SoO You Think You Can Heal: Spoils of Pandaria

The Titan Energy defense system keeping you from looting the Spoils of Pandaria

The Titan Energy defense system keeping you from looting the Spoils of Pandaria

Siege of Orgrimmar
Vale of Eternal Sorrows
Immerseus
The Fallen Protectors
Norushen
Sha of Pride
Gates of Retribution
Galakras
Iron Juggernaut
Kor’kron Dark Shaman
General Nazgrim
The Underhold
Malkorok
Spoils of Pandaria
Thok the Bloodthirsty
Downfall
Siegecrafter Blackfuse
Paragons of the Klaxxi
Garrosh Hellscream

Spoils of Pandaria is the tenth boss in the Siege of Orgrimmar raid, although “boss” is kind of a misnomer. The encounter is one large choreographed adds dance – very reminiscent of a combination of the Will of the Emperor and Dark Animus, minus the, you know, actual bosses.

This encounter splits your raid into two halves, and each half will experience all of the mechanics – and all of the same difficulty – in the fight. It’s advisable to split your raid as evenly as possible, because although one half may start out with an easier task, they will still have to complete the harder task thereafter. This means an even number of healers (2 for 10-player difficulty, 6 for 25-player difficulty), two tanks, and as even as possible a split of your DPS.

The pace and difficulty of this fight is nearly entirely player-controlled. Players will enter the warehouse sections below the main passageway and will be faced with a choice in which enemies to fight, how many to fight at once, and how frequently to spawn new enemies. There is some randomness to the identity of the enemies – each crate can contain one of several different types of creature – but overall, strategy and efficiency are going to make a much bigger difference than which particular enemy comes out of each crate.

The Spoils of Pandaria encounter has a lot of mechanics to learn, and involves both heavy movement and spiky, primarily avoidable, damage. Your raid is likely to spread out, so gear and Talent accordingly.

Titan Energy Defense System

Titan Energy meter

Titan Energy meter

The objective of this encounter is to disable the defense mechanism that bars you from looting the Spoils of Pandaria chest in the top centre of the encounter area. In order to do this, you must release the crated enemies in the warehouse, and defeat them, releasing their Titan Energy. This empowers the levers that will open the doors to the next area of the warehouse, and once all four quadrants of the warehouse have been drained of their Titan Energy, the defense system is depleted and you may receive your loot.

Empowered Lever

Empowered Lever

You have 270 seconds in each quadrant, and if you do not pull the lever within this time the entire raid wipes. Pulling the lever resets your timer to 270 seconds and opens the door to the second quadrant. This gives the encounter a hard, 9-minute enrage timer.

There are three generic types of enemies in this encounter – the Mantid, whose soldiers are trapped in the orange-stamped crates; the Mogu, whose soldiers are trapped in the blue-stamped crates; and the Pandaren, whose soldiers are trapped in green-stamped crates. Of these, only the Mogu or Mantid soldiers will grant Titan Energy towards the completion of your task. However, the Pandaren are worth engaging as they will grant your raid buffs that make defeating the Mogu and Mantid soldiers easier and quicker.

Mantid Crates in the Spoils of Pandaria encounter

Mantid Crates in the Spoils of Pandaria encounter

There are also three sizes of Mogu/Mantid crates – Massive (outlined in red in these screenshots), Stout (outlined in yellow), and Lightweight (outlined in blue) – and the enemies that emerge from each type of crate release differing amounts of Titan Energy. Each quadrant of the room has 26 of these crates, storing a potential 70 Titan Energy. (Pandaren crates are outlined in green in the screenshot above.)

Mogu Crates in the Spoils of Pandaria encounter

Mogu Crates in the Spoils of Pandaria encounter (Pandaren crates are not visible in this image)

In order to move on to the next quadrant, players must release a total of 50 Titan Energy, so not every crate is needed. I’ve compiled a table showing the number of crates of each size, the health pool of the adds that emerge from these crates, and the amount of Energy they release, so you can plan for your own raid how many of each crate you want to open. This table uses the 10-player raid numbers, but the ratio between crate types is identical in 25-player mode, just, all the numbers are larger.

