Resto Druid VS Firelands: Baleroc

Welcome to the third installment of Resto Druid VS Firelands. If you’ve missed our previous installments, feel free to check out our tips & tricks for Shannox and Beth’Tilac. Today we’re going to be looking at the third boss on our list; Baleroc, The Gate Keeper.

Update: Edited following Sept 20th Hotfixes/Nerf

We did this fight as a 10 man group, using 2 tank, 2 healers and 6 DPS.

Fight Mechanics:

This is a Two Phase fight. The first phase has a lot of mechanics to it, most of which you won’t have to worry about. Phase Two is just a burn phase. The long-of-short of it:

Phase 1

Tanks: The Main tank will be tanking the boss most of the fight, the off-tank will taunt off to take the hit of Decimation Strike which will take 90% of the off-tank’s HP, then the main tank taunts back. Assuming the two tanks pass well, this will be the only damage done to the OT. This fight can be done with one tank, but healers will need to be quick on topping him up after the hit.

DPS: During the fight, Baleroc will cast Shards of Torment. This will create a crystal in the place of one of the raid members (25 man will have 2 crystals up at a time). This crystal will cause a debuff called Torment to the closest player. This debuff does 4000 damage per second. DPS are going to rotate who is closest while it is up. We found switching between 4 of our DPS at 12-14 stacks was best. When the debuff runs out, the player will get a debuff called Tormented (notice the ‘ed’ at the end). While they have the debuff, they take more damage from shadow and healing is reduced by 50%.

Healers: Should avoid the crystals.

Phase 2
This is the burn phase. Tanks will still need to switch, but no more crystals will spawn. If you’re group has been slow DPS’ing him, spreading out is a good idea to make him run to you in hopes you down him before he downs you.

How to Heal:
Phase 1
The switching of the DPS is really not your concern. Just be sure you’re staying away from the crystal.

Your main concern is to just worry if a player has Tourment or not. While a player has the Torment debuff, every direct heal you cast on them will give you a buff called Vital Spark (if you are not effected by Vital Flame). You want to get as many stacks of Vital Spark as possible while keeping that DPS alive and not running out of mana. HoT ticks will not give you a stack.

When you heal the tank (who will all ready be affected by Blaze of Glory) with a direct heal spell, you will get a buff called Vital Flame. When you have this buff, you will deal 5% more healing power per stack of Vital Spark healing the tank. You will still heal normal on everybody else. This buff will last for 15 seconds. During this time you heal more, but can not gain more stacks of Vital Spark. Depending on your group’s preferences, you may want to switch after each tormented DPS, or after every 2 tormented.

This fight will seem complicated at first, but once you get the hang of it isn’t. In our group, we use two healers: Druid and Pally.
When the fight starts, the tank (or off-tank if using two tanks) pulls until Decimation Strike is cast, then main tank takes the boss. Druid will heal the tank (and off-tank if there is one) during this time. Since you have no Vital Sparks, you will not get the Vital Flame buff.
The Pally healer will be healing DPS-1 that is affected by Torment. Once DPS-1 gets Torment, as well as DPS-2 that gets Torment. Once DPS-2 gets Tormented, The Pally starts healing the tank. The pally will heal through two vital flame (30 seconds).
During this time, The Druid will be healing DPS-3 and DPS-4 through Torment. Once done, it’s his turn back on the tank.
This rotation will continue through to the end of the fight.

The most difficult part is keeping track of who is supposed to heal the tank. Given that there won’t be a lot of hps needed, it should be fairly easy to focus which DPS # is on. Calling out on vent that you’re getting the next DPS is a good way to keep people in line.

Dealing with Vital Spark / Vital Flame:
As a druid, this fight will put you out of of your comfort zone. Vital Sparks are only gained from direct heals (Nourish, Regrowth, Healing Touch, Swiftmend, Wild Growth) and Vital Flame can only be ignited with a direct heal. However, HoTs (LifeBloom, Rejuvenation) are affected by the Vital Flame buff but are unable to ignite it. This means that rolling LifeBloom and Rejuvenation on the tank will get the additional 5% per stack healing. That said, it’s wise to roll LB at all times on the tank. However be sure that you renew it by applying another LB, not with Nourish, when it’s not your tank rotation. Renewing LB with Nourish will ignite Vital Flame. This will be more costly with mana, but assists throughout the whole fight.

Gaining Stacks: You get your stacks by healing the DPS affected by Tourment. The most mana-efficent way to get the stacks will be to spam Nourish. Though this is a weak spell and unlikely to keep the person alive. Regrowth will give you a stack each time it’s cast. You do not get a stack per tick. Healing Touch will also give you a stack, but has a high mana cost. I’ve found a good combination of Nourish and Regrowth should keep your DPS alive long enough to go into Tormented. If needed, spam Regrowth and roll Rejuvenation.

Igniting Vital Flame: The quickest way to do this is to cast Rejuvenation then Swiftmend. Reapply Rejuv after SM to make it take the buff’s effects. You can then put LB on the tank as well and should be able to heal them fine. Nourish and Healing Touch should be used if needed. Avoid Regrowth.
Ideally, You only want to have the Vital Flame buff for 15 seconds while using the single-healer method. If a direct healing spell (including a tick of RG) is cast after the 15 seconds you will renew Vital Flame, and be unable to get any more Vital Spark stacks until it wears off.

Tips & Tricks:

  • If using Power Aura Classic, the following will put your count up with an icon for each effect in the middle of your screen. It’s highly recommended and makes the fight a lot easier. Thanks to Beruthiel @ Falling Leaves & Wings for the Auras.

    Vital Spark:

      Version:4.22; icon:INV_Elemental_Mote_Fire01; buffname:Vital Spark; x:-156; alpha:1; owntex:true; size:0.3; y:68; texmode:1; stacks.enabled:true; stacks.y:41; stacks.x:-141; stacks.h:0.88; stacks.Texture:Monofonto

    Vital Flame:

      Version:4.22; icon:INV_Elemental_Primal_Fire; buffname:Vital Flame; x:-1; alpha:1; owntex:true; size:0.45; y:166; texmode:1; timer.h:1.89; timer.Texture:Monofonto; timer.enabled:true; timer.cents:false; timer.y:126; timer.x:-35; timer.UseOwnColor:true

    Drops:
    Given how annoying this fight is, we don’t get much from it
    Molten Scream (Off-Hand): Not the best suited for Resto, but decent if you reforge some of the hit. Better left alone if you can help it.
    Glowing Wing Bracers (Wrist): These are our BiS with both Spirit and Haste.
    Smoldering Censer of Purity (Staff)(Boss): Great staff with spirit and haste on it. Really good for resto due to the huge amount of haste.

    Video:

    Hope this helped, Check out next week for our guide on Alysrazor.

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