Crimson Descent Guide for Restoration Druids
We’re back for some more Restoration Druid Boss Guides! If you’ve read my other guides, you know the drill. I don’t go totally in-depth. I speak only from a restoration druid’s perspective, therefore DPS-only mechanics or anything that doesn’t pertain to what I’m doing is not mentioned. If you want a more in-depth guide, there are plenty out there. This is only from personal experience. It also does not apply to Mythic difficulty.
Malodorous Miasma applies a DoT on affected players for 18 seconds. When it expires, it turns into Putrid Paroxysm, which is a more potent DoT that lasts for 6 seconds. Keep an eye on whose health is ticking down and keep them topped up.
At 100 energy, Devourer does Rotting Regurgitation. It’s a cone attack with an added knockback. It’s easy tell where it’s going to be, so you have no excuses to not get out of the way. Use Tiger Dash if you need to.
The six little half circle areas on the map are Waste Disposals. Occasionally, two will be activated and have reddish sludge pouring out of them. Don’t touch that sludge. You don’t know what’s in that. When the sludge ends, it leaves behind an add that needs to be killed ASAP. DoT it if you can.
The boss soft enrages at 50% health. He does more damage but also takes more damage. Try to save Tranquility for this phase, and/or take Inner Peace so you get more Tranquility uptime. Make sure you’re not about to pop Tranquility right before Fetid Devourer uses Shockwave Stomp.
In Heroic he gets an ability called Shockwave Stomp, which is a physical damage knockback. Have your back turned toward a wall so you don’t get knocked all the way across the room. Your raid leader will probably designate a post for the group to stack. This is also a good spot to put down your Efflorescence, since ranged will be stacked for the majority of the fight. You could also put it under melee.
This is basically a fight where you all get the poop. You just have to make sure everyone has an even amount of poop. You’ll be divided into groups. As a healer, you’ll pretty much just be healing whoever is dipping health, but someone, probably your raid leader, will be calling out people to go stand temporarily with another group so you can spread your diseases more evenly so no group is taking an exponential amount of damage over the others.
Omega Vector is the big mechanic of the fight. It’s a 10-second damage over time that will jump to another player once it expires, and leaves a lingering damage taken increase on you that doesn’t go away called Lingering Infection. Because you can’t get rid of Omega Vector, you have to spread it out evenly.
Vectis uses Contagion, which is raidwide nature damage. At first you don’t really feel it, but as you accumulate stacks of Lingering Infection, it really starts to hurt. I recommend trying to save Tranquility for the later phases of the fight and/or taking Inner Peace as a talent to offset this.
Vectis will also target a player with something called Gestate. After 5 seconds, they’ll be stunned for 5 seconds and spawn an add called a Plague Amalgam. Try to move at least 5 yards from other players. The add will cast Immunosuppression, which can be a real pain for healers. HOPEFULLY your DPS immediately switch to the add as soon as it comes out. If they don’t, you are well within their rights to not heal them, because you can’t heal stupid (trust me, I’ve tried).
During Phase 2, the boss uses Liquefy and turns himself into a spurting puddle of blood and cannot be damaged. Don’t be hit by the puddle as he moves out, as it gives you extra stacks of Lingering Infection. Avoid damage from the lines of blood from Blood Geyser which also gives you extra stacks (I swear this fight is the stuff of nightmares). Red rings will spawn on the ground. This is Plague Bomb, and they HAVE to be soaked. One person for each circle. If no one is standing in it, it turns into another Plague Amalgam add. You can soak a circle if you need to by using Bear Form, Barkskin, and Frenzied Regeneration. After that, it’s rinse and repeat.
Mechanics are the same on Normal and Heroic, though of course heroic hurts more. Keep your Efflorescence under as many groups as you can. My raid group stacks a group to either side of the boss, and in front of him. My Efflorescence circle is just big enough to fit all three groups.
3. Zul, Reborn
Zul will summon several types of adds during this fight. Make sure you aren’t standing in front of the Nazmani Crushers because they do a damage cone. Nazmani Bloodhexers cast Blood Shard, which does a lot of damage to the lowest health player. Make sure to keep your flock topped off when this is about to go off. It can be interrupted. In a pinch, you can cast Typhoon to give your DPS a few extra seconds to do a real interrupt. Bloodhexers will also use Congeal Blood, which summons an add called Minion of Zul that crawls its way to the boss. Don’t let this add get to the boss. You can Typhoon it away. This is a good fight to just put up some DoTs when you have a few seconds of downtime. Zul will also summon Bloodthirsty Crawgs. They may target you right out the gate, so go over to your tanks so they can pick them up.
Players will get Dark Revelation cast on them. Damage decreases with distance, so make sure to run to the edge of the platform and get away from your friends before you explode on them. Little adds will also spawn in the spot. They will fixate on players, and will infect you with a fear called Pit of Despair if they touch you.
At 40% health, you go into phase two. He casts Locus of Corruption, applying a permanent DoT to all players. The faster you get to phase two, the less damage you’re going to have to heal. This is where throwing out Moonfires and Sunfires can help. Don’t stand in front of Zul because he does a cone.
He will be casting Deathwish, a debuff that forces you to walk toward the edge of the platform AND JUMP OFF. It can be dispelled, but it deals raidwide damage when you do and spawns more Minion of Zul adds. The damage is reduced by range, so dispel them when they get somewhat close to the edge and away from other players.
In Heroic, players will need to soak Pool of Darkness, which occurs during both phases. You also get two Dark Revelations at a time, meaning twice as many Minion of Zul adds. Bloodhexers also get a new ability called Sanguine Presence. When two Bloodhexers get within 20 yeards of each other, they’ll heal all the bad guys for 10% every 2 seconds. You do NOT want that to happen.Typhoon those bastards away from each other if you have to.