Titan Energy from Crates
Lightweight Stout Massive
Number of Crates 18 6 2
HP of Enemy 2.8M 7.8M 26.3M
Energy Gained 1 4 14
HP per Energy 2.8M 1.95M 1.88M
Total Energy 18 24 28

These numbers don’t tell the whole story, of course, because each crate type has several different enemies that could spawn from it, and some are more dangerous than others. Additionally, the enemies from the Lightweight crates can sometimes be cleaved down more efficiently than a single Stout or Massive crate enemy could be killed. However, this is a rough idea of the relative Titan Energy reward per crate type. In the Mogu and Mantid Crates sections below, I’ll delve into the abilities each enemy has.

Crates of Pandaren Relics

Opening and defeating the enemies contained within the Pandaren Crates will not give you any Titan Energy. However, they do grant powerful buffs that will persist on your allies until your group moves to the next quadrant of the warehouse, and this will enable you to destroy the enemies that do provide Titan Energy more quickly. In each case, these buffs appear in the form of a ghostly weapon or orb that persists at the location where the Pandaren Spirit died, and may be clicked by any player to grant the buff to all players of the appropriate role.

It is completely random which two Pandaren are in the Pandaren Crates in each quadrant – and it will change from pull to pull. There are three possible Pandaren to fight, one for each player role:

Ancient Brewmaster Spirit

Keg Toss inc!

Keg Toss inc!

The Ancient Brewmaster Spirit (ABS) has two abilities he will use besides meleeing the tank. First is Keg Toss, which he will use approximately every 6 seconds. ABS will target a distant player and hurl a keg at them, which will deal moderate Nature damage to all players within five yards of its impact location and slow those players’ movement speed by 50% for 15 seconds. This ability targets two players in 10-player difficulty, and 5 players in 25-player difficulty. Players should attempt to avoid this, as with all avoidable damage.

Note that the Keg Toss debuff that slows movement speed is dispellable, and it should probably be dispelled, because the Brewmaster’s other ability, Breath of Fire, will disorient and DoT any player it affects with the Keg Toss debuff.

Restoration-Druid-IconStampeding Roar should clear Keg Toss debuffs if your raid happened to be stacked or multiple people failed to dodge it.

restoration-shaman-iconWindwalk Totem should clear Keg Toss debuffs if your raid happened to be stacked or multiple people failed to dodge it.

Breath of Fire

Breath of Fire

Breath of Fire is a channeled ability that the ABS will use after casting Keg Toss.  He will slowly spin around in a circle, breathing flames that reach just a few yards (maybe 8-10?). Any player standing in range as the fire passes over them will take heavy Fire damage, and additionally, if they are under the effects of Keg Toss, they will be disoriented for six seconds and take additional, light Fire damage.

Blade of the Hundred Steps stuns even stun-immune enemies

Blade of the Hundred Steps stuns even stun-immune enemies

Killing the Brewmaster gives the players in that quadrant access to the Blade of the Hundred Steps. Clicking on the Brewmaster’s weapon/floaty death orb thingy will bestow the tank in your quadrant with a buff that will periodically deal heavy Nature damage to all enemies within 4 yards of their target and will stun those enemies for 1.5 seconds.

This stun works on all enemies, even ones which are usually stun-immune, and having this buff should allow your tank to more comfortably handle a larger number of enemies at a time. The effect has a 15-second cooldown.

Wise Mistweaver Spirit

The Wise Mistweaver Spirit (WMS) will primarily melee the tank, and heals herself via super-charged Eminence, restoring health equal to 150% of the damage she dealt. Her only other ability is Gusting Crane Kick, dealing moderate Physical damage to the raid each second and sucking them in to her position.

Gusting Crane Kick sucks the raid in to the Mistweaver's position

Gusting Crane Kick sucks the raid in to the Mistweaver’s position

Running against the wind will allow you to fight this effect, but you’ll still be sliding backwards, albeit slowly. A speed burst ability should allow you to escape the tide, but you’ll still have to be moving.

restoration-shaman-iconThis is a good time for a raid CD that doesn’t require channeling, like Spirit Link Totem or Healing Tide Totem.

Staff of Resonating Water is AWESOME

Staff of Resonating Water is AWESOME

Killing the Mistweaver gives the players in your quadrant access to the Staff of Resonating Water, a healer-specific buff that will periodically proc to emit a tidal wave of healing and damaging force. This tidal wave emits in whatever direction the healer is facing, so it is important for healers to be certain they are always facing the most players and enemies.

