Circle of Healing Redux
November 8, 2008 by Matticus
Filed under All Stories, Priest Discussion, PvE Healing, PvP Practices
As you may or may not have heard, Blizzard is revisiting the idea of bringing in the CoH cooldown. I’m not sure where to start on this or how to begin.
Something that I feel has been overlooked is that there seems to be a feeling that raid instances right now at 70 (post nerf) are representative of what raid instances are like at level 80. A lot of players, right now, are a little overgeared for the content that they’re doing (again, due to the nerf).
Path of least resistance (or effort)
I was first exposed to this idea in my first year of psychology. The general premise here is that people, animals, or even machines will choose the path of least resistance or effort in order to get to their goal. Applying this to healing, we’ll see one person taking a shot for 2000 damage for whatever reason. I myself have been known to tap CoH once or twice to bring that one person’s health back up. Is that a loss of mana efficiency? You bet it is. But efficiency goes out the door if your mana regeneration is able to offset the mana loss within seconds.
Could I have used a Flash Heal? Yeah but it takes casting time.
How about a Renew? Yeah but it takes about 15 seconds for the full duration to kick in
Circle of Healing heals that minor damage extremely quickly and leaves me open for spell options without causing me to wait for the spell to go off or eat a channel or something.
This is partly the case because of current nerfed raid content and the way our spells work. It’s a smart heal, it’s the fastest heal, and it’s brain dead easy. I’m sure we can all agree on that.
With the complete gear reset at 80, I strongly doubt we’re going to be able to get away with non-stop CoH casting. I know I couldn’t. I was extremely limited with my mana regen and my overall mana pool. I confess I did start with PvP gear and I encountered some difficulty then. Yet, after daily Naxx and OS runs on 10s and 25s, I amassed a decent collection of PvE healing gear. I still found it difficult and strenuous. As this was largely a pickup group, maybe I was overcompensating in some areas.
The benefit of Circle of Healing is that it can heal a lot of players really fast.
The cost of Circle of Healing should be the fact that it taxes your mana pool.
I’m not quite sure if that’s possible. I can see why they want to include the 6s cooldown because there are a staggering number of players using it (at 70 and at 80 when I played). Maybe if they included a scaling cost with the spell it would be acceptable. The ability to heal a lot of raid damage really fast is an excellent tool to have. But it should come with a severe price or penalty. I don’t think time, a wonderful resource that it is, should be the case. Perhaps base cost + a percentage of healing done in that one cast? I don’t know. I’m not a game developer.
Regardless of what they do, Priests will easily remain the most diverse class. I’ll continue to play mine well into Wrath. Even if they do bring in the CoH cooldown, we still have Holy Nova and Prayer of Healing. Zusterke, on Plusheal, started some preliminary work on Holy Nova and it’s effectiveness.
By adding the glyph of holy nova, the spell has become quite a powerful healing spell. It is able to output more healing than circle of healing, up to a point where it rivals prayer of healing. The recent mana cost reduction boosted this spell even further where it has become a mana efficient spell, in comparison to the priest’s other AoE spells.
He might shoot me if he feels it’s a little outdated. But not much has changed yet so I think he’s definitely in the ballpark (or ice rink).
Plusheal has more great discussion about this.
If you're new here, you may want to subscribe to my RSS feed or to E-Mail updates on the top right. Thanks for visiting!
Matt Beats Game, Epic G String Drops
November 2, 2008 by Matticus
Filed under All Stories, Personal
Er, did I say G String? I meant bow string.
Here’s a few choices screenshots leading up to and including the kill.
At this point, we’re down to 3 healers. Cheever just ate a real big Armageddon. Stupyd just died (Angel wings on the right). Luwin and Sthirteen are still alive. Both of whom are severely taxed and drained.
Thankfully, Lang (our MT) is still in good shape. Our Ret Paladin is still alive. We have enough momentum from our remaining players to carry over and finish him off. We started him today at 3:30 PM PST. We spent all night on him. It stretched on until around 8:50 PM. It was to be our last attempt regardless of what would happen. It always seems that on milestone bosses, it boils down to the last attempt.
