Spellblade Aluriel, Healer Guide

Patch 7.1.5 Updated
Jan 16, 2017

Spellblade Aluriel Dungeon Journal ModelThis page covers a healer-focused strategy for Spellblade Aluriel 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

Spellblade Aluriel switches between several schools of magic during the fight with each school having unique abilities and mechanics.

Shared Abilities
  • Don't stand in front of the boss to avoid Annihilate, which will be handled by the Tanks.
  • Each of the schools of magic listed below has a primary ability and then three ways Aluriel interacts with the primary ability: Replicate, Detonate, and Animate.
Master of Frost
  • When affected by Mark of Frost, stay at least 8-yards away from other players.
    • Taking damage from this abilities applies a stack of Frostbitten.
      • If your Frostbitten stacks get too high, you can stand on another player affected by Mark of Frost to cause your debuffs to transfer to two nearby players. This causes a small amount of damage to everyone with in 8-yards of the players who touched.
  • Replicate: Mark of Frost causes additional Mark of Frost to be put on players.
  • Detonate: Mark of Frost casuses all players affected by Mark of Frost to explode.
    • Avoid the Pool of Frost these explosions leave behind, directly underneath the players.
  • causes one Icy Enchantment to spawn from each Pool of Frost.
    • On Normal, Icy Enchantments occasionally cast Burst of Ice, dealing damage to the entire group.
    • On Heroic, Icy Enchantments will teleport to a random player and cast Frozen Tempest, creating a dome of frost around themselves.
      • This dome attempts to push players out. If you're pushed outside the dome, you'll be stunned in a block of ice that must be killed to break the stun.
      • You should run against the push of Frozen Tempest to stay inside the dome.
Master of Fire
  • When affected by Searing Brand, you should move away from the rest of the group, near the other players with the debuff.
  • [Replicate: Searing Brand] causes additional Searing Brand to be put on players.
  • Detonate: Searing Brand causes all players affected by Searing Brand to explode.
    • Avoid the Burning Ground these explosions leave behind, directly underneath the players.
  • Animate: Searing Brand causes one Fiery Enchantment to spawn from each Burning Ground.
    • On Normal, Firey Enchantments occasionally cast Burst of Flame, dealing damage to the entire group.
    • On Heroic, Fiery Enchantments cast Pyroblast at random players.
      • Pyroblast should be interrupted.
      • Fiery Enchantments gain stacks of Bound in Flame for every other Fiery Enchantment with in 8-yards.
        • Because of this, Fiery Enchantments that are grouped up should be killed first.
Master of the Arcane
  • When affected by Arcane Orb, move at least 8-yards away from them.
  • Replicate: Arcane Orb causes additional Arcane Orb to be put on players.
  • Detonate: Arcane Orb causes Arcane Orb to fixate on random players, exploding for a high amount of damage when it reaches them.
    • The amount of damage taken by the explosion is lower the further you are away from the fixated player.
    • Avoid the Arcane Fog left at the explosion location.
  • Animate: Arcane Orb causes one Arcane Enchantment to spawn from each Arcane Fog.
    • On Normal, Arcane Enchantments ocassionally cast Burst of Magic, dealing damage to the entire group.
    • On Heroic, Arcane Enchantments channel Armageddon, which deals a moderate amount of damage to the group when the channel finishes.
      • Arcane Enchantments should be killed before their channel completes.

Mythic Differences

  • You will now need to contend with a Fel Soul add.
    • The Fel Soul must be tanked with in 45-yards of Aluriel to avoid them being buffed by Severed Soul.
    • The Fel Soul uses different abilities depending on what school of magic Aluriel is in.
      • During Master of Frost, Whirling Barrage is used.
        • Avoid standing in front of the Fel Soul as it turns.
      • During Master of Fire, Fel Stomp is used.
        • Stay as spread out as possible to help mitigate the damage caused.
      • During Master of the Arcane, Fel Lash is used.
        • Move to the area being slashed to help split the damage.

Healing Strategy

Healing this fight should be relatively straightforward as long as mechanics are handled properly and adds are killed quickly.

Master of Frost

  • Players affected by Mark of Frost will need additional healing as their Frostbitten stacks go higher.
  • On Normal, the group will need additional light healing while Icy Enchantments are casting Burst of Ice.
  • On Heroic, Players inside Frozen Tempest will need light healing.

Master of Fire

  • Players hit by the Searing Brand charge will need moderate healing.
  • On Normal, the group will need additional light healing while Fiery Enchantments are casting Burst of Flame.
  • On Heroic, if any Pyroblast aren't interupted, the targeted player will need critical healing.
  • On Mythic, players hit by Fel Stomp will need moderate to heavy healing depending on what other mechanics they're dealing with at the time.

Master of the Arcane

  • If Arcane Enchantments aren't killed before their Armageddon channel finishes, the group will need heavy healing.
  • Players soaking Fel Lash will need moderate to heavy healing, depending on how many were soaking.
  • On Normal, the group will need additional light healing while Arcane Enchantments are casting Burst of Magic.

Debuffs to Track

  • Frostbitten causes affected players to take steadily increasing damage.
  • Frozen Tempest causes affected players to need additional light healing.

DBM Settings

Below are the DBM settings I'll be using for Spellblade Aluriel. 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.

Settings will be added after the initial DBM update following Nighthold's release. This will ensure the most accurate settings.



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