The Staff of Resonating Water deals quite heavy Nature damage to enemies, and will be a tremendous help in finishing off your Titan Energy gains in time. It’s not apparently obvious exactly how the healing part works; the buff claims that it will deliver 100,000 healing total, granting healing to each player it passes over based on the amount of health they’re missing, but I’ve seen a single proc deal as much as 1.3 million healing, or as little as 21k healing. It definitely doesn’t seem to deliver much overhealing unless all players in the path are on full health, or until it reaches the final player in its path.

Nameless Windwalker Spirit

Path of Blossoms and Mass Paralysis

Path of Blossoms and Mass Paralysis

The Nameless Windwalker Spirit (NWS) has only a single ability, but it’s a bit of a doozy. He will choose the farthest-away player in the quadrant and charge to them, laying down a Path of Blossoms behind him, and incapacitating any player standing within 5 yards of the endpoint of his charge. Mass Paralysis can be dispelled, but the Path of Blossoms persists until the NWS has been killed, or until the Blossoms themselves have been ‘soaked’ by players.

Claw of Burning Anger

Claw of Burning Anger

Running over a Blossom will deal moderate Fire damage, but running over multiple Blossoms – e.g. running along the line – will cause fatal damage. However, players with immunities like Cloak of Shadows or Divine Shield can safely extinguish the Blossoms if they are causing raid movement issues.

Killing the NWS gives players in that quadrant access to the Claw of Burning Anger, a DPS-role buff that causes attacks to have a chance to deal additional Fire damage. This effect has a 5-second cooldown and is probably the weakest of all the individual buffs, but since it is granted to every DPS in your quadrant, it can produce a fairly significant amount of raid DPS.

Mogu Crates

Lightweight Mogu Crates may contain one of three enemy types: Quilen Guardian, Burial Urn, or Animated Stone Mogu.

Quilen Guardians pounce and bite. How cute :3

Quilen Guardians pounce and bite.

Quilen Guardians spawn in groups (with a combined health total of 2.8M in 10-player mode, as noted on the chart above).

They will periodically pounce on to random players and use Carnivorous Bite on them, leaving a stacking bleed that deals light Physical damage every second.If the Quilen are allowed to live too long, this bleed can stack pretty high, endangering the raid. However, it’s pretty trivial damage if the Quilen are killed even moderately quickly. If possible, players should stack close together while Quilen Guardians are active, so they don’t pounce all over the place and can be quickly cleaved to death.

Burial Urns summon Sparks of Life

Burial Urns summon Sparks of Life

Burial Urns summon a Spark of Life every 6 seconds. The Spark of Life floats around the room aimlessly, dealing moderate Nature damage to players passing within 5 yards of it. These Sparks of Life persist until they are killed or the encounter is completed, so players should kill them to prevent the entire encounter area from being filled up. Destroying a Spark of Life will cause it to explode, dealing heavy Nature damage in an 8-yard radius, so this job should be left to ranged DPS.

Earthen Shard only targets tanks

Earthen Shard (bottom left) only targets tanks

Animated Stone Mogu have two abilities. They will cast Harden Flesh on random raid members (1 per cast in 10-player difficulty, and 2 per cast in 25-player difficulty), a debuff which reduces movement speed and deals light Physical damage every second. This effect can stack, but it can also be dispelled, so it is not very threatening.

The Stone Mogu also casts Earthen Shard on the tank every 8 seconds. This summons a small spike of earth that deals light Physical damage. This, again, is not very threatening.

Stout Mogu Crates may contain one of two types of enemies: Modified Anima Golem or Mogu Shadow Ritualist.

Crimson Reconstitution pools

Crimson Reconstitution pools

Modified Anima Golem is incredibly annoying. He drops small pools of Crimson Reconstitution on the ground, and any enemy unit standing in them regenerates 10% health per second. Tanks must be careful to keep all of the enemies clear of these pools, especially any Massive Crate enemies, since allowing them to heal will jeopardise your chance of collecting 50 Titan Energy before the 270-second mark.

The Anima Golem will also use Matter Scramble approximately every 30 seconds. This ability picks random locations in the room and marks them with red beams, bright circles, and arrows. (Two locations are chosen in 10-player difficulty, and three in 25-player difficulty.) After five seconds, the Golem will “scramble” the locations of any players standing in these zones, teleporting them each to a different zone than they started in.