I wonder why that is. I guess it’s desperation kicking in.
Here we are just a bare millisecond after we tip him over. The game registers the kill, my UI says he is still alive with 0.3k health remaining. The achievement system just kicks in.
I really want to take the rest of the week off. I doubt I’ll get that chance. My Guild leader was absent today. I entered the raid instance as raid leader. Clearly that must’ve affected the loot table.
Recount shows the DPS of the current fight. I didn’t set it to show overall. Caim was on orb duty as was Rackham. Big props to the two of them for handling the the Shields so well. Benchwarmer tank Hassai stepped in today and did a phenomenal job on acquiring and holding the Sinister Reflections.
We’d gotten to the point where we would bring Kil’Jaeden down consistently to phase 5.
Then down to below 20%.
Then down below 10%.
Then below 5%.
Until we finally punted him back him back into the ground where he belonged.
Burning Crusade complete. 02/11/08.
By the way, if you notice, you’ll see that we only have one mage. We could definitely use another one heading into Wrath.
Sadly, the realm forum thread I created has already been trolled. Why do people hate me so much?
A Note about Mother Shahraz Post 3.0
October 21, 2008 by Matticus
Filed under All Stories, News and Opinion, Raid Strategy
A comment from Xserisi has been brought to my attention. I figured it would benefit many players if they knew about it as well so I decided to turn it into a blog post.
Last night we saw BT, we stopped before Mother Shiraz, seeing we ran out of time and were unsure about our health if we would go in with with low or nill shadow resist gear. (anyone tried after patch?)
Yes. I can say with certainty that you don’t need to have full Shadow Resist gear on for Mother Shahraz. Prayer of Shadow Protection or Shadow Aura from the Paladins should be enough to get you through it. DPS has to be high. You don’t want to take more than 3 or 4 teleports. She should be able to go down relatively fast.
Keep in mind, everyone has to commit. If you go full Shadow Resist, make sure every one does so. If you want to go for the blitz method, then keep your raiding gear on. Soak tanks are still important. Your healers have to stand on their head (hockey expression for goalies making unbelievable saves).
As my ancestor Napoleonicus once said:
There ain’t a problem in the world that can’t be solved by copious amounts of DPS.
Healing Naxxramas – Instructor Razuvious (10 man)
October 21, 2008 by Matticus
Filed under All Stories, Featured, Naxxramas, PvE Healing, Raid Strategy
Instructor Razuvious is the first boss of the Military Quarter (Death Knight Wing). He’s a rather unique fight in that your tanks don’t actually tank him themselves. Tanks have to hold threat indirectly.
The gimmick
The first thing you have to understand is that Razuvious hits really hard. He hits harder than normal. He hits so hard he can remold the face of your bear tank and dent plate in others. He has 2 Understudy’s with him. There are 2 orbs on either side. The goal here is for your tanks to activate the orb thus granting control of the Understudy’s to you. Your players have to use their abilities to tank him. They have to taunt off each other and activate their abilities accordingly.
Who should MC? The groups I ran with had both main and off tanks on the orbs. For Guilds going in for the first time, I don’t advise this. I’d suggest having a tank and a random DPS use the orbs. The reason being is that if a mob breaks early and the orb controller can’t get the Understudy back, your tank can blow a taunt and temporarily hold aggro until the orb controller can get it back.
Above: Picture of an orb controller.
Below: Orb controller in action.
Abilities
- Random throw: Applies DoT damage to players. Need a healer to get them back up. Similar to the Zul’Jin phase 1 mechanic in Zul’Aman.
Releasing control allows the Understudys to gain all of their health back (this may have been changed with recent beta builds). Ranged and healers will want to stand at maximum range. When your orb players lose control, the Understudy will immediately run towards players who have MC’d them. Tank Raz as far away as possible to buy time for your orb players to pick it up again.
If you look at the header image at the beginning, note that room is circular in shape. Tank Raz at the very top part as much as you can.
Understudy’s CAN be healed. But please don’t rely on it too much. I suggest placing 1 healer on the raid, 2 on the Understudys (1 each).

