5/12/11 – after about 30 or so attempts and 3 weeks from raiding Horde side, Mr Eye-Nipples is dead!
The trat used is the one, that you can find in many places, with a few tweaks here and there. Also ideas stolen from my alliance raid used liberally as well! (Horde spy!)
Anyways….I assume most people are familar with the fight, just going to highlight a few pointers we did.
Phase 1 – 100% to 25%
This is the meat of the fight and in my opinion, the PITA, portion of the fight.
Conversion is the dealbreaker for this fight. Interrupt this ability ASAP. When it is close to the evil slime phase – make sure you ranged, and if you a have a hunter (traps do not work if they are worshipping) are broken out ASAP, healers are also important as well, especially if you are 2 healing this encounter.
One thing our ranged had to watch out for, is NOT to be in weird locations when Conversion is about to be cast. Be in the back behind the raid, not off to the side etc.
One change we did implement was: having a melee peel off from Cho’gall and help kill the large add. Now why would you want to pull him of cho’gall?
1.) The faster the big add died, the quicker the other tank could get back on Cho’gall, so the 2nd tank could get a breather from the Fury of Cho’gall debuff. Also giving your healers a breather.
2.) Also in case the add tank could not get a Depravity cast, the melee could get it. Pummel ftmfw!
But if your dps is killing the big add fast enough or your tank has a way to get back faster, this may not be needed.
When the slimes do come out AoE the hell out of em.
Also with the recent hot fix:
*The Blood of the Old God aggro radius during the Cho’gall encounter has been dramatically increased.*
Make sure your ranged has some good threat, otherwise the targets the slimes pick originally will cause the slime adds to spread apart as they head toward those targets…causing diminishing damage from your AoE.
5 slimes – easy
10 slimes – bothersome
15 slimes – ARGH! WTF!
20 slimes – pray……you dont want 20 slilmes.
When the third big add is coming out…you will want at this point Cho’gall under 50%. So when the 4 add is out. Your raid should have Cho’gall close to 30% or even lower possible. Remember 25% is the p2 start.
Prior to the 3rd big add dying if you are lucky enough to have Shaman friends, have them place an elemental near the adds, but before they spawn. Also if you have lock friends, have them time their infernal summon, RIGHT as the sllimes form the impact the infernal causes when it lands causes some damage, but more importantly, a stun on all the slimes, buying you some more AoE time on them.
Prior to 25% move Cho’gall to your area of choice: either a wall, but I have also read strats taking him back to the throne (this causes the tentacle adds in p2 to stack up even closer), but not much room to dodge fire on the throne. (we used the wall method)
Try to top people off before the 25% mark, also hopefully noone has any corruption!
To help kill the tentacle adds faster, we went with a system of killing adds from left to right, while still picking a main assist. Make sure to interrupt those casts the tentacles do. Save lust for 17% and lower. Prior to that the damage to the raid should not be too bad providing your raid has low corruption and was topped of prior to 25%.
(This maybe a bit different for other raids, I raid disc, so in P2….bubble spam and heal as needed. The bubbles seem to cut down a lot of the intial damage in p2, also PoM is great in this phase! Time your shadowfiend to come off cooldown in p2, Hymn of Hope when you can, and have some mythical mana pots handy! I saved PW:Barrier to cover me and the ranged and the other healer in between the 10-15% range)
We had a handy DK tank, who when not having cho’gall bonking them, helping DPS the adds and also popped Army.
At about 10% and lower your healers maybe very well out of gas, if they die, brez a DPS if they happened to die.
The Dps will need to be pretty high to not hit a 4th slime phase and burn him in p2. Also hopefully the DPS combined from the 2 tanks will = 1 DPS.
We had quite a bit of time before the slime add even came, also in p2 only 3 people died.
If you are 2 healing, healers will have to be on their game.
I looked after the add tank, druid was on the cho’gall tank. Because the add tank takes no where near the damage the cho’gall tank does, all that really need to be done on them (the add tank) was a PW:S, PoM, and a renew, and the occasional Flash Heal. So I was free to help the druid on the maintank. To also help out with dmg on tanks use liberal usage of Pain Supression! TIme it so it will be back up in p2.
Glad the ogre is dead now…..! Time for some Nefarian time – your next buddy! Then I guess we can say hi to the silly wind elementals.
Been a while since I have had a post. Too many toons….not a lot of time to write.