Matter Scramble's 3 locations in 25-player mode. (Also, another look at Crimson Reconstitution, right middle, on Ultra settings.)

Matter Scramble’s 3 locations in 25-player mode. (Also, another look at Crimson Reconstitution, right middle, on Ultra settings, and the Staff of Resonating Waters.)

If all zones are occupied by players, then this ability deals no damage. However, if any zones do not have a player in them, the Anima Golem deals heavy Fire damage to every player in the quadrant. Healers should carry out the Matter Scramble soaking role as often as possible so that DPS can focus on killing the Modified Anima Golem before he does this again 😛

Ritualists should be tanked near their Phylactery for cleave

Ritualists should be tanked near their Phylactery for cleave

Mogu Shadow Ritualists spawn accompanied by their Shadow Ritualist Phylacteries, and defeating one of these mobs will kill the other. The Phylactery takes damage equal to the damage taken by the Ritualist, and is susceptible to direct damage as well, so the best course of action is to multi-dot both enemies and cleave them whenever possible – they have the same amount of health.

Shadow Ritualists will cast Torment shortly after being released from their crate, afflicting 1 player in 10-player difficulty and 3 in 25-player difficulty. Torment is a magical debuff that deals light Shadow damage to its target immediately, and leaves a DoT effect that starts out extremely light but increases its damage by 15% each time it ticks, which for the record is once per second. Torment has no duration – it will only fade when the Shadow Ritualist is defeated. When it is dispelled, it will instead jump to a new target, resetting the bonus damage.

Healers must be careful to dispel Torment before it endangers the raid member(s) it has been applied to. Since there are as many debuffs cast at one time as there are healers in each quadrant, this puts a minimum of 8 seconds – the dispel CD – between jumps. This means each player affected with Torment will take a minimum of 8 ticks, or approximately 150k total damage.

class_priest_iconWhile Mass Dispel can allow you to dispel this debuff a little more frequently, it’s unlikely to get all three targets on 25-player difficulty due to spreading, and I’m not sure it’s worth it given Torment’s low damage.

Shadow Ritualists will attack their tank with Forbidden Magic, dealing moderate to heavy Arcane damage every second until the channel ends (4 seconds) or the cast is interrupted. This is not terribly dangerous, but occasionally if your tank is also tanking other things, they may require an external cooldown to cope with this damage.

Mogu Rune of Power

Mogu Rune of Power

The Shadow Ritualist will also summon Mogu Runes of Power beneath itself and other active enemies. These Runes enable the enemies standing within them to gain 100% melee, ranged, and casting speed. Enemies should be moved out of these areas to prevent tank deaths (and healers should be ready with emergency healing or external CDs in case the enemies linger in the Runes of Power too long). These Runes do not affect players. Sorry, guys.

Massive Mogu Crates may contain one of four random Shao’Tien Elder Councilmen. The only difference between them is in their name and in the particular spell school they draw upon when dealing their damage. All four potential enemies have two shared, identical abilities, Return to Stone and Strength of the Stone.

Stone Statues and their (incredibly faint, sorry) smash zone

Stone Statues and their (incredibly faint, sorry) smash zone

Approximately every 12 seconds, the Massive Mogu enemy will cast Return to Stone, targeting two players at random (in both raid formats, and tanks are eligible targets), dealing light Physical damage, and creating a Stone Statue at those players’ location. The Stone Statues will smash the ground in front of them periodically, stunning players standing in those areas and dealing moderate Physical damage. These Statues will persist until killed.

Strength of the Stone increases the Shao’Tien Elder Councilman’s damage by 10%, plus an additional 10% for every Stone Statue active in the quadrant. This is a pretty good incentive to kill the Stone Statues, as leaving too many active will result in unhealable tank damage.

In addition to these abilities, the Shao’Tien Elder Council members each have a “unique” ability that deals moderate magical damage to all players in the quadrant:

  • Jun-Wei: Shadow Volley (Shadow damage)
  • Kun-Da: Fracture (Nature damage)
  • Xiang-Lin: Jade Tempest (Firestorm damage)
  • Zu Yin: Molten Fist (Fire damage)

These AoE damage attacks occur about once every 12 seconds while the Elder Council member is alive. Damage reduction or healing throughput cooldowns can help your raid survive these attacks alongside the rest of the damage being dished out by the other enemies in the quadrant.