The Understudy has 3 abilities:
- 4: Damaging melee attack (I think)
- 5: Taunt
- 6: Bone Barrier which reduces magical and physical damage taken by 75% for 20 seconds. You definitely want to use this.
- 1: Auto-attack
Vocabulary
Communication is extremely important. When I took down Raz, I’ve heard successful tanks use the following:
- “Taunt ready!” (When their taunt cooldown is up)
- “Taunt now!” (When the tank is about to lose control and needs the other tank to take over)
- “Debuff is off!” (There’s an Orb debuff that prevents them from using any orb for about 60 seconds)
- “Losing him in 5!” (Provides a 5 second warning that the MC spell is about to fall off and that the other tank should pick him up while the original tank is going to lose control of an Understudy and has to use an Orb again)
Note: I’m going to re-emphasize this again. Healers can NOT sustain Understudy’s on their own for extended periods of time. Don’t try to tank it with just 1 Understudy the whole way. Tank switching and Orb releasing is imperative. The job for healers in this fight is to help extend Understudy’s for as long as possible.
1 healer on the raid to cover up the DoT damage that’s applied and the other 2 on the Understudy’s should be more than enough. This is a DPS fight more than anything else.
When it’s over
We’re not done yet. We still have 2 of these MC’d mobs up. Have one of your tanks release control and have the other Understudy taunt that. Use the mob to tank the other mob. As soon as you DPS that one down, have your free tank (Main or off tank) taunt the remaining one. DPS that down and you’re home free.
Loot
- Accursed Bow of the Elite
- Girdle of Lenience: Belt for Resto Druids
- Iron Rings of Endurance: Bracers for Resto Shamans
- Mantle of the Extensive Mind: Possible Priest Shoulders (lacks Spirit)
- Plated Gloves of Relief: Holy Paladin Gloves
- Rapid Attack Gloves
- Scepter of Murmuring Spirits: Potential Druid or Priest healer Off-hand (lacks Spirit)
- Waistguard of the Tutor
More guides to healing Naxx can be found here.
Healing Naxxramas – Anub’Rekhan
October 17, 2008 by Matticus
Filed under All Stories, Featured, Naxxramas, PvE Healing, Raid Strategy
Anub’Rekhan is the first boss of the Arachnid Quarter (Spider Wing). Most guilds entering Naxxramas for the first time will wish to go and try their luck against him initially as he’s the easiest boss to get to. He’s a really big Spider boss with a few tricks up his sleeve.
Anub is a two phase, repeating encounter.
Phase 1
Anub does a knock back. Your MT is going to want to position him against the far back wall with the boss facing the right (Look at my diagram).
Every so often he’s going to use an ability called Impale. It’s a straight line damage spell which knocks players in the air if they get hit by it. In other words, anyone in the path of an Impale will get thrown in the air.
He likes to spawn a mob during this phase. Have your off tank keep an eye for one. When you kill it, it’s going to spawn these mini-mobs called Corpse Scarabs. Have any AoE DPS lock them in place and burn them down before they get on the tanks and healers.
So for instance, the red arrow signifies an example Impale targeting a blue raid member. I, being the idiot Dwarf I am, is standing just ahead of him. I’m close enough that I would get struck by Impale as well.
Impale’s target the player. They’re inevitable and players will get hit by them. But we want to minimize it by having them spread out in a staggered line facing Anub. Impale will hit for about 4400 on Cloth.
Really important: See the green slime? Don’t stand in those. Or run into there. Don’t come in contact with it. Trust me.
Example: Stop’s Warlock is right behind me. Anub targets him and lights up an Impale. The two of us go flying in the air. I pop a CoH in the air to help boost our health a little and Levitate down. Stop just… lands really hard and continues DPSing.
Phase 2
In this phase, your tank has to do one really important thing:
Run along the outer edge of the room in a circular fashion (Refer to the image header at the top). Anub slows down a lot. In addition, he’s going to use an ability called Locust Swarm. At this point, all casters and healers should fall back to the middle of the room. Locust Swarm will silence players and hurt a lot. It’s a 30 yard radius stretching out from Anub’Rekhan that’s in constant effect (like an aura almost) In this phase.
