Halls of Infusion, Healer Guide
Updated 3 months, 3 weeks ago for patch 10.0 by Preston. View the change log.
This page covers healer-focused strategies for the Halls of Infusion dungeon in Dragonflight. 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 as well as Dungeon Journal and combat log information. I'll continue to update it as-needed.
Bosses
Below are guides for the bosses in Halls of Infusion, including their abilities, healer notes, and addon settings.
Watcher Irideus
Stage One - A Chance at Redemption
This stage begins the encounter and ends when Irideus reaches 15% health.
- Don't stand in front to avoid Titanic Fist. Players hit are Stunned.
- Interrupt Static Surge to prevent the moderate damage over time dealt to all player.
- When affected by Power Overload (dispel, magic) move as far away from other players as possible to drop the resulting Power Field.
- Avoid the rapid impact locations of Spark Volley (dispel, magic) targeted at all players. Players hit take moderate damage and then light damage over time.
Stage Two - Watcher's Last Stand
This stage begins when Irideus reaches 15% health and ends when he is killed.
- Gains three stacks of Ablative Barrier, becoming immune to damage.
- Deals stacking light to moderate damage over time to all players with Siphon Power until Ablative Barrier is removed.
- Stacks are removed using Nullifying Pulse from Nullification Devices, detailed below.
- Four Nullification Devices spawn near the edges of the room.
- Nullification Device
- Dispel Purifying Blast (magic) to remove the light damage over time effect.
- Upon death, stay more than 12-yards away to avoid Nullifying Pulse. Players hit take light damage and are Silenced.
- If Irideus is hit, one stack of Ablative Barrier is removed.
- Nullification Device
Mythic Differences
Stage Two - Watcher's Last Stand
- When a stack of Ablative Barrier is removed, Reactive Spark deals moderate damage and then light damage over time to all players.
- Siphon Power now also gradually increases the size of Power Fields.
Mythic+ Affix Notes
Nullification Devices can cause extra orbs to spawn.
High stacks are likely during stage two.
Several affixes can make moving for Spark Volley (dispel, magic) more difficult.
Healing Notes
- Be sure to only dispel Power Overload (dispel, magic) from players that have moved far away.
- Use cooldowns during stage two.
Debuffs to Track
- Major: Power Overload (dispel, magic), Titanic Fist
- Minor: Spark Volley (dispel, magic), Purifying Blast (dispel, magic)
Addons
DBM settings will be added as soon as possible.
Gulping Goliath
- Players gain stacks of Gulp Swog Toxin (dispel, poison) from several abilities, noted below.
- At 20 stacks, the affected player is killed.
- Every 90-seconds, during Gulp:
- At least one player must stay with 10-yards to prevent the boss from gaining Hangry.
- All players within 10-yards when the cast finishes gain three stacks of Gulp Swog Toxin (dispel, poison).
- Every 40-seconds, during Overpowering Croak:
- Avoid the impact locations of Cave In.
- Spawns six Curious Swoglets.
- Curious Swoglet
- Susceptible to most crowd controls, slows, and knock backs.
- Attack random players.
- Each melee attack applies a stack of Gulp Swog Toxin (dispel, poison).
- Curious Swoglet
- Avoid the impact location of Belly Slam.
- Every 30-seconds, deals moderate damage over time to all players with Toxic Effluvia.
Mythic Differences
- Gulp Swog Toxin (dispel, poison) now kills players when it reaches 10 stacks.
Mythic+ Affix Notes
Healing Notes
- Dispel Gulp Swog Toxin (dispel, poison) as frequently as possible to keep stacks low.
- Use cooldowns on Toxic Effluvia.
Debuffs to Track
- Major: Gulp Swog Toxin (dispel, poison)
Addons
DBM settings will be added as soon as possible.
Khajin the Unyielding
- Dispel Frost Shock (magic) to remove the reduced movement speed effect.
- Every 25-seconds, during Hailstorm:
- Every 25-seconds, in between Hailstorms, during Glacial Surge:
- Avoid the the three concentric ice circles as they impact outward from Khajin.
- This randomly spawns additional Ice Boulders.
- Deals light damage over time to all players for the duration of the encounter with Polar Winds.
Mythic Differences
- Don't stand in front when she turns to cast Frost Cyclone.
- This also damages any Ice Boulders it hits.
