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12-23-2011 @ 10:58PM
For searing plasma it really is key to the fight for healersLet's consider each phase to be each plate blow offAt the start of each phase you'll have 4 (the first phase) or 3 (after each plate knockoff) tentacles shooting out debuffs, which means by the time you go for a roll most of your raid will probably have the debuff on them, I've found you want to use a tranquility or spirit link to get them all off easily as soon as the corruptions die, this means you won't spend the rest of the fight playing catch up.Spirit link is the single best spell in the game for getting rid of these debuffs, and you should use it for this if you have it available, it may as well be a mass dispel for anyone standing in it.The important thing is to get the timing right, you don't want to be falling behind on debuffs or you'll never catch up, and if you do it'll be at the expense of a lot of mana, the idea is to be getting rid of debuffs at the same rate as they get applied.And remember because of all the extra small adds this fight will get more intensive as it goes on, I suggest using a concentration pot during the killing of the second burning tendon if you are using conc pots :) Don't be afraid to blow all your cooldown during the last phase, it doesn't last very long because of all the bloods hanging around.
12-24-2011 @ 10:43PM
The fight actually has fairly nominal healing, but searing plasma throws a wrench in that and makes fairly trivial damage quite a problem over time. As a holy paladin, open with your guardian. That's when you'll get the most use out of it because the most tentacles are up at that time and honestly he's overpowered for this encounter. I recommend just putting one divine light on every debuff target to even it out--damage isn't that high at that point and your other healers can fill in the rest, and this ensure that all the healing you do is put into the debuff.
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