At this point I have 4 85′s all either raid ready or raid geared.
All of these toons are on Drak’Tharon in Shadow Rising – Horde side! FOR THE HORDE!
Then…my poor former Blood Elf Mage. She drew the short straw and had to go under some major plastic surgery….is now this…
She is in Crits and Giggles on Winterhoof – For the Alliance?
Only regret i have is I no longer have a alchemist on Drak….time to level a new alt. oh well. anyways.
Raiding with two different groups of people is a very interesting way to see things in perspective and see how other may handle a situtation. AKA SPYING!!!!!!! HAHAHAHAHAHAHAHAHAHA!!!!!
The 1st striking notice is the composition of the raids – from a racial stand point.
Shadow Rising – it’s more of a belf only club with a sprinkling of greenskins and a birdcow that wear mangowns.
Crits and Giggles – seems to practive diversity as there is a good mix….well except for the lack of gnomes…probably because Addoe and Reversion ate them all!
With this obvious difference comes different racial abilites.
Looking at Cho’gall – it’s really easy for the melee and ranged to stack up and use a warstomp and/arcane torrent to break people out for the hordees.
As alliance reliance on individual interrupts is paramount – windshear, counterspell, freezing trap, dragon breath, rebuke, skull bash?
Also as a potential to save one’s skin ability – alliance seems to have more.
Night Elves have shadow meld – great when combined with Mass Ressurection! Humans have every man for him/herself. Darkflight to play fetch.
Horde….its victory or death abilities.
Ok enough about superficial differences. Each raid has memebers in it that make it memorable and a blast to be a part of.
Shadow Rising – is a little bit more risque? People like to poke a lot of fun at one another, if you can dish it out, you better be prepared to take it back!
Crit and Giggles – is a lot the same way. They have a let log die game? to be replaced my let cyla die game if log is not around! lol. They joke and have fun as well, but not quite as dirty.
Going back to raid composition – Shadow Rising, we haz more prot pallys then we know to do with it, and an ODD DK tank. Crits haz bears and a warrior tank. My own experiences healing the SR tanks – it’s quite easy, bubble…and walk away while Xarm does all the work.
I don’t heal in the Crits raid…although my fingers itch to (baby priest on Winterhoof is slowly working on the way to 85). I wonder how it is like healing a bear tank or prot warrior now a days in a raid setting.
Shadow Rising – Brute Force….wut is finesse???? But seriously – for the most part people come to the fight knowing what needs to be done for the most part. If you need to interrupt they do so, etc. Some nagging/yelling to stack is needed…oh yes – PREPOT NAO! But people execute for the most part with minimal cat wrangling. Little to no review of strats are done. Only if something is changed to added to. Oh yes, and having Zugzuug – means usually win – kid needs no direction and can learn fights on the fly….he is crazy.
Crits and Giggles – I would say is pretty much the same way. People know what to do and do it. Difference being, I can be lazy and just pew pew, and not stand in bad. Rev and Ana are defintely not as grumpy as I! Or they are better at not showing it!
Last night in BoT – SR roflstomped Halfus, the V&T comedy hour, and the 4 seasons council. Some of the fights were a bit messy but all one shotted, so no complaints. Only wipe was to an odd pulling of adds lol —–SORAK! Cho’gall to 5% so close…..I smell blood. Well hopefully, he will die tonight.
Crits is at the same point – both guilds will be downing this fool really soon, and the rivers shall turn purple.
Anyways funtimes all around in both guilds, SO, if you are looking for a guild check these two out. You will not regret it!
Shadow Rising – US Drak’Tharon – Horde (level 23 guild)
Crits and Giggles – US Winterhoof – Alliance (level 25 guild)
Well to me personally, I am glad they are not like ICC…pity buff…lol
Anyways I am glad for the higher level of challenge.
In ICC, one could to an extent, if you lost someone, recover, stabilize and win for the most part (normal difficulty). Or if you failed at a mechanic you could still win many fights. Prime example, taking too long to free people from bonespikes, or improperly standing in bad in blood princes, and my favorite getting hit by Prof. Putricide’s ooze thingees he throws at you.
In many of the Cataclysm fights, a death or two and it is game over.
(well except for that Omnotron where we lost a tank and 2 DPS in a minute and managed to recover somehow was amazing!)
Magmaw – is actually pretty easy, but fail at adds = wipe. Improperly handle “Mangle” = poss wipe.