Mythic+ Affix Notes
High stacks are likely due to the persistent damage throughout the encouter.
Several affixes can make breaking line of sight for Hailstorm more difficult.
Healing Notes
- Use cooldowns as-needed, especially if players hide behind an Ice Boulder that triggers Avalanche.
Debuffs to Track
- Minor: Frost Shock (dispel, magic)
- Root Effects: Frost Shock
Addons
DBM settings will be added as soon as possible.
Primal Tsunami
During this encounter, players alternate between the two stages until Primal Tsunami is killed.
Stage One - Violent Swell
This stage begins the encounter and ends when Primal Tsunami reaches 100% Energy (after about 60-seconds). It begins again after all Primialist Infusers are killed in stage two.
- The tank will be dealing with several abilities:
- Extra moderate damage and the knock back effect from Squall Buffet.
- Moderate damage over time from Focused Deluge.
- If no players are in melee range, Undertow deals heavy damage over time to all players.
- Avoid the impact locations of Infused Globules and stay more than 10-yards away from the resulting orbs, which explode.
- Dispel Waterlogged (magic) from players hit to remove the reduced movement speed effect.
- Deals moderate damage to all players with Tempest's Fury.
Stage Two - Infused Waters
This stage begins when Primal Tsunami reached 100% Energy and ends after all Primalist Infusers are killed. It begins again when Primal Tsunami reaches 100% Energy in stage one.
- To begin the stage, players are incapacitated and sent to the far end of nearby hallways with Cast Away.
- Players must navigate their way back to the central room while avoiding:
- Infused Globules that litter the hallways and apply Waterlogged (dispel, magic) like in stage one.
- Crashing Tsunamis that travel down half of the hallway.
- Players must navigate their way back to the central room while avoiding:
- Once back to the central room, the two Primalist Infusers must be killed.
Mythic Differences
Stage One - Violent Swell
- Don't stand in front when it turns to cast Rogue Waves.
Mythic+ Affix Notes
Healing Notes
- Use cooldowns on Tempest's Fury.
- Make sure players are near full health before stage two, as some players may end up in different hallways.
Debuffs to Track
- Major: Focused Deluge
- Minor: Waterlogged (dispel, magic)
- Root Effects: Waterlogged
Addons
DBM settings will be added as soon as possible.
Trash Mobs
Below are notes for the trash mobs in Halls of Infusion. Halls of Infusion has a relatively linear layout. Trash mobs are ordered as if you're completing the bosses in the order they're listed above.
Entrance thru Watcher Irideus
- Primalist Ravager
- Increases the Attack Speed and movement speed of all enemies with 15-yards with Tailwind.
- Deals light damage to and knocks back all players with Blasting Gust.
Should be killed first or otherwise prevented from gaining excessive stacks.
- Primalist Geomancer
- Interrupt or purge Earth Shield to prevent the reduced damage taken effect and to prevent the healing.
- Avoid the impact location of Seismic Slam, targeted on a random player's location.
- Containment Apparatus
- Interrupt Expulse or stay more than 20-yards away to avoid the heavy damage.
- When possible, interrupt Containment Beam to prevent the light damage over time and Root effect on a random player.
Should be killed first or otherwise prevented from gaining excessive stacks.
Soothe immediately.
- Refti Defender
- Interrupt Demoralizing Shout to prevent the reduced damage dealt effect on all player.
Watcher Irideus thru Gulping Goliath
- Skulking Zealot
- Usually Stealthed.
- Stuns the first player it attacks with Cheap Shot.
- Gains a stack of Rising Squall with each melee attack, increasing Attack Speed.
Should be killed first or otherwise prevented from gaining excessive stacks.
Soothe immediately.
- Usually Stealthed.
- Dazzling Dragonfly
- Interrupt or don't stand in front to avoid Dazzle (dispel, magic). Players hit are Disoriented.
- Has a greatly increased Dodge chance while Evasive Flutter is active.
- Curious Swoglet
- Its melee attacks apply a stack of Gulp Swog Toxin (dispel, poison) to the player hit. At 10 stacks, the affected player is killed.
- Flamecaller Aymi
- Interrupt or dispel Pyretic Burst (magic) to prevent the moderate damage over time.
- Dispel Molten Subduction (magic) to remove the Root effect.
- If a dispel isn't available, stack with the player targeted by Magma Crush to split the damage dealt.
