Seat of the Pantheon Guide for Restoration Druids
Other Antorus Guides for Restoration Druids:
Light’s Breach (Garothi Worldbreaker, Felhounds of Sargeras, Antoran High Command)
Hope’s End (Portal Keeper Hasabel, Eonar the Life-Binder, Imonar the Soulhunter)
Forbidden Descent (Kin’garoth, Varimathras, Coven of Shivarra)
Aggramar is generally a pretty easy fight. You could say he’s the calm before the storm, as Argus is quite a hectic fight, making this one much easier. This fight happens in multiple stages. Stage One ends when Aggramar hits 80% health. The tanks will have Aggramar facing away from the group, who will all be spread apart at least 4 yards to avoid splash damage from Scorching Blaze. He also does an ability called Wake of Flame, where several pillars of fire form under him and shoot out. These are pretty easy to avoid.
At 100 Energy, he begins a series of attacks called Taeshalach Technique. The tanks will spin Aggramar around to face the group, who should be STACKING, for Flame Rend, so damage will be split. They will spin him back around after Flame Rend. At the end of this series of attacks, he ALWAYS does Searing Tempest, a big pool of fire which spreads out from under him, similar to Collapsing World from the Hasabel fight.
When Aggramar reaches 80% health, the first intermission starts. As a healer, you don’t need to worry about much. You can DoT the adds if you get bored. On Heroic, two mechanics are added to this phase: Meteor Storm, which you can avoid, and the Molten Remnants left behind when the Embers die, which can also be avoided.
Stage Two starts after the first intermission and ends when Aggramar hits 40% health. Most abilities from Stage One continue to be a problem. Avoid Flare. At 100 energy, Aggramar again does Taeshalach Technique, which is the same as before. Next is Intermission Two, same as Intermission One, which ends when two of the adds are killed.
Stage three continues from the end of Intermission Two until Aggramar’s death (or yours). This is the same as the previous stages, but the regular abilities are stronger now. It’s NOT a difficult fight. There are several mechanics, but they’re not hard. The only problem with the fight is the length, where one slip up can cause a chain reaction which causes a late wipe. Slow and steady wins the race with this fight.
The tank will always be in the middle of the room on Aggramar’s butt, so putting Efflorescence under them is a safe bet. You can move it to be better positioned under the whole group when the raid is stacked for Flame Rend. Talents I recommend are Cenarion Ward, Displacer Beast, Cultivation, Germination, and Flourish. You’re unlikely to need as much Tranq uptime as Inner Peace would provide, and you’d be better off putting more HoTs out to deal with the damage spikes. You’ll likely find yourself using Tranq during either the Intermissions, or when people funk up Flame Rend. IF everyone is doing their job correctly, you shouldn’t need that OH SHIT button too often. Displacer Beast is a blessing when you get caught in a Searing Tempest and need a quick out.
2. Argus the Unmaker
This fight is LONG and it’s a pain in the butt. It’s so easy to get frustrated on this fight because there’s so much that can go wrong. Just remember to FOCUS and don’t get ahead of yourself. The Titans will assist you for this fight, so there’s that. This fight occurs in multiple stages.
Stage One continues until Argus reaches 70% health. Don’t be in front of him, or you’ll get hit by Sweeping Scythe. There will be orbs which drop and give you buffs. The dark orb (Strength of the Sky) gives you extra Crit and Mastery. The light one (Strength of the Sea) gives you extra Haste and Versatility. I usually go for that one. If you are selected as the “target” of the orb, the orb will drop under you for others to pick up. Make sure you’re not standing in poop so it’s easy for other players to grab their chosen buff. They are also mutually exclusive, so if you pick up the wrong one, you can run to the other one and get the right buff, it will just overwrite the previous one.
When you get Soulblight, move to the back of the group to drop it. Periodically, Argus will do an ability called Cone of Death which will drop where there’s the highest concentration of players. That’s why you have to STACK or the cone will be dropped in a random place. Ideally, the the Cones should drop in a nice even circle like pizza slices to maximize the available space for the encounter. Melee will be under the boss. Ranged and healers will be stacked a few yards away and move to the side when Cone of Death hits. Keep an eye on timers, because he might cast Cone of Death as you’re running back to drop Soulblight, and you may need to pop Displacer Beast to quickly get out of the Cone of Death.
Stage Two continues until Argus reaches 40% health. As SOON as he reaches 70% health, run to the center of the room, right on the boss’s butt, to avoid the lightning fog around the room. Then you spread back out. Tanks will move Argus to the edge of the room. Still avoid standing in front of him. Your raid leader will probably have markers set for this phase. If you get Soulbomb, move to the Designated Marker so the tank knows where to go to mitigate the damage. Then run back to the group. It’s best if the ranged group stacks because it makes it a lot easier to heal. When you get Soulburst, move to whichever marker is designated for those and stay there until the damage falls off. Avoid the dark Edge of Obliteration lines, which are very easy to spot and to avoid.
During Stage Three, Argus takes a nap and you fight a bunch of shiny dudes. There isn’t a whole lot of damage going out during this phase, so I recommend DoTting the adds and topping up heals where needed. It’s not a hard phase by any means, and if anything it’s somewhat of a breaker for the healers. If you get Cosmic Ray, point the line away from your group, and make sure to avoid it if you’re not the target.
After Stage Three, begins Stage Four. He will murder everyone, which is a great way to troll people by acting like it’s everyone’s fault. After a little RP, you can Release Spirit and come back to live by running to the pretty tree. Avoid the little demon guys. Collect a few Motes of Power (the balls) on the way to the tree while you’re in there, but don’t linger because your group will really need your heals. This last phase is a big heal check, and if heals aren’t up to par, it will be short. The tree has a set number of charges, and then it will start to wither. After it dies, you can’t use it to resurrect anymore. You can heal it to keep it alive longer though.
Previous abilities in other stages will still be active, so watch for bombs, lines, and all the things. Avoid the impact locations of Ember of Rage, and avoid the dark circles on the ground which spread out from the Reorigination Modules (big orbs floating just above the ground). You can DoT them, but DPS should down them pretty quick.
That’s the fight, but it’s VERY hectic. There’s a lot of opportunity for things to go wrong, and the last phase is absolutely horrible for the healers, especially if the DPS aren’t killed the Reorigination Modules and people in the spirit world aren’t picking up the balls. It’s a safe bet to keep Efflorescence under melee or ranged, because they should be stacked for most of the fight. I recommend picking up Cenarion Ward, Displacer Beast, Cultivation, Inner Peace, and Flourish. If you find you don’t need that extra Tranquility uptime from Inner Peace, you can switch it out for Spring Blossoms. Make sure you have all your major cooldowns available going into Stage Four, because you WILL need them. You will also regain all your mana, so don’t be afraid to spam Rejuvs and such.