Mantid Crates

Throw Explosives

Throw Explosives

Lightweight Mantid Crates may contain one of three enemy types: Sri’thik Bombardiers, Kor’thik Warcallers, or Amber-Encased Kunchongs.

Sri’thik Bombardiers attack their tank with Throw Explosives, which deals light Physical damage to anyone within 2 yards of the tank. This shouldn’t ever really hit anyone except the tank, and it’s pretty negligible tank damage.

Gusting Bomb and wind trail

Gusting Bomb and wind trail

Periodically, the Bombardier will throw a Gusting Bomb at a distant player – not necessarily a ranged/healer, since melee DPS often get separated from a tank running off to open new crates. This bomb deals moderate Nature damage to anyone within five yards of its target, and leaves behind a trail of wind that persists for 25 seconds and deals moderate Nature damage every second to players who pass through it.

Kor’thik Warcallers melee the tanks and periodically Enrage, dealing 200% additional damage for 8 seconds. During Enrage, the Warcallers double in size and their movement speed is reduced by half, and their melee swings have a chance to afflict the tank with Shattered Armor, a stacking debuff that reduces armor by 20% per stack and persists for one minute. It’s a good idea for the tanks to kite Enraged Warcallers since the armor debuff lasts so long and the fight design encourages tanks to open as many crates at once as they can safely handle; the more stacks of Shattered Armor the tank has, the fewer crates the tank can handle at once.

Encapsulated Pheromones

Encapsulated Pheromones

Amber-Encased Kunchongs do pretty much nothing at all other than shoot pools of Encapsulated Pheromones at random players, creating a glowing amber pool beneath them that deals moderate Fire damage every second to players standing inside it.

These pools persist for the rest of the encounter, so Amber-Encased Kunchongs are high-priority targets; having too many active at once, or allowing one to remain alive for a long time, can lead to your encounter area being filled up with pools and restricting movement.

Stout Mantid Crates may contain one of two types of enemies: Zar’thik Amber Priests or Set’thik Wind Wielders.

Zar’thik Amber Priests melee the tanks quite hard, though infrequently, and every 15 seconds they will cast Mantid Swarm, which summons Zar’thik Swarmers. The first time the spell is cast, only one Zar’thik Swarmer is summoned; the second time the spell is cast, two Zar’thik Swarmers are summoned. (I haven’t seen the Amber Priests live long enough to cast it a third time, so I can’t really guess how many would be summoned by it.)

Mark of the Empress (left) and Residue (right) buffs on an enemy target

Rage of the Empress (left) and Residue (right) buffs on an enemy target

Amber Priests also cast Residue, which buffs themselves and other nearby enemy units to heal for 150,000 every 3 seconds. This is a pretty negligible amount of healing considering how much damage your raid is likely to be doing, but in the spirit of ‘every little bit helps’, Residue can be dispelled by Priests’ Dispel Magic and Mass Dispel or Shamans’ Purge. (Spellsteal works too, and it’s a nice little healing buff for the Mage.)

Set’thik Wind Wielders melee the tanks almost as hard as the Amber Priests do, and will also buff nearby enemies with Rage of the Empress, increasing the damage they deal by 50%. This, too, can be dispelled by Priests’ Dispel Magic or Mass Dispel and Shamans’ Purge. (Spellsteal will remove the buff, but does not transfer it to the Mage.)

Windstorm moves in a spiral

Windstorm moves in a spiral

Wind Wielders will also summon a Windstorm, which is a tightly packed trio of tornadoes that move out from the Wind Wielder’s current location in a spiral pattern, speeding up over time, and dealing moderate Nature damage every second to players caught in their path. These can be avoided simply by dodging them – and by this point in the expansion, we should all be good at dodging tornadoes, right? The tornadoes persist for 18 seconds and then fade.

Massive Mantid Crates may contain one of four random Mantid Commanders. All four have identical abilities and differ in name alone. If you care to keep track, they are:

  • Commander Ik’tal
  • Commander Na’kaz
  • Commander Tik
  • Commander Zak’tar

The Commanders do not melee, but they are coated in a Pheromone Cloud, causing them to deal light Nature damage to all enemies in the quadrant every second. This damage does not ramp up.

Approximately every 10 seconds, the Mantid Commander will choose a random ranged target (DPS or healer) and afflict them with Set to Blow, affixing four bombs to the player’s back. After fifteen seconds, any bombs remaining on that player will explode, dealing moderate Fire damage per stack to all players within 9 yards. This is probably fatal if there are two or more stacks on the player at the time.