Omnotron – failure to pull Arcanotron out of puddles = death, Getting hit by an ooze = death, improperly healing a target from the single target flame thrower from Magmatron = death.
Maloriak – not properly controlling interrupts = death. Not properly stacking up or run out = death. Improper movement on phase 2 of the tank and the raid not watching out for bad = death.
Chimaeron – well…this is a lot on the healers…not paying attention to low health = death. Moving to early from the feud phase = death. Not watching threat to see who is next in phase 2 means death and a wipe.
Atramedes – not hitting a gong during searing flame = death. Improper kiting = death, not watching your sounds meter = death.
With the Cataclysm bosses so far, there is no get out of jail free card. You pass or fail. Losing 1 or 2 people in a 10 man raid is quite harsh and might as well wipe it up. You will more than likely hit an enrage timer (Maloriak, Magmaw, or run out of gongs in the Atramedes fight)
I for the most part like the punishing aspect of these bosses, keeps you on your toes. No carrying people thru until higher gear levels.
For my next thought….how does your raid handle issues? Strategies?, Mistakes?
For the most part (in Shadow Rising), people own up their mistakes, and we all give suggestions to the main idea and follow thru. Furthermore, I think we have raided enough where people are able to take suggestions etc. and asked why what happened there to an individual.
In other groups, keeping outside the raid is a better alternative, in a more private setting. This keeps people who do not need to know, out of the loop, and keeps things under the table. This method maybe best for the more shy, introverted individual, and probably the “safest” method.
For others, just calling it out in the open maybe the best. Sometimes shame/anger is the best motivator for improvement, and the most controversal.
Every raid is different, made up of varied personalities and ideals. Every officer, GM, raid leader, will have to use different methods on how to handle criticism and evaluations of each other and their raiders. At times there is no way to improve your raid without breaking a few eggs and a few egos.
Yup…THIS IS BLAAAACCCKKKKWINNNNGGGG!!!
*cough* Anyways…1st real night of putting attempts against the Draconic Ray Charles of Azeroth.
15 attempts in all, with the closest attempt being 13% or so. (Not bad at all!)
Overall I would say we did ok, it was the small silly mistakes which caused the kill to slip from our grasp. Unfortunately, with Atramedes, a silly mistake usually means you are dead.
Some of the blaring ones that come to mind.
In the ground phase – the gong has to be hit at the right time when he is attempting to cast Searing Flame. One second to late and its a wipe. Remember its a 2 second cast. Also when Sonic Break target gets picked all need to have better awareness about who is getting targeted. (Remember target RUN TO THE RIGHT!)
In the air phase – Don’t stop moving. Stopping = death. Need to get better to annouce when they need the gong assistance. Also if the designated gong striker dies….we need to better aware of who needs to pick it up if they go down.
Oh well, he will die next time. I am sure of it!!
Why is it that the annoying dragons seem to give people issues. (Sindy I am looking at you!)
But to those who have downed him? Is it better to have more ranged for this fight. My thoughts afterwards make it seem it favors ranged in this one at time. In the air, melee cannot do much. Also from what I could tell the silly dragon would not always target the raid member with the highest sound? Is this a bug?
Also if you have not read…check up on the notes from what has been found out about 4.1.
Ok I know we are not the fastest raid group ever (Damn real life getting in the way of raiding!)
I am not going to complain sticking to the plan of getting used to one instance seems to be working out for our group.
Also, there is no “raid leader” in this group. I tell people, “Hey go watch this and learn it NAO!”, but people do not really need an explanation. There is no need for the most part to tell people to move.
People will also call themselves out if they get frozen, people move by themselves with or without a verbal cue. Although, we may still say something on vent, people really don’t seem to need it. They learn and play it seems to instinctively act.
Sometimes I wonder at time if a “raid leader” is needed? With a group like SR, I dont think so, but if this was a 25 man group then yes.
2-22-11 – Blackwing Descent
The parse if you are interested.
Arvash – Prot Pally
Dubstein – Prot Pally
Droslice – Fury Warrior
Lyssianna – Aff lock
Roorknug – Marksman Hunter
Moogik – Boomchicken
Dankiel – Shadow/Holy Priest
Liyhe – Disc Priest
Sorak – Resto Shaman
Zarm – Resto Druid
Omnotron Defense System
1 shot – the 4 stooges…one silght hiccup, but we made a nice recovery and powered thru. This fight is proving to be definitely 2 healable.