Similar to the first phase, he also summons a mob. Make sure your OT jumps on it.
Make sure your tank does not run it into the raid. It’s absolutely imperative that they run along the outside. When you run to the other side of the room, Locust Swarm should expire and he’ll return to phase 1 mode.
The green arrows signify the path your tank should take. Note how the scattered raid has collapsed to the center. The second time you enter phase 2, go ahead and take the reverse path back up.
Pro tip: Are your tanks out of shape? Their armour really heavy? Having a hard time running away from the boss? If you have a Hunter, have them activate Aspect of the Pack temporarily. Death Knights should switch to Unholy Aura for increased run speed. If you have a Warrior as a tank, feel free to have a player jump across the river of goo and have your Warrior intercept into them.
Just take care you don’t run too fast that Anub starts cutting across the raid.
Healing
Anub hits fairly hard. I’m going to suggest a 2 healer on MT with 1 healer on the raid and OT. Note that the raid doesn’t take a lot of damage throughout the encounter as long as they spread themselves out to avoid and mitigate Impale damage. Once the impale hits, your 3rd healer should drop a few AoE spells or whatever to get them back up (I’m not telling you what spells to use. You’re in Naxx now).
Like I said earlier in Phase 2, collapse to the middle. Try to load up the tanks with as much HoTs and mitigation spells or abilities as possible. If you need to sneak out and hit your tank with an emergency heal, do it even if it means risking a Locust Swarm. You should be able to max range the tank without getting affected by it. Another method is to run slightly ahead of the tank so that you still remain out of range of Locust Swarm.
Example: Assuming I’m a Discipline Priest, I would park myself on the side and heal the MT. Anna, on her Resto Shaman, would be tasked to healing the raid. Jess’s Resto Druid would be unloading HoTs on the MT as wel as any melee players that are up front.
Loot
- Agonal Sash: For Priests
- Band of Neglected Pleas: Any Healer (Shamans/Paladins should get first dibs)
- Boots of Persistence: Resto Shaman Nikes
- Collar of Dissolution
- Deflection Band
- Knife of Incision
- Ravaging Sabatons
- Splint-Bound Leggings: Resto Druids
Order of Operations: Surge of Light, Clearcasting, Improved Holy Concentration
October 14, 2008 by Matticus
Filed under All Stories, Priest Discussion, PvE Healing
A question was posed this morning on the two articles I wrote on Spiritual Guidance this morning. A number of talents have been modified for Priests in the Holy tree.
If Surge of Light, Clearcasting, and Improved Holy Concentration proc, will Flash Heal eat all 3?
(Not the exact question, but the exact question was much longer which sort of leads to the same direction)
A quick examination of the talents:
Here’s an action shot of my buffs. You’d think activating all 3 (well 2) would be rare. It actually occurs more often than you’d think. So here’s the million dollar question:
What happens?
In all of my experience at beta healing, I noticed that Surge of Light gets checked first. If you cast a Flash Heal, it eats Surge of Light. Clearcasting and the 2 charges of Improved Holy Concentration remain active. The next direct heal you cast (Flash Heal, Greater Heal, Binding Heal) will trigger the Clearcasting and 1 Improved Holy Concentration charge. This will result in you having only 1 Imp Holy Conc charge remaining. The next direct heal you cast will consume this.
What if we open up with a non Flash Heal spell?
Dropping Greater Heal first will activate Clearcasting and 1 Improved Holy Concentration charge. Surge of Light will still be available. Casting Greater Heal again will eat the Improved Holy Conc charge left. Lastly, Flash Heal will then trigger Surge of Light.
So to summarize, if you have Surge of Light on you and you cast Flash Heal, it will always be free and non-crit.
Things to remember
Watch your freakin’ buffs! Have your sound effects on! You should be able to recognize the distinctive chime of Clearcasting! When you hear it, dart your eyes to your buff bar and see what happens. Use up the effect that has the least amount of buff time remaining. In the shot above, since I have only 4 seconds to use Surge of Light and 10 seconds on Clearcasting, I have 3 seconds to make a decision to cast a free Flash Heal or I lose out on my freebie.