Extra Action Button

Extra Action Button

When a player gains Set to Blow, they also gain an Extra Action Button that, when used, will throw a bomb from their back in a random direction. The thrown bomb lands on the ground and will detonate whenever any player enters its inner radius (a small, solid red circle, approximately 5 yards). Players must use the EAB to remove all their Set to Blow stacks, but since you cannot control where the bombs land, you must first move out of the raid and into a safe part of the encounter area.

Set to Blow bomb-dropping

Set to Blow bomb-dropping

Note also that the bomb will only travel a maximum of five yards from the player who throws it, meaning that it is quite possible for the player to be within the detonation zone if they are standing still when they throw the bomb. This will kill. If you drop a second bomb inside the detonation zone of the first bomb, and the second bomb lands on you, both will detonate, which will kill you even harder. And any bomb that detonates will also detonate any other bombs within 9 yards.

The ideal way to deal with Set to Blow is to move to a part of the room that has already been cleared of crates, and to keep running while you spam your Extra Action Buttonand make sure you don’t double back over your path while dropping bombs.

Inner radius (solid) and outer radius (dashed) of the bombs

Inner radius (solid) and outer radius (dashed) of the bombs

After thirty seconds, any undetonated bombs will explode, dealing heavy Fire damage to all players within 9 yards (the larger, red-dotted-line circle).

If bombs have been dropped in dangerous locations, it’s possible for certain classes to pop an immunity and clear the bombs out.

Restoration-Druid-IconSymbiosis: Deterrence will allow you to clear a set of bombs.

mistweaver monk iconDiffuse Magic will allow you to clear a set of bombs. Or, you can pop DM to spam all 4 bombs in one spot and soak the explosions immediately.

holy-paladin-iconDivine Shield will allow you to clear a set of bombs. Alternatively, you can pop DS to spam all four of your bombs in one spot and soak the explosions immediately.

Strategy Summary

Before initiating the encounter (by interacting with the console/chest in the middle of the passageway), be sure to separate your raid into two roughly equivalent groups:

"Green team" starts with Mogu, then Mantid; "Red team" starts with Mantid, then Mogu.

“Green team” starts with Mogu, then Mantid; “Red team” starts with Mantid, then Mogu.

Lift Hooks

Lift Hooks

Each half will have to deal with a Mogu and a Mantid quadrant, so it’s best to keep each team’s total DPS fairly equal, and ideally have a player with Bloodlust/Heroism/Time Warp on both sides (if this is not possible, don’t forget about Drums of Rage). However, if you cannot achieve this sort of equality, make sure to send the extra DPS to the team that starts with the Mantid side, since the Mantid enemies are harder. (That DPS can later use the Lift Hooks in their quadrant to get back to the top, then drop down to help the other team with their Mantid quadrant if necessary.)

Deciding what boxes to open is really kind of a raid-specific thing, and it may take your group several attempts to decide which are the scariest enemies for them to deal with. I recommend the following strategies as a sort of “default” priority:

  • Mogu quadrant:
    • 2 x Massive
    • 1 x Stout
    • all Lightweight
  • Mantid quadrant:
    • 2 x Massive
    • 5 x Stout
    • 2 x Lightweight

The reason I suggest these strategies is that on the Mogu side, the only really dangerous enemy is the Modified Anima Golem, who lives in the Stout crates. He drops puddles that will heal any enemy in them, and these puddles can often be obscured by other ground effects, and he creates the Matter Scramble zones that are frankly annoying to deal with. The other Stout Mogu enemy, the Mogu Shadow Ritualist, is not as dangerous, but is also pretty annoying, with the Torment debuff that will keep healers busy dispelling and the Mogu Runes of Power he drops that empower the other enemies in the encounter. Meanwhile, the Lightweight Mogu enemies are pretty harmless, so long as you do not open more than 4 crates at a time.

And on the Mantid side, the Lightweight crate enemies are – in my opinion – the most challenging to deal with. The Bombardiers and Kunchongs really restrict your raid’s ability to move around the encounter area – which, when combined with the Massive Mantid enemy’s Set to Blow mechanic, is a serious problem – and the Warcallers can debuff tanks, causing the rest of the enemies to deal significant tank damage.