Security Measure Alpha Grats to me!
Poison Protocol Pauldrons Grats to Moogik!
Killed in the 2nd attempt. *stares at Sorak* lrn2chain worm
I admit I am almost tempted to try to 2 heal this next lockout. People are now avoiding bad they can and mitigating what they can. Worms are dying faster and faster, and with the addition of Moogik, aka the fluffy one, the Typhoon pushback was very nice indeed.
Symbiotic Worm Grats Dubstein
Scorched Wormling Vest Grats Zarm!
Down on the 5th try. A few small mistakes here and there caused the wipes, the 1st phases is all on the healers, so if a raid member dies from something a Caustic Slime + Massacre….I admit its a healers fault. Other then a few healing oops and other weird mishaps he went boom!
On this fight assigning poeple to groups helps out a lot, also assigning your cooldowns for the feud phases helps out a lot.
For the 1st feud we used 1 Tranq and 1 Divine Hymn, I slso threw down Power Word:Barrier (glyphed for the extra 10% healing).
2nd Feud – I threw the barrier and Divine Hymn and the 2nd druid used their Tranq.
Also during the 2nd feud is when we used the healthstone etc.
For both Feuds, anyone who can heal should help out healing. DPS uses bandages etc. Paladins should pop Divine Radience and Divine Protection if spec’d into it.
Manacles of the Sleeping Beast Grats again Zarm
Chimaeron Armguards Grats Roor!
The thing that amused me most on the kill attempt is this dialogue.
Me: 2nd feud coming up….tranq?
Zarm: Not up…
Zarm: x seconds
Woo~! 2nd night of attempts, down on the 2nd try. Great job all! Interrupting the 1st add spell, and letting the next 3 go thru I think helped lessen the dmg on the OT. This fight the dmg on the MT and OT is not bad, and as long as the raid avoids the dmg it can…this fight I feel is 2 healable.
Dragon Bone Warhelm Grats Droslice!
Treads of Flawless Creation Grats Sorak!
Mail boots in BH dropped as well as did a BoE sword (from Trash). both went to GB i think.
For the remainder of the raid, took some potshots at the Puff the Blind Magic Dragon, for our 1st initial attempt, got him down to 69%. I will not complain, his fight does not seem as bad as it sounds. Clean up a few items and boom! I think for this I will have peopke swap out to the Boot Enchant Earthen Vitality for the movement speed buff, in addition to whatever ability that may have, this will help on Atramedes flame breaths.
I will admit last night, I was a bit riusty on the strat, I had read it earlier but was still a bit unsure, I guess when it comes to this game, in game experience is better then wathing/reading a strat…for me at least.
Nefarion….on the other hand….looks kind of nuts.
Feb 9 2011 – woohoo patch day! aka the patch of Sorak.
Some good stuff in the patch, defintely felt like it addressed some issues. Overall no complaints about it.
Ok enough about the patch. Onto the raiding – Shadow Rising went back into Blackwing Decsent. (Hopefully – we will have a more constant group of people, this has been plagueing us for a few weeks.)
Anyways, connection was not working well last night, reboot everything before the raid and all appears to be ok, good!
Arvash – Protection Paladin
Dubstein – Protection Paladin
Liyhe – Holy Priest
Zarm – Restoration Druid
Sorak – Restoration Druid errr Shaman
Zugzuug – Fury Warrior
Droslice – Fury Warrior
Roorknug – Survival Hunter
Zerlegen – Survival Hunter
Lyssianna – Affliction Warlock
(….lots of doubles in this raid…lol)
Clear trash while we wait for our 2nd hunter to log in….boom he logs in and we head onto the 4 stooges – Omnitron Def. System. Smooth as ice, I could not ask more from the raid members, people avoid the bad, etc etc. They are down in one attempt….*blinks* what? did this just happen?
Circuit Design Breastplate Grats again Zerl!
Life Force Chargers Grats again Dubstein!
We then head onto the overgrown tapeworm – Magmaw!
Now Shadow Rising here, we tend to use strats that are not the norm!
Our ranged and healers (hunter x2, aff lock, and the healers) all stand at range and toggle between two points. When the pillar of flame is about to pop, Zerl pops a frost trap and then Roor drops a 2nd after the 2nd, so the worm have a lot of frost to cover. The ranged then pews pews, and the healers ummm…heal.
