This isn’t exactly meant as a guide. It’s more along the lines of my personal experience, so there will be lots of “this is what I do”s and “this is what I think works best here”s. I’m also going to assume you know most of the mechanics of the fight, at least from the ground perspective. That said, I think there’s some decent information I can share with you guys. :)
Alysrazor is one of the more difficult encounters in Firelands. In order to move past Baleroc to Majordomo Staghelm and Ragnaros, Alysrazor must be defeated. (You can, however, do the Alysrazor fight before or after Baleroc, that doesn’t matter.)
The first thing to know is that her name is not “Alice-razor”. It’s “Alysra-zor”. If you do the Molten Front dailies and quests, you’ll see that she was originally named Alysra and, upon being reborn as a firehawk, added the “zor” to her name. (Sorry. That’s totally my pet peeve.)
The second thing to know is that with the help of at least one Molten Feather, you can cast while moving! One feather increases your movement speed by 30% and gives you the casting-while-moving ability. Two feathers increases your movement speed by 60%. Three feathers (avoid this!) will allow you to fly.
If you aren’t asked to grab a feather as a holy paladin during the first molting of Alysrazor (which happens right after the pull), talk to your raid leader about how this will really, really, REALLY help minimize tank deaths. By the end of the second molting phase, everyone should have at least one feather, including tanks, which is hugely helpful for them to move their hatchlings around. However, no one should grab a feather until everyone on the pre-assigned air team gets ALL THREE of theirs to go flying around.
All right, that’s the really important stuff. Now, as to your assignment: as a holy paladin, you will almost certainly be asked to heal a tank. If this is the case, I strongly recommend beaconing your own tank for two reasons:
1) Positioning on the fight is extremely dynamic and the fighting area is quite wide. There are some combinations of placements that will result in the two tanks being more than 60 yards apart from each other.
2) Tower of Radiance Holy Power gains are pretty much wonderful on this encounter and I’ll get to why in a little bit.
Okay, so you should now be armed with the following knowledge:
– pick up a feather as soon as you can without screwing over the air team
– beacon your own tank due to positioning and range issues and holy power gains from Tower of Radiance
– it’s “Alysra-zor”, not “Alice-razor”. Seriously.
Healing the Fight
Right off the bat (assuming it’s not the first pull of the evening), you’ll be blasted backwards. This is a great time to have three Holy Power already charged. I like to hit Divine Favor and Holy Radiance, followed by a Light of Dawn here. There’s a significant amount of raid damage that you can actually help to heal up since your tank won’t be taking any interesting damage for the next little bit.
Move to one side or the other as Alysrazor flies down the middle of the area, because she has a nasty cleave. Run out and around her to pick up your feather.
During this time, your DPS should be collecting feathers to fly up or should be killing (and interrupting) Flame Talon Initiates. Cleanse Fieroblast‘s dot off anyone it hits while you wait for your tank’s Voracious Hatchling to, well, hatch.
Once the hatchlings hatch and are properly Imprinted on their tanks, this is where you start actually getting to do stuff.
For the most part, hatchling damage isn’t too bad on an adequately geared tank. The problems only show up during three situations:
a) When your tank runs out of your range (this happens a lot unless you’re actively watching them — ask for a mark to be placed on the heads of your tanks and keep an eye on them!)
b) When their hatchling throws a Tantrum.
c) When their hatchling applies Gushing Wound to the tank.
Situation A is easily remedied: watch your tank. Know that your tank has to feed their hatchling with Plump Lava Worms that are spawning in various spots in the fighting area. Anticipate where your tank might be going or have him or her communicate that to you. At the same time, you should be able to cast while running, so you should be able to adequately dodge the Brushfires from the Flame Talon Initiates and the Lava Spew from the Plump Lava Worms.
Situation B is also easily remedied: cooldowns! It’s probably best if your tank blows their cooldowns first and then you can pop Hand of Sacrifice when they run out of cooldowns. They can handle four tantrums per ground phase, since feeding a worm to the hatchlings will remove a tantrum, so work out CDs with your tank and/or healing team. Do not be afraid to blow Lay on Hands!
Situation C is probably the trickiest to deal with. Gushing Wound is applied to people standing in front of the hatchling (this should ideally just be the tank) and then bleeds continuously until the tank hits 50% health. The trouble is that they’re still taking melee attacks and can still stand in any of the various fire hazards in the fighting area at the same time.
This is NOT the time for damage-reduction cooldowns. You want to get the tank to drop Gushing Wound as quickly as possible and then need a quick burst of healing to pop him or her back up to a reasonable level of health.
Ideally, this is how it should go, although bear in mind that conditions are rarely ideal:
– Stop healing the tank immediately when Gushing Wound is applied
– Make sure you have 3 Holy Power saved up (by Holy Shocking others if you need to)
– As soon as Gushing Wound falls off, ideally, a disc priest will shield the tank to prevent much more damage for a couple of seconds
– You can then blast the tank with a 3HP Word of Glory. If Eternal Glory (if you have it) procs, hit the tank with WoG again, otherwise, cast a Divine Light (which may or may not have an Infusion of Light haste proc behind it from your slightly-earlier Holy Shocking to make sure you’re up to 3HP.)