Don’t forget that Surge of Light also activates on Smite. So if you don’t have any present targets to heal at all, target the boss and slam your Smite key. It’s free!
On the other hand, if you have less time remaining on Clearcasting as opposed to Surge of Light, cast a non Flash Heal. You probably want to use Greater Heal at this point first since the Flash will be instant.
What about Inner Focus?
I’ve noticed Inner Focus and Clearcasting be consumed at the same time after one Greater Heal.
Surge of Light also gets eaten if Inner Focus is activated. Check out the shot on the right. I was able to proc just a Surge of Light. Casting Flash Heal knocks off both Surge and Inner Focus respectively. Even though there’s a slightly increased chance to crit, I highly doubt it can due to the restrictions imposed by Surge.
Sigh. Isn’t that just we need? More things to watch for. More complications. More conditions. More ifs, ands, or buts. Gone are the days where I could mindlessly spam stuff while watching games on TV.
However, I’ve adapted. It will take some time for you to do the same (even the most veteran of Priests). I promise to do what I can to ease the transition from old school healing to that of the new hotness.
Observations taken from beta. Could change at any time. Disclaimers own you.
Healing Naxxramas – Four Horsemen (10 man)
October 12, 2008 by Matticus
Filed under All Stories, Featured, Naxxramas, PvE Healing, Raid Strategy, Wrath of the Lich King

Here it is. Welcome to the most potentially complicated 10 man boss ever. By popular request (from Jove!), I’ve nailed down the process of how to handle the Four Horsemen on Normal Naxx mode. I’ve seen a few questions asked by a people asking me if I’ve ever done this fight before. I did do it on 25 but I didn’t feel qualified to address this on 10s. I’m not going to write about a fight until I get to experience it myself first hand (and that will continue to always be the case with boss fights).
The Four Horsemen have had a reputation for being the most difficult encounter before Burning Crusade hit due to the level of timing and coordination that it required from players. The Wrath variants, while a little easier, will still require some semblance of coherent teamwork.
The Abilities
The Knights have their own individual debuffing marks which gradually increase the amount of damage that tanks and other players around them take:
Note the fact that it is a stacking debuff which increases the amount of damage you take. The first debuff is applied after 20 seconds and then every 12 seconds after that. It has a max range of approximately 65+ yards and is applied one everyone within the vicinity. You cannot use any abilities to make the Mark fall off (Divine Shield, Ice Block, etc).
Every Horseman must have a player nearby that can get the Mark. If there is no player within 65 yards of the Horsemen, the raid will take massive damage and subsequently wipe.
Each Knight has it’s own unique spell:
- Baron Rivendare: Unholy Shadow
- Thane Korth’azz: Meteor
- Sir Zeliek: Holy Wrath
- Lady Blaumeux: Void Zone
Placement

Four Horsemen is unlike most encounters you’ll see in the game as the bosses are on preset scripts that take them to specific locations. Sir Zeliek will always go to the back right of the room, for example. When setting up, send your Caster/Healer pairing to the back end along the left and right walls respectively.
Note: I really recommend using a healer class and a class that has the ability to heal itself (Balance Druid or Elemental Shaman), but I stress that the fight can be done without either of the two. The healer in the back has to compensate by being really on the ball with their regeneration and healing if such a player is unavailable.
Left: Matticus sneaking up the right wing. Those Knights won’t know what hit them!"
To activate the event, all you need to do is walk up to them and shoot them before they automatically race off to their locations.
Lady Blaumeux and Sir Zeliek do not move from their positions at all for the duration of the encounter and remain stationary. Korth’azz and Baron Rivendare are tauntable and movable.
Strategy
This strategy used makes sense if you remember the fact that each Knight has their own debuff that they apply. Each tank is required to pay strong attention to their debuffs.
Raid DPS starts out at the front of the room working on Korth’azz and Baron Rivendare. The raid will be positioned on the front left side of the entrance engaging Korth’azz first to eliminate the Meteor effect as quick as possible.
