By now, most people have already seen the "unintended" kill strategy which Blizzard has hotfixed. So that strategy doesn't work anymore. However, this boss isn't that hard to kill even with the hotfix (though our raid leader says.... dps check fight!). I thought it was easier and more fun than Imperial Vizek, but that's just me being lazy because I find dodging more painful than pressing 1,2,3,4. Anyway, let's begin.
Number of Healers: 2. HPS-wise and mana wise, I could solo heal this fight (phase 1 I know I can solo heal to the end of time since we did try the "unintended" method for 2 hourish before the hotfix, phase 2 & 3 I solo healed a majority because other healer turned into a construct 3 times, though mana was a bit tight near the end, but that's easily remedied if I was prepared for it), but why let the raid wipe in phase 2/3 if I turn into a Mutated Construct? So 2 heal, 3 heal is completely unnecessary, unless you're expecting huge explosions (not supposed to happen); those usually will kill off 1 or 2 persons instantly anyway unless DRs are popped.
Differences from Normal:
- Adds will revive from the amber pools they drop. So during phase 1 and most of phase 2, your Mutated Constructs must drink all the pools. Adds explode after they die causing a small AoE, not sure if they do this on normal, but on heroic, can actually see the HP dip a little.
- Final phase, boss summons 2 orbs that will target people, must have the 2 orbs touch to kill the orbs. If the orbs touch another player, everyone in 30 yard radius will die.
Talents: I used Soul of the Forest and HotW. Soul of the Forest because I definitely didn't want the idiot trees mindlessly spamming healing touches, esp into the person with the debuff, and I didn't see any particular time where Tree Form MUST be used, since damage is burst then stop burst then stop, so it's not like a huge burst occurs and there's no time to recover.
Symbosis: I recommend Ice Block again? Well, just so you can Ice Block off the Parasite in phase 2/3, it's always nice to have that option before using a Tranq, unless you want to be suicidal. If no mage available, DK or Brewmaster is fine, damage reduction is still better than nothing. When we got the kill, my ice block was still unused though, but better not used than need to use and not have imo.
Basic Strategy:
Phase 1: Trivial phase, just make sure your tank constructs keeps stacks on boss and drink all pools left by the adds. Healing is trivial, parasite is the same as on normal, so just heal the same way. Hold all dps until boss has about 40 stacks on the debuff (this number could be smaller depending on how close to berserk you are on phase 3) and do a super burn (HotW!!!) on the boss while he does amber scalpel (makes phase 3 shorter).
Phase 2: Ick phase...
- Pool drinking: Mutated Constructs have to drink as many pools as possible. We did tank that was leftover from phase 1 drink 2 so he can get dpsed out faster. Then, the next non-healer person that goes in drinks 5, healers will only drink 4. It's best to do Attack drink drink Attack drink drink but if you're pro, Attack, drink drink drink drink is even better.
- Keep the stacking debuff attack on the Monstrosity on cooldown, except when there's about 8 seconds left for Amber Explosion, in which case, wait for the Explosion and interrupt.
- Have the Construct leave only after a 2nd person turns into a construct to make sure all Amber Explosions from Monstrosity are interrupted.
- Near the end of this phase (raid leader decides when that is, we did 4 mutated constructs), Leave the last person in and they only drink pools now to keep from running out of energy, and when a 2nd person turns into construct, have them both spam the debuff onto the Amber-shaper (and of course interrupt Monstrosity's Amber Explosions). To make it easier, we had person 1 spam boss, person 2 refresh stacks (throw extra debuffs onto Amber-shaper) on Monstrosity and interrupt explosion.
This phase doesn't last long, only thing to watch out for is if you get the orb on you, run out of raid and find the 2nd person that's targetted and try to run the orbs into each other. If this fails (and let's just say we haven't had it succeed yet) just kite the orbs around and try again, after a while they'll change focus targets. This phase doesn't last long, so just kiting the orbs is probably easier than trying to destroy them, but that's raid preference.
Healing cooldowns:
Tranquility I used in Phase 2 1 attempt just to recover mana, the time we cleared I used at the beginning of Phase 3, but regretted and decided should've held it for middle of phase 3 instead, but also decided there was a chance I'd get orb targeted and would have to run and can't use Tranq when I wanted. So just decide accordingly.
Our other healer didn't even use his cooldown, since he got stuck in a construct, so...it's not necessary to make sure cooldowns are popped at specific times, just pop when necessary or just pop for mana recovery, etc.
Once again I'll mention we are Recruiting....