Healing in Icecrown 25H - Council of Blood Princes

blood_princes

Having overcome both difficulties on several occasions, I will try to review each boss, to try to shed some light on those who continue to have problems moving forward, regarding the cures of each encounter.

On this occasion, we are going to talk about the fight against Council of Blood Princes, the first combat of the Blood wing. This triple encounter will put the reflexes and coordination of the band to the test.

COUNCIL OF PRINCES OF BLOOD / BLOOD PRINCE COUNCIL

Raid composition

  • Tanks: 3
  • Healers: 5-6

In this fight we will not have a single boss, but three. They are about three blood princes named Valanar, Taldaram and Keleseth, who share life with each other.

Every so often, a Darkfallen Orb chooses one of the three princes (starting with Valanar) to win Summoning of Blood, and makes him the only one who can take damage, while his abilities become more powerful.

  • valanar: Deals physical or kinetic damage
    • Kinetic pump: Valanar summons a bomb that floats in the air and is falling. You have to hit it so that it never touches the ground, because if this happens will explode doing a lot of damage and pushing the whole band. It should never touch the ground to avoid this damage.
    • Shock vortex: The boss summons a vortex of physical damage, with the appearance of a white whirlpool, that will hurt and push us if we stay close to it.
    • When Valanar has Blood Summon, he starts to cast Empowered Shock Vortex. In this case, the entire raid must stay more than 13 meters from each other. Otherwise, we will be blown up and take a lot of damage. Therefore, the entire raid has to stay very far from each other when Valanar is under the effects of Blood Summon (in the rest of the fight he can move closer).
  • taldaram: Deals fire damage
    • Sparkling Sparks- Throw a cone of fire damage that will leave an effect on the raid that will damage and slow them. It is usually applied in the melee and must be dispelled (preferably a priest with Mass Dissipation).
    • Create flame: Taldaram summons a Ball of Flame that will chase a player and explode upon arrival, dealing damage of Calls.
    • Create Powered Flame: When under the effects of the Blood Summon, the Flame Ball deals more damage. This Ball loses strength as it passes over other members of the raid, discharging itself thanks to Powered Centella. It is important to unload it so that when it reaches its objective it has less force and does less damage, since if it is boosted the damage is very high. The chased player has to run to the back of the room and we will have to heal him.
  • Keleseth: Deals shadow damage
    • Dark core: Keleseth summons these balls, which must be collected by the corresponding tank to win Shadow Resonance, which will cause him to take less shadow damage later.
    • Shadow Spear: Shadow balls thrown into the tank
    • When Keleseth is under the effects of Blood Summon, he will cast Powered Shadow Lance, which will do a lot of damage to the tank. He must have enough Dark Cores to increase his resistance to shadows, to prevent the Empowered Spear from killing him.

The peculiarity of the heroic mode, in addition to the increased damage, is that every time we move in the room we will gain an effect called Shadow Prison. It will gain charges every time we move (sorry for the little trees that can no longer heal and jump at the same time) and it deals damage when moving. We will have to remain still to avoid damage and wait for the loads to go if necessary.

  • Paladins: As usual, you will be in charge of curing the tanks. Taldaram and Valanar's tanks will be taking heavy damage, so you'll heal one with Beacon of Light on the other. If you are two paladins, cross the Signs in these two tanks. The damage will be higher in the tank that has the Empowered boss, so pay attention. Find a location in the room that allows you not to have to move too much with the Vortices. Since there is both shadow and fire damage, raid paladins will need to coordinate to have both resistances.
  • Shamans: You can take care of healing the third tank, Keleseth, which will not have a too high damage if it is taking the Cores correctly, with Earth Shield and Lower Healing Wave or Healing Wave. Likewise, support chain raids (especially melee when they have the Shining Sparks debuff and when they have to move to change targets).
  • Druids: Put HoT's on tanks and raise the occasional damage in raid, especially watch out in melee.
  • Sacred Priests: Raid the raid. You will especially be useful if there is massive damage from any of the bosses' abilities, to heal it quickly with Circle of Healing and Prayer of Healing.
  • Discipline Priests: Very attentive to casting Mass Dissipation (you have reduced cast time) on the raid when it receives Glowing Sparks. Shields in raid if tanks go well. He can also be the healer in charge of Keleseth's tank.

All healers should be aware of the tank that has the boss that is empowered, since it will take more damage. In the same way, the objective of the Flame Ball has to be cured and if the Ball has not been properly discharged, do not hesitate to use some defensive ability on said player

Room placement can be a problem in the case of Empowered Shock Vortexes, so find a location where you don't have to move too much (especially paladins). You can discuss it with the raid, so that it is the dps that have to move and not the healers. Do not be tempted to go alone to a corner of the room, because if you need cures from another partner you will be out of range, and it will be especially dangerous if an Empowered Flame Ball pursues you. If you have to do it or if you get pushed by a Vortex, let your teammates know so they can replace you if necessary.

The healer tasked with healing Keleseth's tank (shadow damage) needs to be aware of its movements around the room. He will need to be collecting Dark Cores and may occasionally stray too far. Agree with him if he has to move a lot, so that he can warn you and be able to follow him or that the companions with the priests give you a hand.


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