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​Which heroics are the simplest

VH, UK, AN and Nexus are exceptional starters.


Although the whole thing is technically "clean" from a mechanics point of view like a number of human beings say...As a fellow healer, be organized for clean runs with appropriate tanks (irrespective of tools), and horribly lousy runs with badly geared tanks that assume they may be god and might pull past their method. About 1/2 of of those tanks do not appear to observe your mana and pull the subsequent institution earlier than you could kind a unmarried phrase after having to heal nonstop throughout each unmarried % leaving you with 20% mana and forcing you to blow CD's.


For the inevitable businesses you're in which have an beneathneath geared tank that thinks he can chain pull, I generally blow thru as a minimum one stack of water having to speedy drink for that 10-15% mana among pulls, having to strategically use shadowfiend to make up for the shortage of consideration, and make certain I am popping mana potions after almost each pull to make certain the cooldown begins offevolved.


Violet Hold is the simplest, Old Kingdom is the toughest.


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Difficulty, simplest to toughest -

Free Loot Tier

Violet Hold

Azjol Nerub - do not stand withinside the closing boss's cleave as a non-tank, in any other case quite simple.

Nexus - do not stand in first boss's whirlwind, in any other case there may be essentially not anything difficult.

Oculus - drake problem is overrated, simply press the 3 buttons you get.

Culling of Stratholme (essentially loose besides for ghoul explosions on second boss and bugged third boss rate one-shots).


Slight Difficulties

Halls of Stone: Gruul mechanic boss, maiden mechanic boss are clean in case you recognize the tricks. Brann occasion may be afk'd with the aid of using non-healers. Some of the trash can hit difficult with chain / forked lightnings and overloads. Last boss lightning pulse can get stressful too.

Drek'Tharon Keep: Mostly a shaggy dog story besides for some sequences of difficult-hitting trash. First hallway, aboms at backside of stairs in first boss room, and the hallway after raptor boss with fearing loss of life-knights can get stressful.

Gundrak: Rhinos earlier than closing boss aoe-silence in 15~ yards. Elemental ooze puddles hit more difficult than you would possibly assume on second boss and second boss trash. Last boss, be prepared for the enrage. If the tank overpulls snake mobs their chew dot can stack up difficult.

Utgarde Keep: Dragons and ghouls can hit difficult in right here. Mostly a shaggy dog story.

Utgarde Pinnacle: Abom ailment may be solid on pets, usually stressful. Last rooms of trash have fearing Vrykul. Magnataur boss gauntlet has a few difficult hitting trash. third boss's whirlwind and primary boss's shadow dot matters throughout sacrifice can each kill human beings however should not be wipe inflicting.


Don't Start Your First World Tour With These

Halls of Lightning - Fearing trash, drowsing trash, exploding trash, difficult hitting trash. A boss that without difficulty pulls with a huge harm buff out the gate and a 3rd boss that inattentive dps could make tougher. Not hard, however it's miles very viable to wipe in right here with a horrific tank who pulls the constellation room poorly, does not recognize the primary boss's patrol pattern, or how slags mobs paintings.

Old Kingdom - Giants fear, Eyes explode for 10k shadow harm and placed a magic debuff that interrupts casts on human beings, spiders solid 14k (8s solid) shadow bolts, the %hp debuff mobs can malicious program and simply chain solid it out of combat, and the elementals and cultists hit more difficult than whatever else in any heroic dungeons. That stated all of the real boss fights are essentially loose and it is nevertheless now no longer difficult so long as you are sitting up to your chair for the fundamental packs. Hell, you could bypass that 1/3 boss and maximum of the related trash in case you need.