Totem Talk: How to heal Yor'sahj in the Siege of Wyrmrest

The Siege of Wyrmrest temple has begun, and with Morchok and Zon'ozz down, it's time to begin stepping it up a notch. Dragon Soul offers so many fights that are just absolutely fun for restoration shaman. Yor'sahj the Unsleeping is a great example of a great healer workout. His mechanics are simple from a DPS and tanking aspect, but for healers, you will constantly have to be prepared to adapt to different slime combinations. Make no mistake, knowing your blobs is key to success.
Every raid team will have a different way of handling the oozes and setting priorities on which to burn. As a healer, though, you'll have to learn what each blob is capable of and the effect that the certain combinations of globules will have. Each wave of oozes summoned by the boss will have three oozes on normal and Raid Finder difficulty, and your raid will have the option of killing one of the oozes each wave. (For full details of the encounters or full raid strategies, please read Ready Check for WoW Insider's boss guides.)
Yor'sahj the Unsleeping

When you first start the encounter, and before the summoned globules reach Yor'sahj, the encounter is more or less a tank and spank. His Void Bolt will hit his primary target for shadow damage, placing a damage over time effect that deals increasing damage for each stack of the ability every 2 seconds. That's right, the damage stacks -- but at the very least, it stays to tanks. If you are assigned to tank healing, make sure you're keeping Earth Shield on the tank, and it's a great time to break out the Greater Healing Wave to make sure the tank stays alive. You can also position Healing Rain so that it can sit not only on the tank but also catch your melee. Overall, this phase isn't too bad; like I said, it's mostly a tank and spank.
About every 80 seconds, the boss will cast Call Blood of Shu'ma where the boss will head to the center of the room and begin summoning the various slimes that you have to contend with in the next phase. All said and done, it takes about 20 seconds for the slimes to reach him; this phase is what I consider the down phase or regen phase for you. Getting those Lightning Bolts cast to take advantage of Telluric Currents is a smart idea here. It's even a great time to use Mana Tide Totem if you need to. Trust me, you'll need the mana for the second phase. When the oozes hit the boss, phase 2 begins and the entire raid should be grouped up to handle the incoming damage.
Know your ooze
Don't try to remember all of the proper names for the various oozes. Most people (and in fact, most boss mods) will simply just refer to them by their color, which is exactly what we're going to do here today.
Glowing Globule, or the yellow ooze, has the special ability of Glowing Blood of Shu'ma, which allows Yor'sahj's void bolts to hit every single person in the raid. If that wasn't enough, he will also cast them twice as often. The good news though is that this version of it doesn't have the DoT effect that the original version of it has. The increased damage usually is a cause for yellow to be a priority kill for most groups, but it's nothing you can't heal through. Our mastery, Deep Healing, is especially handy when this is active.
Cobalt Globule, or the blue ooze, has the special ability Cobalt Blood of Shu'ma, which gives Yor'sahj the ability to summon Mana Void. When the mana void comes out, it will drain all of the mana from every caster in the raid. You can use mana gains for temporary mana back, but while the void is active, you'll be at zero until the mana void is killed and Mana Diffusion covers the raid. In normal modes, it will give you mana back if you're within 30 yards of the boss; in the Raid Finder tool, that is increased to 100 yards.
Crimson Globule, or the red ooze, has the ability Searing Blood which deals damage to a number of targets in the raid group. This will be three people in the Raid Finder and 10-man normal, and eight people in 25-man normal. The trick here is that the damage increases the further away the targets are from the boss. When this ooze is active make sure that everyone is grouped up on top of the boss so that the damage is actually healable.
Dark Globule, or the black ooze, allows Yor'sahj to summon a small army of Forgotten Ones. They will fixate on a target and will cast Psychic Slice, dealing damage to their target. It has a 5-second cooldown, but it will add up. Even after your raid group kills off the adds attacking your raid, the boss will continue to summon the adds until the phase is over, so be mindful.
Acidic Globule, or the green ooze, will enable the ability Digestive Acid. It's a disgusting ability that will cause the boss to through out acid blobs that, when they hit the targets, will cause splash damage to anyone within 4 yards of the target. In Raid Finder modes, the acid does not have a splash effect, but in the normal modes, it's something you need to be concerned about. The good news is that the spread out distance is only 4 yards, so your group healing will still be effective here.
Shadowed Globule, or the purple ooze, brings the ability Deep Corruption into play. To be honest, this ability is a healer's nightmare. After every healing or absorption effect, players gain a stacking debuff. When that debuff hits five stacks, it explodes, dealing massive AoE damage to the raid. This makes healing very dangerous and something you'll have to watch out for. If you have Grid or any other healing raid frame mod that allows you to track debuffs, this would be a perfect time to enable it.