Caster tanks
Once the Knights are in place, they’ll start locking onto the players that are closest to them. Zeliek does have his own chain damage type spell (Holy Wrath) and that’s why the Zeliek tank is going to be alone for the first half of the encounter.
The magic number of debuffs before you move? 3 maximum.
Once you get 3, signal the other tank on Lady Blaumeux. Remember, the debuffs have ranges. The only way to shake them is to outrun the original Knight.
Example
I was tanking Zeliek and I had a boomkin as a partner on Blaumeux. When we got to 2 debuffs, we’d slowly cheat towards the middle. Once we hit 3, we made a mad dash to the other side and star tanking each others original mob. As I ran by, I loaded up my boomkin partner with Renews, a Prayer of Mending, and a Shield. Similarly, he’d hit me with a full stack of Lifeblooms.
Center: Me and my Boomkin homeboy tag teaming. Note the Shadow Bolt from the left and the Holy Wrath from the right about to nail the two of us. He’s running right towards my original Knight and I’m running left towards his Knight. Void zone on the bottom left.
Don’t worry extensively about the damage being done. The Holy bolts hit me (clothie Priest) for about 2500.

Be aware that Lady Blaumeux does put out void zones. She targets the player when she does so. Keep your eye on the ground and when you see the black hole, side step it. Try to be tactical and strategic about your placement. Don’t place them in the path between Blaumeux and Zeliek. (Pictures at the bottom)
Melee tanks
Set up 1 healer on the front right and the front left. Those healers will be assigned to the tanks that are immediately close to them.
Got the raid set up on the left? Good. They need to stay within 8 yards of Korth’azz to distribute the meteor equally. Here’s the tricky part of the encounter which is based mainly on observation and inquiry.
Tanks will still switch after 3ish or so debuffs, but there is a trick. The two tanks for Rivendare and Korth’azz have to run towards each other and meet in the middle. Then they taunt off each other, and turn around and run in the direction they were originally coming from. The raid group and the supporting cast will need to stay in their locations.
Example
That last part may not have been clear, so let me try again.
Ubertank the Death Knight tank is on Korth’azz left. PseudoPally the Paladin tank is on Rivendare on the right. The third mark’s about to hit, so they run towards each other.
At this point, they’re within melee range of each other and will soon begin to acquire debuffs from both Knights.
PseudoPally tanks Korth’azz, turns around, and drags him back to the bottom right. UberTank, the smart Death Knight that he is, realizes that PseudoPally’s taunt affects more than 1 mob at a time and waits for PseudoPally’s taunt to go off before using his own taunt to peel Rivendare off and back to the left.
The two Knights have now switched locations allowing time for the original debuffs of the raid to wear off.
Both Knights should die within seconds of each other as the DPS will be split amongst them fairly equally.
Korth’azz and Rivendare down
At this point, the initial Knights are dead. The entire raid will then move up and start working on Zeliek and Blaumeux. The same tank switching principle applies. All healers will collapse back to the original spawn platform where the Horsemen stood. If any player that isn’t a tank picks up too much of one debuff, have them turn around and run back towards the south side of the central platform. At that distance, the Mark should easily slip off and allow them to resume.
Get the raid to focus on Blaumeux first before the Void Zones become a pain. You don’t want to deal with Ziliek’s proximity chain Holy spell just yet anyway.
After 3 Marks, PseudoPally and Ubertank will have to switch and continue to do so. Just mind the Void Zones! Keep that up, and the boss will go down.
Congratulations! You just killed what was once considered the toughest boss in Naxx!
Healing
For Priest tanks, I suggest keeping a Renew on yourself to help lessen the blow. When you reach around 60%, drop a Greater Heal. If you’re healing the other tank near you, don’t forget to use Binding Heal and maintain Renews on the two of you.
When you’re on the just the two Caster Knights, work out a rotation with the healers. Try not to eat the Marks. Sometimes you have to because of LoS issues or because you just have to.
Action shots
Above left: Even at this distance, I can still hold aggro against this boss. Note the positions of the Void Zones. As I’m tanking, I try to position as many of them together in a cluster as much as possible.
