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Practicing on regular spine, I came up with an different way of thinking about healing which seems to have helped out significantly.
First, the unsuspecting normal healer acts as they normally would. The abnormal healer considers Searing Plasma.
Damage:
- Grasping Tendrils requires a raid cooldown. Or just burning a lot of mana. This is a very big problem for mana. Stacking too early when healers aren’t ready and people aren’t topped off will kill people.
- Nuclear Blast requires a damage reduction raid cooldown, especially the moments leading up to it when the Amalgamation has 9 stacks.
- Fiery Grip should just be one tick of damage, nothing special when this tactic is in play.
- Searing Plasma requires special consideration (more on that below)
- Bloods do damage, especially to healers. A pseudo-tank needs to pick these up and/or they need to be burned down. This becomes more and more serious later on in the fight.
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The Hideous Amalgamation hurts the tank, more when it has more stacks. Trivial damage until high stacks, so it’s only given stacks when it’s nearly dead. Simple enough. A paladin beaconing the tank can almost always take care of them.
The only problem is Searing Plasma:
- On the target of Fiery Grip and we’re stacking for a roll (so Grasping Tendrils is eating everyone)
- On people during the stack, from Grasping Tendrils
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On people leading up to and during Nuclear Blast
Solutions:
- Time the roll so it’s immediately after Fiery Grip has been broken.
- They’re dead.
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They’re dead.
The usual way of thinking about Searing Plasma is that it needs to be burned off and the person is healed up. This is actually not true. No really.
The normal healer can look at people with low health and do what they can to heal them. They don’t react to Searing Plasma.
The abnormal healer looks at the people that do not have Searing Plasma and are under full health.
I suspect that if Searing Plasma is applied to someone, it cannot be re-applied and “refreshed” to full. Even if I’m wrong, this tactic should work out well.
The real problem with this fight is people with low health who pick up the Searing Plasma debuff. During various events they will take damage that simply cannot be healed (*coughDisciplinePriestcough*). They can’t be healed, they die.
So the trick is to heal the people who do not have the debuff (yet) so that only people with full health will get the debuff. During an event, a person at full health with the debuff will survive. Their health dips down, the normal healer notices their lowered health, will heal and heal and blow through and overhealing past Searing Plasma
- That healer may burn the debuff and overheal the person, leaving them at full health and with no debuff. Yay crit rating!
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That healer may burn the debuff and partially heal them, then switch to a more injured person. This is the normal thinking.
The abnormal healer notices the wounded person with no debuff, and tops them off.
So during the whole fight, we have these kinds of people:
- Full health, with debuff.
- Full health, without debuff (yet).
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Lower health, recently burned-off debuff, healer healing them (soon).
If everyone can be kept in one of those states, everyone survives the events.