Again, these are just suggestions and you’ll need to decide what will work best for your raid group. Since there are so very many mechanics to master, there’s always a strong chance that what seemed easy to one raid group will feel difficult to another.

Regardless of strategy, your first priority should probably be to open any Pandaren Crates and ensure that your raid gets the Pandaren buffs. You can certainly open some Lightweight crates at the same time, cleaving the adds down, but the Pandaren do have some non-negligible mechanics that you’ll want to make sure your raid can handle.

After defeating the two Pandaren and getting buffs, stick to your crate plan and open as many as your tank can comfortably handle at a time. It is perfectly safe for non-tank players to open crates, so long as there is sufficient communication. In general, players should prioritise Massive enemies, then enemies that heal, then enemies that summon more adds, then enemies that leave persistent ground effects.

Cooldowns like Bloodlust/Heroism are probably best saved for a Massive crate enemy, although again, this depends on your raid’s strategy and strengths.

You will need cooldowns for:

  • Tanks holding a large number of Quilen Guardians (Mogu side Lightweight enemies), with a high number of stacks of the Shattered Armor debuff (Mantid side Lightweight enemies), or a large number of enemies while the Set’thik Wind Wielder’s Rage of the Empress buff is active (Mantid side Stout enemies).
  • Raid CDs for the Wise Mistweaver Spirit’s Gusting Crane Kick, any Massive enemies, and for Mogu Shadow Ritualists.

Dispels: Harden Flesh, Keg Toss, Mass Paralysis, Torment. Additionally, Priests and Shamans should assist in dispelling Rage of the Empress and Residue from enemies during the Mantid quadrant.

Debuffs to track: Breath of Fire, Harden Flesh, Keg Toss, Mass Paralysis, Set to Blow, Shattered Armor, Torment

Points of failure:

  • Players open too many crates at once and become overwhelmed with adds;
  • Players open or defeat the enemies from crates too slowly, and do not drain 50 Titan Energy within 270 seconds, causing an immediate wipe;
  • One of your teams dies, causing an immediate wipe;
  • Players do not prioritise the right adds when they are active, such as the Modified Anima Golem or Amber-Encased Kunchong, and allow too many dangerous ground effects to pile up;
  • Players do not handle the Matter Scramble mechanic properly;
  • Players do not handle the Set to Blow mechanic properly.

If you got all the way through this, thank you for reading, and good luck! 🙂

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About Dedralie

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22 Responses to SoO You Think You Can Heal: Spoils of Pandaria

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  10. mimi says:

    Loving how in depth your guides are 🙂 very precise and well written. Keep it up 🙂

  11. Leyla says:

    Yeah its great! Would love the last few bosses too

    • Dedralie says:

      Thanks! I’m working on Thok right now, although I am admittedly about to take a break to bake a cake before I can finish the post 🙂 I’m hoping to get all the bosses finished off shortly.

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  16. Elta says:

    I am so happy for these posts… ^_^

  17. Vee says:

    Hi! Great post~ I’m the shaman that was asking you about heroic Malkorok healing. We finally got him down last night and now I came back to read up on spoils again =) Seems like knowing how normal mode works is even more important when the fight gets harder. Thanks for all the information so well written!

    • Dedralie says:

      Grats on getting Malk! Yes, knowing all the normal mechanics of Spoils will help immensely on Heroic. The only new mechanic is the Sparks that spawn in your quadrant every time the other team kills something, and for healing they don’t make much difference – just draws DPS off the regular mobs so you have to deal with all their mechanics a little longer. If your team fails to kill one before it goes Supernova it is pretty much a wipe anyway.

      I use my CDs during the large Mantid adds (HTT if I get Set to Blow, and Ascendance if I don’t). Then again for large Mogu, although the Mogu side is much easier from a healing perspective. Don’t forget to use the Staff buff, if you get it, for DPS purposes, especially on Mogu side Stone Statues 🙂

      Good luck!

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  19. EJ says:

    Besides Deterrence, Ice Block (gained from a mage through Symbiosis) will also work to soak up Mantid bomb damage.

    • Dedralie says:

      Thanks for noting this 🙂 The only reason I don’t recommend it is that you can’t move while blocked, so you can’t clear stray mines as well. It is definitely handy if (a) that isn’t a problem because your raid is good about dropping them properly or (b) you don’t have a hunter 😉

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