Mix and match your oozes
Individually, the oozes aren't that bad and can easily be handled, but when you combine them together, things can get quite sticky. First and foremost, during the group-up phases, make sure that your Healing Rain is down, keep Healing Stream Totem active, and roll your Chain Heals. In most combinations, that will see you through the worst of it. But some combinations of oozes will have some very interesting and potentially disastrous effects.
Red ooze with green ooze can be very difficult to heal through, considering that you'll have to spread out and group up at the same time. Let's face it, that's pretty much an impossibility. It's regarded as the hardest combination for healers to get through. If you do get this combo, emphasize that your raid use personal survival coolodwns, and heal your heart out. The same goes for yellow and green, for the same reason. While it's slightly easier to handle than redand green, it still hits hard. Purple oozes should never be active when a yellow or red is up, so no matter what, the damage will be healable; you'll just have to keep on your toes. Keep Spirit Link Totem handy for when healing gets especially dicey, like a yellow/black combo, and keep pushing out the healing. It's a fun encounter and will definitely give your healing fingers a workout, so be ready.
The boss does have quite a bit of very nice loot to hand over when you've taken him out, quite the rewards for your time and effort.
- Leggings of the Corrupted Protector / Spiritwalker's Legwraps
- Scalpel of the Unrelenting Agony
- Mindstrainer Treads
- Signet of Suturing
- Windward Heart
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
VezRoth Dec 20th 2011 8:43PM
I'm a resto Shammy from LK days. I was a relatively recent convert to the way of the Healslave.
My raid is probably (strongly) undergeared for the Yor'Sahj fight. We never managed to down Ragnaros because we could never get past the first phase switch because the elementals would ALWAYS reach the hammer and we would all kiss dirt.
But back to Yor'Sahj since that's why we're here. We've been having HUGE. And I mean whale shark sized problems healing thru the Red/Yellow combinations. And the RNG for the ooze selection has been especially hateful by giving us this combination repeatedly. Last week we had this combination 4 times in a row. It was miserable.
We are determined to down him, but I'm just looking for some advice on how best to help out. We've gotten him down to 5% before the Enrage timer hit and we all were nuked back to Morchoc. What do you recommend for the red/yellow combination and is there anything I can do to help our DPS as a Healslave shaman?
dj.clayden Dec 20th 2011 8:50PM
This is a really stupid question and I'm sure the answer is yes, but you are stacking practically underneath the boss for red?
VezRoth Dec 20th 2011 9:15PM
Yeah, we're all kissing his pinky toe during red. It's sometimes a bit unpleasant.
Our healer combinations are Paladin, Myself (Resto Shaman) and Restoration Druid.
I drop down Mana Tide whenever I have a chance, and burn off the Dark Gift of the Demon Lord everytime the CD is done.
dj.clayden Dec 20th 2011 10:20PM
Have you got any logs or can you link me your healers armoury? It seems odd that you can't heal through it on normal, either something is being done wrong or you're *really* undergeared
VezRoth Dec 21st 2011 12:11AM
Just me, or all three of us?
Never mind. Stupid question, I'll give us all.
http://us.battle.net/wow/en/character/kaelthas/Errae/advanced
That's me.
http://us.battle.net/wow/en/character/kaelthas/Mirnesse/advanced
That's our drood.
http://us.battle.net/wow/en/character/kaelthas/Billygoat/advanced
That's our Pally.
dj.clayden Dec 21st 2011 3:08AM
3 healers average ilvl 379 on 10 man normal? I've only done it on 25 not 10 but if you're standing under the boss and using cooldowns that definitely shouldn't be a problem, it must be one or more of you doing something slightly off in terms of spell usage or mana management. Logs would be fantastic but I'm guessing you don't run them, there's not really much I can say without seeing how the three of you are healing.
How much hps are you each pulling according to recount/skada? You can't glean too much from raw hps but it's better than nothing :)
P.S. Your pally is using one one orange gem, his meta probably isn't active.
Angus Dec 21st 2011 7:49AM
My guess?
DPS is low. You hit 5% with the enrage timer. That shouldn't happen. This boss had long phases where you get to beat on him with little to no interference. When he summons adds, the paladin and shaman should be hitting him with damage to get mana back. The druid can handle the little to no damage done by the boss at this point. Ranged should be enough damage to get the slimes down low enough that the melee can sit on the boss until the slimes are close and then help finish them.
Bloodlust should be hit during one of the particularly painful phases like red/yellow. Preferably the first time it shows up so you have everyone alive. The extra speed on healing along with the extra DPS will help. Raid CDs can be used to good effect here. If the tank is a warrior or paladin, have them blow theirs the very first time this combo shows up. After that the Druid can pop theirs and then the shaman can do spirit link. If you get a forth one of these, well, I am sorry.
The DPS has to step things up though. The quicker the adds die in black or the more time they have on the boss, the less damage you need to deal with.
