in the throughput gain.
Diatenium Aug 14th 2011 11:18PM
Math's all well and fine, I just compared how much it was healing me personally both with and without the cooldown and received that ballpark number, but math only gets you so far before it's eclipsed by class skill and raid awareness, I'm not going to weigh HPM or HPS or other theorycrafting when the tanks getting his skull bashed in, and no matter how good a healer you are by the top tier what's going to kill you and the raid the most is the far latter, no matter how good you are with the former two.
I like recount because the pie charts remind me of pastries. :3
dj.clayden Aug 15th 2011 5:45AM
I don't think tank burst is very relevant to Holy Radiance numbers, though :P
Xsinthis Aug 14th 2011 7:16PM
Paladins and Mages can use their bubble/iceblock to *PREVENT* the seeds by using it before the stun comes out. It won't prevent the stun but it means you don't have to move out at all for that phase. Hand of Protection also works.
Also, I find my mastery spec works quite well still in this fight, using a simple 1 HP LoD rotation and abusing Tower of Radiance, I beat our shamans with this technique:
http://www.worldoflogs.com/reports/xfg5fzsyvs280hrh/details/17/?s=10189&e=10774
Alysandir Aug 14th 2011 8:46PM
OK, wait...Aura Mastery can *negate* a Flame Scythe? I've been regularly popping AM while running Resistance Aura and it maybe cuts the effect of the Flame Scythe by 30%. I'd hardly call that negating it. What are you people doing that it's eliminating the damage completely?
Diatenium Aug 14th 2011 9:57PM
It's a practice in hyperbole, aura mastery can trivialize a flame scythe's damage, which is what is meant.
dj.clayden Aug 14th 2011 10:58PM
The wording is silly ^^
But yeah the average damage reduction over the base resi is 24.93%, you were about right.
dj.clayden Aug 14th 2011 11:05PM
Question regarding Baleroc (oddly):
Surely Mastery is useless on that fight, due to the shield capping at 30% of our health? Does something work differently in this fight? If the shield caps at ~45k, then the shield would be rather trivial compared the throughput gained by spamming DL ~0.1 secs faster by gearing haste, especially since the main risk of death is not landing the heal(s) in between each decimation blade strike.
I have just reforged etc to Mastery myself (we have killed Shannox hc), and will stick with it for our Rhyolith kill (probably Wednesday) and for Beth progress. My plan is to swap back to haste for Alysrazor and Majordomo progress, and then back to Mastery for Staghelm and Ragnaros.
Also on topic, I would suggest saving Divine Favor for the second scorpion phase, that's where it gets rather risky on deaths.
On our first week of trying Staghelm, we found we could push 8-9 stacks on first scorpion without cooldowns, and could push 13 comfortably with heavy cooldown use. I think 14-15 would have been doable, but because you only save a few seconds (5.3?) on each Scythe you push after 8-10, there's very little point risking deaths.
Apple Aug 14th 2011 11:44PM
Haste is valued so much primarily because it gets paladins to their holy radiance breakpoints, and the fact that HR isn't affected by Illuminated Healing weakens mastery. Baleroc's fight mechanics, however, strongly discourage HR use.
I'd agree that mastery becomes trivial for healing the tanks once their health becomes huge, but it still helps on the torment targets.
So, I wouldn't swap out for a mastery build as a way of improving Baleroc performance, but it's one of the only fights where Holy Radiance is useless, so a mastery healer would do ok.
Chase Christian Aug 14th 2011 11:51PM
The cap is 45k, but that requires a heal of ~125k to proc it. My heals don't get into the 125k range until the fight is almost over, which makes mastery fine for the majority of the encounter. It also helps protect your Torment tanks.
DeathCall Aug 15th 2011 4:53AM
About Mastery being useless on Majordomo, when I checked my skada at the end of the fight I noticed something strange. I only have 10.27 mastery yet my Illuminated Healing was my 3rd biggest healing done after HR and BoL. Now if only HR gave us shields.