I would like to know how people are healing Bartholomew Blackdagger (last boss of T2 Epic Lair of the Pirate King) post patch/astral shield nerf.
Are you standing on the wall still? What are you casting?
Getting a little sick of being yelled at when Astral Shield goes on its 5-second hiatus. Half the time people aren't even standing in it as it is :mad: I don't know how to keep these puggers alive, and I feel as if I've tried everything.
Help please
Comments
If those are downed quickly enough, you can keep running circles easily.
Sunburst --> slide from mobs --> keep running --> AS --> slide from mobs again.
Have a few team members on ranged mobs, while others FF boss.
This boss doesn't have much hp and dies pretty quickly.
Encounters: sunburst/astral shield/forgemaster's flame or bastion of health depending on whether my team is more melee or range oriented.
At wills: brand/seal
They will have to keep themselves alive mostly in the downtime of your AS. The mobs don't hit too hard, and there isn't that huge crazy add-wave like in some other T2s.
That said, if you're having issues, feel free to give a slower run of the fight a try. Just remember that some of the adds infinitely respawn, so the focus during each major add wave (the ones triggered by the boss reaching a certain health threshold) should be on clearing out the ghost weenies and other adds that uniquely came from that major wave. For the adds that infinitely respawn, you're pretty much better off just managing/controlling them if cleaning them up with a bit of DPS isn't convenient.
Does anyone have any advice on how to effectively heal from the wall? The few times I've done this encounter in pugs, it's always demanded that I climb up there, and I do, and I don't mind it... except it bothers me that I feel I have to use sunburst to gain the divine power that I need, yet it heals no one, and does not put a hot on anyone, which honestly isn't helping with the healing.
What encounters/passives are the most effective for healing on the wall?
Forgemaster's Flame for either building divinity if you're low or turning one enemy into a nice AoE healing beacon if you have the divinity to spare.
The last slot should be some other form of ranged healing if your party needs it, or something to help get the boss dead faster (e.g. Divine Glow) if not.
Well if his party does keep the boss near the wall, there's no need to remove SB. There doesn't seem to be a height restriction on it. As far as I can tell I get heals on my allies on the ground from SB while I'm up on that very high spike in FH. Otherwise just put in break the spirit (nice short cooldown) and get more little critty heals floating around from repurpose soul.
-If the instance is 8300 as in this case don't bother with a group full of people under 9000, you need people to be at least 1k above required or a good mix of Gs but if the majority of your group is under 9000 is a high chance of fail.
-forget about spaming AS its over...your a healer so heal. you will be amazed how easy it is to heal with sunburst and forgemaster. -Save AS for the times your group is dropping fast or bad pulls. I cleared pirates without using As once but on bosses. You will be surprised how effective your healing is without spamming AS.
-Last boss your on the wall, use forgemaster when needed and sunburst. Spam HG when up and drop AS as required but not spammed. Most of the time I drop AS when I have full divine and makes sure you are hitting something always with astral seal.
I'm 11.1 GS and run with a GWF 9200, GF 10.8, CW 10.5 and 1 pug. Done caverns, pirates, spellplague since patch no issues besides one SP where we have a 8400 mage pug as a 5th so the dps just wasn't there.
Cleric:
Encounters - SB / AS / FF : Cast DAS and wait until it is about to not be on the ground anymore. At this moment, cast a DFF on boss. All melee will get big heals until your AS is off CD. Cast DAS when off CD. Rinse and repeat. Also, cast SB off CD to gain DP & AP.
Dailies - Holy Ground : Cast whenever you can.
Traits - Foresight + Holy Fervor : Holy Fervor will help maintain Holy Ground.
At Wills - Brand of the Sun + Astral Seal : Try and keep Astral seal on boss, however more importantly cast x1 BoTS and then move 5 feet. The constant movement will have you avoiding incoming damage and thus allowing you to keep using abilities for your team.
:::IMPORTANT PART::: The CW needs to know how to cycle proper CC rotation. Singularity -> Blow Shield (MID singularity activation) -> Tab Entangling Force (AFTER Singularity has blown) -> Steal Time (repeat over and over). THIS will keep the majority of the trash CCed keeping incoming damage at an all time low. CW that focus on damage are playing wrong on this fight.
EDIT: Put proper spell names for CW.
use Bastion of Health instead of Forgemaster's flame.
This is probably the only situation where I'd slot BoH over FF.
Your party members will be rather spread out (you and cw, if there are any, on wall, 1-2 on boss, and rest around everywhere hitting the hexers/archers).
AS so it covers all of you. Sunburst for AP gain.
The reason I take BoH, even with it's crappy cd and low amount healed is that BoH (use in divinity for instant heal) covers a huge huge area, where it can heal you, the cw near you, the person hitting the boss, and also those around the place targeting ranged mobs.
FF doesn't let you do that
I did it with 2 TR on the boss
1 GF on all adds(of crs, he kite that much)
1 CW help GF on adds
1 DC for support them
kinda hard, but we can finish it
Seems I've been doing nearly everything everyone else has...
Perhaps it's the rest of the (pug) group not being very coordinated or experienced that is more of the issue. :eek:
Just kite them in a circle while having the non TR DPS class deal with the archers/hexxers.
Its not the melee mobs that's a problem, its the range ones.
Did this a few times with a good pug, was very quick.
Hence why I said have "the non TR DPS class deal with the archers/hexxers"
Specters HP is low enough & attempt to close the distance that they basically tend to die off just from the CW's AoE.
Hexxers and archers have an annoying habit of staying at range.
Well that's the problem with pugs, most of the time CWs are so busy focusing on the melee mobs they forget about the range ones. The range mobs hit for much less but when there's a lot of em it eats your hp fast.