Ok I know it sounds like normal strat…here is where it gets odd. We 2 tank this…yes you read that…2 tank it….the 1st tank tanks Magmaw while the 2nd stands at range and AoEs the hell out of the worms. They do not really “tank” the worms but help out with the Pallys AoE abilities.
This helps the ranged out quite abit. Furthermore, when Magmaw has chewed and slobbered all over the 1st tank, the tank that was out on ranged then swap places and the process is repeated till he is dead. We found this helps to alleviate the healer when the tank has the armor debuff on from Mangle, and also seems to get rid of the random raid member dead after Magmaw breaks from the chains.
Well I was expected maybe a wipe or two for consistancy sake! But I was surprised, once again…smooth as butter. His life keep on going down and down….5% the call goes out…ignore adds and kill boss. Magmaw down, no deaths and with 3 minutes left before enrage.
Incineratus Grats Zarm!
Alirus the Worm-Breaker Grats to Droslice!
Ok onto Chimaeron…I think put about 5 attempts in, got him down to 49% for our 1st night playing with the overgrown worm! But then the latency issue hit me and Zarm our resto druid. Then vent decided to act up! ><
We put our resto druid on the tanks. Sorak on one group and me on the other. When we would group up for phase 2, AoE heal!!! Zarm would pop tranquility and Arv or Dub would also hit Holy radiance. A few corrections and he will be down. He really does not seem as difficult, mechanics wise, easier then Mag and Omno in my opinion. Phase 3 for him, sounds like an absolute blast. LIFEGRIP WILL SAVE YOU! Body and soul's movement speed buff also seems like a major lifesavor. As well as the druids 83 movement speed buff?
Today we head back in. The worm shall fall along with Maloriak!
But anyone have any hints and pointers for Chim?
Also does anyone know if the prot pallys talent – Divine Guardian works in Chim’s p2?
The 2nd opening boss in Blackwind Descent. There are more mechanics and things to watch out for when compared to Magmaw, but many of the mechanics are easily avoided/handled. It is when in combination with another boss is when the abilities become equal to if not more annoying then magmaw’s.
Things to remember on this fight:
1.) The constructs awaken in a random order.
2.) They have an energy bar which will indicate how long they will be awake, once it hits 0 – they will deactivate, and another will power up, make sure your tanks are ready to pick up the new one.
3.) All 4 of them share a combined lifepool, much like the Blood Prince Council.
4.) For the most part…when a shield is up….the construct….DO NOT HIT! GROPE! FONDLE! ETC
The 4 constructs:
1.) Incineration Security Measure - This deals AoE fire damage. Cannot be avoided. Heal thru it.
2.) Acquiring Target - Picks a target to be burnt to a crisp…really easy to see. The target will get a large red arrow and a red beam pointing at them. Don’t stand in between the target and the beam. Target try not to move. HEAL THRU IT. This is very heavy damage, if the target gets no heals, they will more then likely die.
3.) Shield – bright shiny RED shield…DO NOT CAUSE DMGS to. If you do it will explode and cause LOTS of dmgs.
As you can see….if you do. Backdraft will happen!
DO NOT HIT!!! LOTS OF OUCH! Backdraft is nicht gut!
1.) Lightning Conductor – cause damage to the target and anyone close to them. AKA DO NOT HUG! NO HUGS!
2.) Electrical Discharge – aka chain lightning. Spread out. NO HUGGING!
3.) Unstable Shield – purple shield! – DO NOT HIT! Each hit causes AoE damage!
1.) Chemical Bomb – target a member and places a poison cloud. Get out of it! Cause more dmg if you are in it. Place the bosses in it!
2.) Poison Protocol – will spawn 3 oozes. Kill the oozes, do not let them touch you (just like the oozes from Prof Putr) If they hit ya major damage when they explode. You can tell who they will target as they you will get a message that they will FIXATE on a target. Do not Feign Death, vanish etc. This will cause them to pick a new target. Frots traps are win!
3.) Poison Soaked Shell - Do not hit for the most part! Sure you will cause more damage but you are taking a DoT as well.
1.) Arcane Blast thingee of doom - causes a lots of damage, single target. This is interruptible! DO SO! He casts this every 5 seconds or so.
2.) Power Generator – blue swirl will appear on the ground, move him out of it! If ya don’t people will get one shotted by Arcane Annihilator. Healers, casters etc stand in it. Dmg boost and will help out a lot with mana regen!
