Итак, для хилов (ибо, как я вчера разгадал, у нас в рейде критическая масса пиздунов, один типа танчит, второй - типо хилит, это я про Макса с пристом
): Phase One
* Healing is easy on MT. Primary damage on MT is Plasma Burst, with occasional land mine damage if it can't be avoided. A beacon on MT seems optimal with paladin watching the raid.
* Napalm Blast appeared best handled by an instant-cast heal (e.g. holy shock) for the initial damage to get the target topped off, then treat the DoT with slower heals and/or HoTs and/or shields.
The range on Napalm Blast is 5 yards, so spread out at least that much. You don't have to move from the fiery graphic effect of Napalm Blast.
* Healers should stand near the middle to cover entire raid, with paladin in direct center of the circular sector.
* Paladin: Holy Shock glyph was very nice for this phase to cover Napalm Blast (which seemed to have a 5 second interval at times).
* Paladin: This phase, and boss in general, is great for using Aura Mastery paired with Fire Resistance Aura. You can enable 260 Fire Resistance for the raid to mitigate some Napalm Blast, mine damage or Plasma Burst on the MT.
Phase Two
* Paladin can beacon yourself.
* The periodic Heat Wave is AoE fire damage, but easy to heal through with AE heals. Those heals bounce a lot as the raid is spread around center ring. Including HL Glyph that will splash to many people. Aura Mastery + FR Aura again for good mitigation.
* Rapid Burst is a steady stream of fire damage that's easy to heal.
* Spinning Up can't be healed through. Don't get caught in it.
* Rocket Strike is something he casts seemingly every 10 seconds. If you see a 5-yard red target on the ground: MOVE OUT. About 2 seconds later fire damage will hit that spot, and it hits up to 25k IIRC. Cannot survive unless you're a tank or get lucky. Turn spell effects way up for this fight.
Phase Three
* The paladin can put their beacon on the ranged tank or add tank. Heal the raid and watch out for those two tanks. The add tank can have spikey damage depending on how many Assault Bots are up.
* Raid groups up for AE heals. AoE damage is mostly from the bomb bot adds when they enter the raid. Damage isn't too bad, but this phase is the 2nd most mana/healing intensive phase.
* Paladin: you can easily time your Aura Mastery + FR right before a bomb bot runs into the raid to explode.
Phase Four
* Phase Four is basically Phase One through Three combined.
* Paladin can beacon MT or ranged tank. I chose MT since his damage seemed less. The head piece will be using range attacks on its #1 aggro (i.e. ranged tank).
* Raid damage is pretty high. Avoid mines on ground (ranged people shouldn't have to much move from those). Watch for Rocket Strike effect on ground to move out of. Watch especially for Spinning Up--make the boss your focus so you can see when he casts it, but you still have to tilt your camera up toward the middle piece so you can see what direction the Spinning Up is aiming at.