Halls of Corruption 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.
|I lifted this pic from Google because I forgot to take one when I was fighting him… oops.|
Throughout the fight, you will get stacks of Annihilation. Almost every mechanic in the fight will apply Annihilation stacks if they hit you, and sometimes it’s just unavoidable. The nice thing is that as you gather Annihilation stacks, you spawn Existence Fragments that you can pick up to lower your stacks of Annihilation. Your group may have a strategy for picking these up, such as only letting tanks pick them up at certain times, so defer to your raid leader.
Don’t stand in front of the boss because he does a frontal cone called Essence Shear. Only tanks should get hit by that, and if you’re not a tank and you get hit by that, everyone will point and laugh. Be sure to dodge Obliteration Blast. You can use Dash or Tiger Dash in a pinch. Imminent Ruin is a DoT that will apply to two players, and when it runs out it does raidwide damage. The raidwide damage lessens by distance, so get as far away from your group as you can before it goes off.
Oblivion Spheres will spawn on players, then charm them and start giving them stacks of Annihilation. To break out someone who is charmed, you have to knock them away from the orb. You could use a knockback like Typhoon, or actually damaging them will knock them back a little too. Use little quick attacks when you try to break someone out, like Wrath, and everyone trying to break out the same person has to be facing the same direction or the person will just get knocked around like a ping pong but never get knocked out of the circle. During the Oblivion Sphere phase, be sure to spread out at least 5 yards apart so you don’t get charmed by anyone else’s spheres. As someone is freed from an orb, it does do a bit of raidwide damage, so you may need to coordinate the knockouts with other healers so you can be sure everyone’s topped up first.
There will be an intermission phase where Mythrax takes almost no damage, and adds spawn around the room. Just heal as normal, and if you have some downtime, you can throw out some DoTs. Watch out for Obliteration Beam. Once again, Dash or Tiger Dash to get out of the way.
In Heroic, Mythrax has an additional ability called Essence Shatter, preventing you from using any more Existence Fragments once he hits 20% health. That’s probably a good spot to Bloodlust, and be sure you use up all your Existence Fragments up to that point, because that’s just a waste if you don’t.
As a healer, be sure you are somewhat in the center of the room so you have range on everyone. If you have to move, be sure to keep a 5 yard distance from everyone else. If you use Deadly Boss Mods, type /range 5 and it will tell you if you’re too close to someone. One of the adds will cast Mind Flay, causing a movement speed reduction. You can dispel that with Nature’s Cure. Save Tranquility for when Mythrax uses Xalzaix’s Awakening, which will cause raidwide damage. Try to coordinate big healing cooldowns with your other healers. People should be spread so it may be difficult to find a good spot to drop your Efflorescence. Just do the best you can.
Phase 1 is just adds. G’huun is kinda behind a wall. The adds are Cyclopean Terrors and Dark Young. Cyclopean Terrors cast Torment. Dark Young need to be tanked, and at 100 energy they cast Dark Bargain. They have a dark purple circle on the ground around them, and everyone in it when the cast finishes gains a stack of the Dark Bargain buff. Stand in this circle ONCE and get your stack. Remember that if you get more than 1 stack, you get mind controlled. On Heroic, there is an additional add called Blightspreader Tendril. They cast Decaying Corruption, which is raidwide damage.
If you get Explosive Corruption, run to the edge of the room (Dash/Tiger Dash is your friend). Do NOT drop it in the middle of the group, as it leaves a harmful ground effect AND sends out a bunch of dust bunnies that will infect whoever they hit with Explosive Corruption in turn. Pretty soon everyone has it and there’s balls all over the whole god damn room.
Up top, there will be groups running balls. You don’t need to worry about this because we’re healers. We’re better than that. If your raid leader makes you switch to DPS and makes you run balls… go watch a video or something. I don’t know how to do it.
Once all the orbs are dunked, it triggers Reorigination Blast, the big yellow beam of light in the middle of the room. Reorigination Blast will occur a couple times more throughout the fight and causes G’huun and the adds to take significantly more damage, so I like to throw out some DoTs and Wrath if I have time just to help out.
After this, G’huun comes out to play. He does Wave of Corruption, which radiates outward from him and does a small amount of damage. It hurts MUCH more if you are within 5 yards of someone else, so if you have Deadly Boss Mods, be sure to /range 5.
Blood Feast will target a player, and it will clear the Putrid Blood stacks off everyone within 8 yards (easy to see with a red circle on the ground). Avoid as many mechanics as you can, because getting hit will increase your Putrid Blood stacks. When Blood Feast wears off, it spawns a Gibbering Horror add where the player was standing. Because the Gibbering Horror is more powerful for each person standing in the circle, so your Raid Leader will decide who needs to stand in each Blood Feast. The Gibbering Horror casts Mind-Numbing Chatter, an interrupt that halts you spellcasting for 3 seconds. Don’t be casting when it goes off.
Phase 3 will start at 20%. Your group will no longer be able to dunk orbs and use the Reorigination Blast, so it’s a straight burn phase. It gets pretty messy. During Collapse, a bunch of rocks and stuff will fall from the ceiling. You’ll be able to see where some of it will land from circles on the ground. Get as far away from them as you can. He will cast Gaze of G’huun, which is a fear. Deadly Boss Mods will warn you when it’s about to go off and you should look away from the boss.
On Heroic, Malignant Growths will spawn during the final phase. They pop up and do a bunch of damage to anyone within 8 yards. They look kind of like big zits rising from the ground. I’ve found that you can keep going left to avoid them.
This fight is basically a poopfest. There’s a lot to juggle and worry about. The trick is to keep your head and don’t run around like a chicken with your head cut off. Keep CALM. Watch your timers. Make sure a dust bunny isn’t about to hit you in the back. Because the whole group will for the most part be spread, just do the best you can with your efflorescence placement. I recommend Inner Peace because there’s a lot going on in this fight and those extra Tranquilities will be a godsend. Don’t use Tranquility right before a Mind-Numbing Chatter is about to go off or Malignant Growths are about to spawn. During Phase 3, you can stay turned away from G’huun and completely avoid Gaze of G’huun. You can still heal turned around. Just make sure you’re paying attention to Explosive Corruption orbs.