3.) Power Conversion – turns incoming damage into increased DPS. Purge! Spellsteal! or stop DPSing him. Show him some love!
Hints and Tips
1.) Do not hit the shields! Stop the DoTs! Pull pets off!
2.) Kite/kill the oozes ASAP. They can at times choose the other tank.
3.) Interupt Arcanotron!!! Make sure your interrupters stay on him till he deactivates. Spellsteal, purge that shield!
4.) DO NOT HUG WHEN, Electron is up. Group Hugs! on Magmatron. (It really really sucks when those two are up at the sametime!) Only time when people/raid should be spread out is for Electotron. Group heals FTW!
5.) Tanks – watch your DBM timers to see when the next construct will be up!
6.) Hunters (also maybe Rogues and Mages) – Feign Death when targeted by Magmatron’s flame thrower – will cause him to lose target and will not use the ability.
7.) DPS - Generally switch to next construct when they are up.
8.) Healers – stand in the blue circle of love. Mana Regen!
9.) Any Construct + Arcanotron – keep people topped off. An arcane blast may go thru every now and then. Keep those bars up!
Things will seem chaotic, but it is not that bad. Many of the abilities are easily avoided and healed through. Happy hunting!
Was a bit hectic this magmaw kill but everyone was still standing at the end.
Uh-oh! We haz broked da machinez! And everyone was alive I think as well! lol as you can see Lyssi is looking away from the camera in this one.
Next Chimerion and Maloriak!
Overall, I am very happy that these two bastards died, finally! What did it, is allowing people to play to their strengths. Also choosing a strat and running with it (magmaw(, even though it was sloppy and a certain lock did not like it, this forced people to bring up their game and really focus! He died on the 10th attempt?
For Omnitron…key is avoiding things we kept on dying to last time, also once again allowing people to play to their strength allowed Omni to die. They died on 2nd try of the night.
How do you do it?
Does your guild use the sacrificial lamb method? (one brave raid member stand out to eat the pillar) And then kill the adds?
Or does your guild have everyone move in between 2 “camps”?
Or do you have an Off tank handle the adds?
Each method has its pros and cons I would have to say.
Not quite sure what to do at this point….the OT method seemed to work for us but issues to work out.
I admit I am a bit irked DPS cannot kill them fast enough? Maybe cause I have not played a DPS seriously. But burst or not….why cannot DPS kill them still? If they get close…move away and DPS them from a safe distance again….Pillar of Flame is on a 25 second timer….25 secs….that is a long time in my opinion.
People signing up and not showing up…..
People signing up and not coming prepared……
People not using consumables…..
The list goes on, but I dont want to step on people’s feet/egos/feelings.
First time into the raid known as Blackwing Descent…I would say not the smoothest of runs but still fun and educational.
The 1st 2 bosses are going to be:
Magmaw (to the left) and Omnitron Def. System. (to the right)
Magmaw, as many others have noted is a heavy raid damage fight. However, the real issue is the managing of the spot points and the adds that spawn. We put some attempts in, but the adds in the end was the mechanic that got us in the end.
The Def System, I have to say is a lot more fun. Or at least a very colorful fight. Even more mechanics to keep you on your feet. Observations to note – dont DPS that shield down to far, so the tank with that add does not inadvertantly blow it up lol. Run away from slimes, pull them out of their buff zones, place them in debuff zones. I am not too worried about this fight, the Magmaw fight has me more worried.
Anyone have any hint/tricks for the adds in Magmaw’s fight? And is there a proper cooldown order for the tank to handle mangle easier?
Our setup was:
1 prot pally
1 ret pally
1 fury war
1 aff lock (can’t stop the dots!)
x2 Survival Hunters
1 resto druid
1 resto shaman
1 Holy priest (me)
For all the Magmaw fights – I do admit I got a little trigger happy with the PoH but when he was finally on the ground and chained, I was not gasping for mana. Where we had a mana issue was with our boomchicken at times, and when I would panic and spam ><)
We had two gathering points for the ranged and the healers, when he would cast flame pillar we would move to other spot, hunters were placing frost traps in between the two gathering points. Boomchicken would typhoon at the right moment.
I don't think it was the healing as, the dmg he causes is very healable, and once we get used to the fight I bet could even 2 heal this. DPS appears ok? But I am not 100% sure on that.