KPB Dec 21st 2011 1:25PM
I agree with angus. If you are hitting the enrage you need to look at the dps. On a 10 man you might want to look at leaving 1 or 2 melee dps on the boss depending on how close you are on killing the oozes when they spawn. This should help out on your raid dps as less time lost to running around is more dps.
I'd also say that getting multiple yellow/red combos is going to be brutal for the healers until you pretty well out gear the place. Make sure your dps and tanks know and remember to use their CDs too, especially raid wide cooldowns. You should be able to pick up a second 378 ring by finishing the quests in the new dungeons but other than that you are looking at Valor or raid drops for upgrades. I assume you have been doing the LFR but just have been unlucky with drops. If not, make sure you are doing this as you can get 384/390 drops that will help out some.
I'd have to double check this but I believe that healing rain is correctly being affected by Unleash elements now for it's entire duration so remember to use UE every other HR for the boost.
dj.clayden Dec 20th 2011 8:44PM
It's possible I'm wrong I've never actually cared to look since it isn't neccesary in normal and there's not a chance of us killing it on hc for a while, but spirit link totem doesn't add stacks of the purple debuff does it?
If not (and I don't think it does) should really save spirit link for something like purple and red if you let purple go through, although I guess most guilds will kill purple any time it's out on normal/LFR.
Minor nitpick too, you suggest using mana tide during the first slime spawns, surely every healer is going to be at full mana anyway by the time the first slimes reach the boss? And surely a much better use of mana tide is when a mana void spawns?
Akawaka Dec 20th 2011 9:14PM
I am sort of a recent conver to the ways of healing, love the idea of keeping my buddies alive, espcialy those who know how to damage as I never have1 ;p
I adore the idea of healing with water as a shaman, the spell effect is just cool and relaxing to me that I sometimes put it on when nothing is attacking me. I am a soloist and mostly pvper, hate the dungeon dungeon finder but i am more and more interested in the raid finder as more people means less freak out on my own mistakes while I learn.
I had two questions for the resto shammy folks. Do we know if telluric currents is going away in Mists? I could not find it in the new talent calculater and I think its an awesome ability especially now that our lightening bolt spell looks so cool and Sith-like. My other question is sort in regards to new abilities. I seriously love having a sheild, I love the sound of blocking and its actual effect of deflecting damage. Do you think we could ever see a talent using our sheild ability some how? Not those floating balls but some new animation fusing earth or even better water energy to maybe gain more man or something. I think sheilds and healers (I also just made a holy pally, i enjoy the resto shammy style so much ;p) go together like british chips and curry sauce. Anyone else think so? If you haven't had British chips and curry sauce...oh gawds man.......:D
Braden5792 Dec 20th 2011 9:38PM
Is it just me or was this a waste of a Totem Talk?
Every bit of this information could have been found in other posts on the site, and next to none of this was class specific. Just seems to me that better information or just more boss coverage is a necessity at this point in the patch cycle. By now everyone that is going to be reading WoW blogs and wanting to raid has seen this fight, whether it be Raid Finder or otherwise. I personally do not play a Resto Shaman but read all the posts to keep my knowledge up for my own sake, and this didn't even teach me anything about the class.
Bobbo Dec 20th 2011 10:33PM
Nope, just you. Also, try being less obnoxious.
excorgh Dec 20th 2011 11:47PM
Agreed, at least he could have said how Shaman spells worked with Deep corruption. Thats basically the only class-specific information that is relevant on this boss.
Like, Rain grants everyone inside 1 stack per first tick, leaving and re-entering grants additional stack.
Chain Heal grants 1 stack for each player hit
Healing stream gives no stacks.
Etc.
Braden5792 Dec 21st 2011 1:11PM
Bobbo, point out any significant class specific strategies explained in this post. You can't. There just isn't enough necessary information to warrant a wasted weekly blog on this subject.
Looking back, there is hardly any difference between this post and the generic rundown of the boss in the "Explain in 5 seconds" post.
I do not mean to come off like a douche, merely unhappy to see that I'll have to wait at least another week before any relevant Resto Shaman discussion is possible.
Meighan Dec 21st 2011 10:04AM
Does the heal from earth shield generate stacks of deep corruption? What about Unleash Earth? I'ma assume that riptide's initial heal gives one stack. Since spirit link isn't actually a heal, no stacks? or one for each person in its range?
I know that generally, we will be killing the purple ooze, but I'm playing with the idea of leaving blue and purple up together, and a shaman seems like the best choice to heal the tanks if we do that, since mastery means they can use the fewest heals to the most effect.
Meighan Dec 21st 2011 10:05AM
*unleash LIFE. the one that's a heal. *headdesk*
excorgh Dec 22nd 2011 12:51AM
Earth shield - no stacks
Unsure about unleash elements
Spirit link - no stacks, which is actually a life(tank)saver during yellow/black/purple and similar combos in heroic.