
Tichondrius, Healer Guide
Posted 1 year, 9 months ago for patch 7.2 by Preston.
This page covers a healer-focused strategy for Tichondrius in The Nighthold. While it's tailored for healers, other roles may also find the information useful. If you have any suggestions or feedback, you can leave a comment below or tweet @PrestonDvorak.
This guide has been updated and maintained based on my own experiences with the fight as well as Dungeon Journal information. I'll continue to update it as-needed.
General Mechanics and Abilities
Normal and Heroic
Tichondrius switches between two Stages during the fight.
Stage One - tichondirus
During this stage, you fight Tichondrius directly.
Carrion Plague is applied to random players, dealing light damage over a very long duration.
Seeker Swarm causes a line of bugs to travel from Tichondrius to players affected by
Carrion Plague, dealing moderate damage.
- Players hit by this line will gain
Carrion Plague.
Vampiric Aura causes all adds with in 30-yards of Tichondrius to heal themselves as they attack.
Feast of Blood causes three Tainted Blood adds to spawn and fixate on the affected tank.
- Tainted Blood will be healed by
Vampiric Aura, kite them away from Tichondrius.
Echoes of the Void causes steadily increasing damage to the group.
- When this ability is used, four Fel Spires appear around the room.
- Hiding behind a Fel Spire prevents damage from
Echoes of the Void.
- The Fel Spires themselves take damage, so having too many players behind the same one will cause it to fail early.
- On Heroic, when affected by
Brand of Argus, you must stand with other players to detonate the debuff in a controlled manner.
- Ideally, multiple
Brand of Argus won't be detonated at exactly the same time, and they shouldn't be detonated at the same time
Seeker Swarm occurs. This will minimize the overall group damage and prevent players from dying.
- When entering Stage One for the first time after Stage Two, there will be Felsworn Spellguard adds to deal with.
- These adds will gain stacks of
Rapid Pursuit, increasing their movement speed permanently.
- Tanks will be affected by
Volatile Wound, and will be dropping
Nether Zone as the debuff expires.
- Felsworn Spellguard will be healed by
Vampiric Aura, keep them away from Tichondrius.
- When entering Stage One for the second time after Stage Two, there will be Sightless Watcher adds to deal with.
- When affected by
Burning Soul, move at least 8-yards away from other players so it can be safely dispelled.
- When affected by
- These cast
Burning Soul on random players.
- On Heroic, these adds cast
Ring of Shadows on themselves, dealing damage to players inside the ring.
- Sightless Watcher will be healed by
Vampiric Aura, so keep them away from Tichondrius.
Stage Two - illusionary adds
- Tichondirus uses
Illusionary Night to begin this Stage.
- Avoid the large
Carrion Nightmare lines.
- Phantasmal Bloodfangs continuously spawn during this phase.
- Killing these leaves behind an
Essence of Night, players can run over these to gain a damage, healing, and mana regen buff.
- All
Carrion Plague debuffs will expire during this Stage.
Mythic Differences
Stage One - tichondirus
Carrion Plague now also increased the damage taken from
Seeker Swarm by 1000%.
- The best way to handle this is to have one player with a strong magic damage mitigation cool down soak each
Seeker Swarm. (My guild used a rotation of four players)
- The player soaking will gain several stacks of
Carrion Plague and will require heavy healing until the stacks fall off.
- When
Brand of Argus explodes, it now triggers
Flames of Argus on every player that triggered the explosion.
- To handle this, have two groups of five ranged players on either side of the room. In each group, have one of the players stand at least 5-yards away from the rest of their group.
- The player standing outside the group is responsible for moving into the group when you're ready to break
Brand of Argus.
- This keeps the
Flames of Argus organized and prevents any accidental breaks.
Stage Two - illusionary adds
- Every player needs to have an
Essence of Night buff before this Stage ends, or they will be killed instantly.
- It's hard to organize perfectly, but try to allow your burst AoE DPS players to get the buffs first.
Healing Strategy
Healing this fight should be relatively straightforward as long as mechanics are handled properly.
Stage One - tichondrius
Carrion Plague causes light damage to affected players for a very long time.
Seeker Swarm causes moderate damage to anyone hit by it.
- When a
Brand of Argus is broken, the entire group will need moderate healing.
- On Mythic,
Flames of Argus causes players who triggered the explosion to take even more damage over time.
Echoes of the Void causes steadily increasing damage to players not hidden behind a Fel Spire.
- When Felsworn Spellguards are present, the tanks will be taking significant damage.
- When Sightless Watchers are present,
Burning Soul should be dispelled from affected players when they're away from the group.
Stage Two - illusionary adds
- Make an effort to get an
Essence of Night buff. This will help with mana regeneration even after the Stage ends.
- On Mythic, getting this buff is mandatory before the Stage ends.
Debuffs to Track
Carrion Plague causes affected players to need additional healing.
Burning Soul needs to be dispelled when the affected player is in position.
DBM Settings
Below are the DBM settings I'll be using for Tichondrius. You can set them up however you'd like, but these ones should work well as a starting point. Some settings may be Mythic only.
Healer DBM settings for Tichondrius
Videos
Heroic, Restoration Druid PoV
Below is a video of me and my guild defeating Tichondrius on Heroic difficulty. There is no commentary, only game sounds.
Mythic, Restoration Druid PoV
Below is a video of me and my guild defeating Tichondrius on Mythic difficulty. There is no commentary, only game sounds.
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