Anatomy of a Boss : Hydross the Unstable
I decided to take a break from the patch 2.4 PTR and get back to my promise of explaining bosses from a healing perspective, it also helps that the PTR is down again for more changes
If you haven’t I highly suggest you read my introductory “Anatomy of a Boss: Traditional Healing Roles“.
I will repeat that I assume you have a basic knowledge of the encounter before reading these guides, and are simply looking for a better or more efficient way to use your healers. This is what has worked for me and my raid, if you have something that works great for you, I definitely do not suggest you change it!
Suggested Gear Level:
This Guide assumes you are in Karazhan, Zul’Aman or other T4 equivalent gear and is directed towards beginners.
Suggested Healers:
I suggest a minimum of 7 healers for this encounter and a maximum of 9. My guild runs with 8 healers, so most of my assignments will be based around that number.
1 Priest
3 Shaman
3 Paladins
1 Resto Druid (HoT Spec)
This what we run with. Our third shaman is sometimes a second priest, a fourth paladin, or a second Druid. If you decide to bring extra healing, I suggest bringing more single target healing as tanks dying and bad phase switches tend to be the main culprits of learning wipes.
Assignments:
Main Tank(s): You should have two MTs for this encounter, one for Frost and one for Nature. I suggest dedicating two strong Paladins to these tank(s), along with your Resto Druid, keeping them Lifebloom’ed
Off Tanks: It varies between raids from anywhere from 2-4 tanks to take on the Spawns of Hydross. We normally have the MT from the opposite phase grab one and two other tanks grab the others and then pull that one off of the MT from the previous phase, and then AoE! Your third Paladin, Priest and Resto Druid should each be assigned to watching these guys. If you are having trouble, take one of your Shaman off of raid healing to help. You can also sub your Shaman for another Paladin or Priest if necessary for more single target healing.
Raid Healing: Your Shaman and Priest(s) shine here. Raid Healing is more intense in the frost phase, with Water Tombs. The DoT in the nature phase, Vial Sludge, while much less harsh, also requires some healing.
Class Specific Tips:
Paladins: You are well-suited to heal the MT(s) because of the aggro-drop between phases. So do not use righteous fury if specced to avoid damage! Your lower aggro heals are definitely your friend in this encounter. Always be sure to be on the appropriate “side” during phase-switches, and be careful about throwing big heals unless absolutely necessary during a phase switch. If it is necessary, be ready to bubble if he comes your way. As long as you are on the appropriate side for the switch, no harm should be done. As you are responsible for healing tanks, be aware the damage gets bigger and more spikey as each phase gets closer to a switch, do as much as you can to keep the tank topped, an unlucky resist and more than 50% of HP can be gone in 1 hit! Also, keep a special eye on the other healers and DPS during phase switches, if someone should pull a quick BoP can save them.
Druid(s): Hots are very valuable for this encounter because it allows a “buffer” for phase switches, when all the heals stop on one target and move to another it can lead to a wipe if you get unlucky or the switch isn’t quick enough, HoTs help prevent this. You should be keeping your LB up on the current MT, and healing any OT(s) you’ve been assigned to with HoTs and any direct heals necessary. As it gets close to a phase switch, start slowly stacking your HoTs on the tank for the next phase. Also start moving to the appropriate side and give yourself good distance in case your HoTs should pull during the switch. Be sure to have rejuvenation on the current tank in addition to your HoTs for the new one. He can drop low during a switch and a swiftmend can save the day. You may be thinking what I suggest is suicide haha, and yeah I’ve pulled and died, but the tank lived and we still killed the boss. I suggest being very careful in the beginning, seeing how quick your tanks are on the switches before popping trinkets and going nuts. For switches, I usually let my lifeblooms fade from the current tank as I stack only that on the new one, only leaving rejuvenation on the current tank for emergencies and I don’t pull.
Priest(s): Priests can be assigned to do pretty much anything for this encounter (most encounters) So I’ll just try and give the basics
If you are specced pain suppression or CoH both are valuable tools for a nasty Water Tomb. PW:S can often save people here as well. As I’ve mentioned be careful of using any high aggro abilities such as CoH or PoH during a phase switch, always be on the appropriate side and be ready with the fade. If you are on the MT(s) then be wary of the spike damage that is possible, but since aggro is is touchy for this encounter its definitely not one where you want to pain suppression the tank. Keep a special eye on those folks with low HP (mages and probably yourself) during the Frost Phase. They may need special attention for water tombs and chain heal may not be quick enough!
Shaman: Frost Phase is the most demanding as far as raid healing goes and if your ranged is properly spread out melee should be your major concern. When possible you should direct your chain heals towards the OTs to lessen the burden on those healing them. Be extremely careful during Phase switches as chain heal is very high aggro. Do your very best to time it before/after a switch whenever possible. Also, NEVER use Searing Totem on this encounter. I’ve seen it happen to more than 2 guilds (mine included), where a Searing Totem pulls Hydross back across the Frost/Nature Line and its a wipe. Don’t be afraid to break out the Lesser Healing Wave for low HP ranged, priests should be helping you there.
Pitfalls and Common Mistakes:
- Underestimating the damage Hydross and his Spawns are capable of. This fight is very mana intensive and you should use consumables appropriately.
- Not Spreading out. Healers especially need to spread out from each other in the Frost Phase. If too many of you get Water Tombed at once bad things can happen.
- Late Water Tombs. Sometimes you can get unlucky and Hydross can do one last tomb as he crosses the line to switch phases. These people will need a heal or they will die, 100%.
- Being careless on Phase Switches. It is very often a healer when someone pulls between phases. Be sure you are on the right side.
That’s it! Hydross can be a bit daunting because of the resist gear and the damage output needed in an aggro sensitive situation but strong, organized healing can really turn things around. I hope you’ll let me know if this was helpful!
5 Responses to “Anatomy of a Boss : Hydross the Unstable”
Aertimus said:
Feb 27, 2008, 00, Feb
Great guide for healing! I’m so glad to see more of these popping up!
Swiss said:
Feb 27, 2008, 10, Feb
I look forward to an updated verson of the resto calc sheet. Let us know the instant you get a newer version hashed out. Thanks again.
Brelaine said:
Feb 27, 2008, 19, Feb
Thanks
I am often disappointed at how vague guides are when it comes to healing assignments, so I am hoping these will be helpful.
AND The spreadsheet is getting there. I am hoping to have it out the first week of March or so.
Swiss said:
Feb 29, 2008, 09, Feb
lern2comment on the right entry, Swiss.
Your set-up for druid healing on Hydross is spot on from my point of view. You could also add that throwing a rejuv or lifebloom on people who get Vile Sludge can be helpful as well as long as you are in range of them to do so.
Kwanh said:
Mar 10, 2008, 15, Mar
Nice detailed guide on healing assignments. I’ve only healed this fight with a druid and found that HoTs during phase transitions can be tricky without aggroing the adds and that druids make decent raid healers as LB + Rejuv will deliver 3-5k heals over 7s. For the tanks between transitions, it works well if you time a LB to bloom when you’d expect the tank to be taking the last bit of damage because it counts as a self-heal.
Aside from tank deaths, keeping dps up in this fight is really important too. Nothing more frustrating than wiping in the last 10% because you lost too many dps and hydross enraged.