Above right: Me trying to shake off the two Marks on me. I’m at the back of the platform not healing and the other 2 healers are aware of this. We’re each taking turns switching on and off.
Above left: A Starfire about to kill Void Zone queen here.
Above right: The results of our labor. A 2H sword. Where’s my freakin’ caster loot?
Did I forget anything? Please post a comment! Questions? Post those too! I’ll do my best to get to them! Otherwise, feel free to check out my healing guide for the Naxxramas bosses.
Healing Naxxramas – Gluth (10 man)
October 9, 2008 by Matticus
Filed under All Stories, Featured, Naxxramas, PvE Healing, Raid Strategy
Who let the dogs out? No, really. Gluth is this really large dog that has been pieced together with flesh from various beasts (or people). He is the third boss you have to tackle in the Construct Quarter.
Abilities
- Mortal Wound: Reduces healing taken by 10%. Stackable debuff!
- Decimate Flesh: Consumes everything in the room for approximately 90% of their health
- Infected Wound: Increases the Physical damage taken by an enemy by 100 for 1 minute
- Enrages: Hits slightly harder than normal unless he gets a Tranq Shot
There’s no trash needed to clear to him. The path is empty from the moment you kill Grobbulus. There’s a green tube (pipe) that you need to go through and when you exit it, you will be thrown into combat right away and engage Gluth. Stay on the right side as you walk through the pipe.
So here’s the gimmick with the fight. You’ll need to have two tanks on Gluth the whole time. That Mortal Wound ability I told you about gets periodically applied to him. Ideally, our tanks will taunt off each other once the debuff reaches 3 or 4.
Not only that, there will be zombies (Zombie Chow) that stream in from time to time and they have around 500000 health. Those need to be kited. There’s no way the raid group can kill all of them right away.
Kiting Methods
- Using a mage to run around while casting Frost Nova and Ice Lance to grab aggro
- Having a Hunter with Freezing Traps and Explosive shots grab aggro
- There are other ways, but those are what I have witnessed so far
One more thing
Gluth does a Decimate Flesh ability that you see in the opening shot of this post. Everyone’s health including the Zombies drop down to 10%. That’s your cue to get the entire raid to focus fire the Zombies and kill them. Otherwise if you don’t kill them quick enough, they will run towards Gluth and he will consume them and gain a lot of health back. And you do not want Gluth to get healed.
Pro tip: A few seconds before Decimate hits, have your kiter run to the opposite side of the room where Gluth is to buy your raid a few extra seconds of DPS time.
Healing
I’m strongly advocating a 2 single target healer on the tanks and 1 AoE healer on the kiter approach. Tanks will be taking a bit of a beating. Normal hits on Pate for about 4500. Enrage hits on Plate for about 5500+.
Tank healers have to focus and listen for the calls. Make sure the tanks are communicating so that tank healers know when they’re switching.
The AoE healer will be keeping an eye on the kiter. It is inevitable that the kiter takes a few glancing blows here and there. Every time a player gets hit by Zombie Chow, they suffer a disease called Infected Wound which cannot be cleansed. It wears off after a minute. The disease causes players to take increased physical damage by 100 every time it is applied. I once had 20 applications of the debuff and believe me, it wasn’t fun at all.
After he hits Decimate Flesh, the raid’s health drops straight down to 10%. AoE heals are big at this point. Have the tank healers get the tank health back to 80% or higher and spam the rest of the raid. Don’t forget, during this portion of the fight, that zombies don’t aggro onto anything. They’re going straight for Gluth.
Priests
Circle of Healing a few times to get everyone out of the red. Finish off with direct heals or Prayer of Healing to get more heal strength down. In fact, consider using Holy Nova while you’re near players and are also in range of the Zombies. Every bit of DPS helps.
And lastly, here’s an action shot of a Gnome Mage being chased by some hungry Zombies. I wonder if he gets away…

Healing Naxxramas - Grobbulus (10 man)
October 7, 2008 by Matticus
Filed under All Stories, Featured, Naxxramas, PvE Healing, Raid Strategy

Welcome to Grobbulus! You’’ll run into him right after Patchwerk in the Abomination wing. Once the room’s been cleared out, get ready to grab Grobby!