The main thing to remember about Gushing Wound is that if you time a casted spell on the tank badly, you can’t interrupt it by moving! You’ll have to hit Escape to stop the cast.
If you get Gushing Wound coupled with a tantrum, don’t hesitate to blow Lay on Hands as soon as Gushing Wound drops off!
And if your tank just decides to stroll happily through fire while they have Gushing Wound or a tantrum on their hatchling, well, there’s pretty much nothing you can do apart from mock them for standing in fire.
And that is the first phase.
The next portion of the fight is all about you and living through fiery tornadoes. The hatchlings should be down by this point, so there should not be any healing for you to worry about.
Here’s a handy-dandy video I made with footage from a learning attempt on Alysrazor with my guild, Apotheosis and it’ll show you exactly how to deal with tornadoes.
Once that’s done, Alysrazor will crash to the ground and start rebuilding her Molten Power.
From 0-50 Molten Power, just make sure everyone’s topped off (especially your tanks who have a job at this point) and make sure to attack Alysrazor directly, since every attack done to her at this point gives you back 10% of your maximum mana!
From 50-100 Molten Power, she’ll pop up off the ground and should be tanked facing AWAY from the raid. This is where you probably have a job. She’ll be blasting the raid with fire damage from Blazing Buffet and so healer/raid cooldowns should be used at this time. I typically go with Aura Mastery, Aura Mastery, Power Word: Barrier, Spirit Link Totem and finish up with a Tranquility. So you’ll likely want to pop Aura Mastery at some point in here as well, depending on what your healing lead/raid leader has asked.
During this time, your tanks are taking damage from Alysrazor herself, so what I do here is I pop my Aura Mastery first, then I use Divine Favor again and Holy Radiance again, all of which is really done to help heal up the raid or help out with mitigation on the raid before focusing on whichever tank has aggro on Alysrazor first. In my raid group, the tanks swap after a few seconds (~10 or so) and so I watch for that and heal the other tank.
When she’s at 100 Molten Power, she throws everyone back, causing 50,000 fire damage and then takes to the air again, leaving behind a pile of feathers, so the air team can get back up there quickly.
After that, it’s essentially the same thing all over again, where you wait for hatchlings to spawn and then heal your tank smartly to make sure Gushing Wound falls off.
– Glyphed Divine Protection is great if you’re chasing your tank. It’ll reduce any fire damage you take if you run through some while chasing the tank by 40% AND give you a 4s sprint, courtesy of 3/3 Speed of Light.
– You can bubble through any part of the tornado phase you’re not comfortable with, although I don’t think it’ll be up for the second if you use it on the first. (You should not need to bubble, in all reality.)
– Speaking of tornadoes… don’t worry about healing people through it. Chances are, if the hatchlings aren’t dead by now, it’ll be a wipe. An exception to this is if your tank’s hatchling is nearly dead. You might want to bubble here, cast Hand of Sacrifice and heal your tank through tornado damage so that the hatchling dies.
– You can pop Aura Mastery right as the pull happens to lessen raid damage then, too. It’ll be up for the clump phase once she’s grounded and gaining Molten Power.
– You might want to look into the Glyph of Lay on Hands since this is a long encounter. Chances are, if you use LoH within the first couple of minutes of the fight, you could probably use it again before the fight ends.
– As long as you can hold out until Alysrazor falls to the ground, you can abuse your mana pool, since you’ll be able to get back to full mana pretty easily once she’s burnt out. That might mean using some Flashes of Light here or there and that’ll generally be okay. I’m fine on mana both in a haste/spirit gear set and a mastery-heavy gear set.
What I like about this fight is that it’s not a brute-healing fight. Tank healers on Alysrazor have to use some finesse! Gushing Wound makes what would ordinarily be a fairly boring encounter (in terms of tank healing) into a much more interesting one. I absolutely love that I get to be that “clutch heal” that gets the tank back up to 80%+ health as soon as Gushing Wound falls off. If I have an Infusion of Light proc while the tank has Gushing Wound, I’ll almost certainly hold on to it and endeavour to get that .8s or whatever Divine Light on to the tank the instant the bleed falls off. It makes me happy. :)
What also makes me happy is that I don’t suck at tornadoes. For once, there is a fire mechanic in this blasted game that I don’t actively suck at! In fact, I am really AWESOME at tornadoes! This also makes me happy.
What makes me less happy is air team members falling out of the sky to their deaths or tanks standing in fire damage, but it’s worth some of the frustration when these things happen because I know that by good play on my part, I am noticeably making the fight easier on other healers and keeping tanks alive.
Well, that’s about it from me on this fight. Hope this was helpful and I wish you all the best of luck in downing Alysrazor!