- Heals enemies with Cauterize.
Should be killed first or otherwise prevented from gaining excessive stacks.
Soothe immediately.
- Squallbringer Cyraz
- Stay more than 8-yards away to avoid Whirling Fury.
- Spawns five Zephyrlings with Zephyr's Call.
- Zephyrling
- The tank will be dealing with light melee damage.
- Zephyrling
- Charges to random players who are more than 5-yards away with Gale Force Charge.
Should be killed first or otherwise prevented from gaining excessive stacks.
Soothe immediately.
Gulping Goliath thru Khajin the Unyielding
- Primalist Galesinger
- Interrupt Wing Buffet to prevent the light damage dealt to the tank.
- Avoid the location of Thunderstorm.
- Affected by Primal Affinity, which grants Gusting Proto-Dragons within 15-yards Primal Affinity, detailed below.
- Gusting Proto-Dragon
- Don't stand in front to avoid Gusting Breath.
- While within 15-yards of a Primalist Galesinger, gains Primal Affinity, allowing the use of Binding Winds.
- Dispel Binding Winds (magic) to remove the Stun effect.
- Primalist Earthshaker
- Stay more than 8-yards away to avoid Rumbling Earth.
- Affected by Primal Affinity, which grants Subterranean Proto-Dragons within 15-yards Primal Affinity, detailed below.
- Subterranean Proto-Dragon
- Don't stand in front to avoid Tectonic Breath.
- While within 15-yards of a Primalist Earthshaker, gains Primal Affinity, allowing the use of Creeping Mold.
- Dispel Creeping Mold (disease) to remove the moderate damage over time effect.
- Primalist Icecaller
- Interrupt Ice Shards to prevent the light damage dealt to the tank.
- Affected by Primal Affinity, which grants Glacial Proto-Dragons within 15-yards Primal Affinity, detailed below.
- Glacial Proto-Dragon
- Don't stand in front to avoid Oceanic Breath.
- While within 15-yards of a Primalist Icecaller, gains Primal Affinity, allowing the use of Deep Chill.
- Dispel Deep Chill (magic) to remove the reduced movement speed effect.
Khajin the Unyielding thru Primal Tsunami
- This area includes Primalist Icecallers, and Oceanic Proto-Dragons, detailed above.
- In this area, players should avoid the Crashing Tsunamis that travel down half of the hallway.
- Aqua Rager
- Interrupt or soothe Boiling Rage to prevent the increased Physical damage dealt effect.
- At 20% health, interrupt Tidal Divergence to prevent it splitting into four Aqualings.
- Aqualing
- Interrupt Water Bolt to prevent the light damage dealt to the tank.
- Aqualing
- Infuser Sariya
- Interrupt or purge Aqueous Barrier to prevent the damage absorption effect.
- When possible, interrupt Innundate to prevent the moderate damage dealt to a random player.
- Stay more than 12-yards away to avoid Flash Flood.
Should be killed first or otherwise prevented from gaining excessive stacks.
Soothe immediately.
Trash Debuffs to Track
- Major:
- Magic Dispel: Dazzle (dispel, magic), Molten Subduction (dispel, magic), Pyretic Burst (dispel, magic), Binding Winds (dispel, magic)
- Disease Dispel: Creeping Mold (dispel, disease)
- Poison Dispel: Gulp Swog Toxin (dispel, poison)
- Incapacitating: Cheap Shot
- Minor:
- Magic Dispel: Deep Chill (dispel, magic)
- Damaging: Containment Beam
- Enrages to Soothe: Boiling Rage
- Buffs to Purge: Earth Shield, Aqueous Barrier
- Root Effects: Containment Beam, Deep Chill
Trash Mythic+ Notes
Below are general Mythic+ notes for trash in Halls of Infusion that don't necessarily pertain to specific enemies. Notes for specific enemies can be found in their sections above.
Entrance thru Watcher Irideus
- No general notes, check specific enemies above.
Watcher Irideus thru Gulping Goliath
- No general notes, check specific enemies above.
Gulping Goliath thru Khajin the Unyielding
High stacks are possible in this area due to the persistent damage from most enemies on random players.
Khajin the Unyielding thru Primal Tsunami
- No general notes, check specific enemies above.
Trash Addons
DBM settings will be added as soon as possible.
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