Abilities
He puts a disease on players at random called Mutating Injection. It’s very important that it does not get dispelled! There’s a boss in Blood Furnace (the big floating Eye) that drops poison clouds all around the room. This boss also drops poison clouds. If the disease on you gets dispelled or if it wears off, then you drop a poison cloud.
Slime Spray is another ability of his which hits for a decent sized amount. Any players who are affected will spawn slimes. DPS needs to kill slimes when they spawn!
- Poison Cloud: Deals a moderate amount of damage
So how do you handle it?

The Process
Tell your tank to pull Grobby in a clockwise direction. Don’t move him too fast. You don’t want to rush him around because it takes time for poison clouds to wear off.
Your DPS and healers will be standing in the middle and shooting outwards. Melee players will be standing behind Grobby as he is being tanked. Don’t forget to kill Slimes as they spawn!
If you get hit with a Mutating Injection, run and stay behind Grobbulus until it wears off. The main idea here is to keep the poison clouds on the exterior of the room thereby leaving the middle area relatively clean. Once diseased players are in a safe position, then all you need to do is Cleanse or Dispel them. The debuff will wear off and a poison cloud will expand where they were standing. Make sure they run back after the debuff wears off.
Healing
I suggest using a 2 healer on tank, 1 on raid setup. Grobbulus does not hit really hard and the damage should be manageable. The concern here is the amount of players absorbing AoE damage from Poison clouds. As long as they are alert and aware of where they are relative to the clouds, they should have no major issues.
Other Notes
Grobbulus’ abilities are Nature based. Consider using Aspect of the Wild or other Nature Resistance abilities (Totems?). I do not know how effective using the resist is but it could help the raid stay alive longer than normal and buy more time. I haven’t had a chance to test Nature Resist. But it isn’t a necessity.
Space Goat Live (Shadow and Light): Another healer blog
October 6, 2008 by Matticus
Filed under All Stories, Blog Business
Don’t have the time for a real coherent post right now since I’m in school (learning about the Youth Criminal Justice System). Got an email from Naelum shamlessly plugging a series of posts. Its an overview of all 4 healing classes at the end of Burning Crusade displaying their individual strengths and weaknesses.
Note: I don’t mind it when people send me links to read via EMail or otherwise. I’ve got so much stuff on my plate that I don’t have time to search things out or clean out my reader. With that being said, if someone goes through the trouble of EMailing or PMing or Morse Coding me a page or blogpost they thing is awesome, I’ll read it. Yes, that is right, I’ve started to outsource my blog reading :(.
Don’t get me wrong. I’ll read everything eventually. If the title’s boring, I’ll mark as read. If the intro paragraph doesn’t hook me, I’ll pass. But the ones that catch my attention usually jump to the top of the line because a simple EMail makes all the difference. And if I like what I read, I’ll try to share it here. I know I don’t do a good enough job shining the spotlight on other starter blogs or even to the more established ones. Thats a failure and a mistake in my own right and I apologize for not recognizing the work and effort of my blogging colleagues.




I'm Matticus and I play a Dwarf Priest. My home is in Carnage, a raiding Guild. Every week, I log 11 hours raiding on Ner'Zuhl.
Wynthea is the Troll Priest with the best Mohawk on Nazjatar. Currently, I raid 5 nights a week, and PvP occasionally. I started working toward end-game in May 2007, and my guild is currently working through Sunwell. I've tried playing other classes, but Priests are my passion; I've found our racial spells an endless source of fun and frustration. I am extremely fond of Dwarves.... especially with Ketchup.
My name is Sydera and I like to heal things--think Florence Nightingale with foliage. I play a night elf druid on Vek'nilash-US, and I raid 12 hours a week. As a guild officer for Collateral Damage, I coordinate healing and recruit new raiders. I started playing WoW in Fall 2005, and it was love at first click. Before I discovered the joys of Broccoli-stalk healing, I raided as a holy paladin, and I now have alts in all healing classes. I have to say, though, bark beats poofy dresses and heavy plate in my book.