Restoration Druid Healing Aberrus, the Shadowed Crucible Raid Guide — Dragonflight 10.1.7
On this page, you will find tips, tricks, and strategies tailored to your Restoration Druid for each boss of the following raid: Aberrus, the Shadowed Crucible. All our content is updated for World of Warcraft — Dragonflight 10.1.7.
In this section, you will find information about each boss individually in Aberrus. Your talents and playstyle will not change with the acquisition of tier bonuses. The only somewhat important point will be always having to spec into Cenarius' Guidance, but we played that talent on every boss anyway.
On pretty much every boss, you will use the spec linked below. At least the specialization part will remain unchanged. The class tree talents can vary depending on the utility, survivability, and damage requirements. You can easily import the talent tree below into the game with the following string:
There are options to run a spec without Reforestation and instead picking Spring Blossoms. This is generally used in stacked fights like Rashok and Magmorax.
Kazzara, the Hellforged
The two abilities that will deal the most damage on this encounter are Rays of Anguish and Hellsteel Carnage. It is recommended to leave most of your Mana for the last 40% of the boss since there will be more debuffs, more Rays, and in general, more damage after the last Hellsteel Carnage.
Since Hellsteel Carnage is a one-time nuke, you should not be the one ramping for it. Leave it for other classes like Evoker or Paladin to deal with them.
You should ramp for Rays of Anguish casts. Every time the Ray will touch Dread Rift, it will deal raid damage. Since there are going to be multiple Rays, the raid will take multiple damage events. If you are one of the players targeted and you want to use Tranquility, use Dash to position yourself behind the Rift and then use Tranquility.
There will be some residual damage throughout the fight that will increase towards the end. Wings of Extinction is another ability that will do some damage and leave a DoT on the raid. It should be easily manageable without using any cooldowns unless it overlaps with other mechanics.
The Amalgamation Chamber
In Phase 1 of the encounter, your raid will be split into two groups. This phase should be pretty light on damage, so try to conserve Mana a little bit. You should still use your cooldowns since they will be up toward the end of Phase 2 again.
The main healing of this boss will happen towards the end of Phase 2. Every 10 seconds, your raid will lose maximum Health due to the stacking effects of Shadowflame Contamination. Make sure you utilize both Barkskin and Bear Form to survive damage events.
Ramp for Gloom Conflagration and by extension Gloom Conflagration.
The Forgotten Experiments
The main things to watch in Phase 1 are Rending Charge debuffs. You should HoT up players with those. Bellowing Roar does moderate damage, but it is instant, so it should not be your ramp target.
In Phases 2 and 3, there will be debuffs called Unstable Essence. They have infinite duration and do progressively more damage. Once dispelled, they do raid damage. Make sure to put both Rejuvenations on each person who has this debuff; spot heal them with Regrowth as necessary.
There will be more and more debuffs as the fight goes on. Save your Mana and cooldowns to be used towards the end since the damage will go very high very fast. Each time the boss casts Violent Eruption, there will be huge raid damage since all the spawned orbs will also copy this damage. Make sure you ramp for this ability only. It will happen roughly every 50 seconds, so plan accordingly.
Assault of the Zaqali
The biggest damage on this encounter will come from Molten Barrier and Scorching Roar. Molten Barriers will come every 50 seconds, so you should have Flourish on every second one and Reforestation on every single one.
Dispel Magma Flow debuffs as soon as possible.
Keep your eye on players with Blazing Spear debuffs. Spot heal with Regrowth if necessary.
In the last phase of the fight, you should ramp for a Flaming Cudgel since it comes right before a Catastrophic Slam.
Rashok, the Elder
The hardest part of this encounter on Normal and Heroic difficulties is definitely the intermission. If done correctly, the gaps between each intermission should be 2 minutes. The first intermission happens roughly at 1:40, so you can safely Flourish on pull for damage and Mana efficiency.
On Mythic, there will be more events to ramp for. Namely, the healing absorb that comes straight before the Meteor soak. You can basically ramp for any damage event since they come very often. Make sure you pop your cooldowns as often as possible. During all Meteor soaks, you will have lava waves coming your way. It is better to wait for the waves to pass before using Tranquility. You will still cover some portion of the healing absorb as long as the raid explosions after players clear their debuffs.
For more information, please refer to our Rashok, the Elder guide.
The Vigilant Steward, Zskarn
Biggest damage will come from Blast Wave. Make sure you ramp only for those you have cooldowns ready for. They will come roughly every 35-40 seconds, so you should be able to Convoke the Spirits every other and Flourish every third. Fill the gaps with Tranquility.
This boss does a lot of damage pretty much constantly. There are a lot of AoE events. You can ramp for Igniting Roar since it leaves a DoT after, which is ideal for Druids.
Heal players affected by Molten Spittle.
To counter the knockback, you can use Moonkin Form and Wild Charge. Alternatively, you could just Wild Charge to a Death Knight.
The biggest change on the Mythic difficulty is that Searing Heat is permanent. Due to this change, players will no longer reach their maximum health or do that very infrequently. You should play Reforestation instead of Nurturing Dormancy.
For more information, please refer to our Magmorax guide.
Echo of Neltharion
In Phase 1 ramp for Echoing Fissure.
In Phase 2, ramp for Umbral Annihilation. It will ramp up throughout the phase. Save the cooldowns for later in the phase.
In Phase 3 ramp for Sunder Reality.
HoT up players with Corruption and Volcanic Heart.
There are 2 strategies to deal with Phase 1 damage. The first one will be pretty straightforward. The second way is mainly used for the Mythic version of this encounter.
Phase 1 immediately starts with heavy damage. You should have 2 stacks of Reforestation prepared before the pull. Use Swiftmend right before the pull, straight into Wild Growth, and then Convoke the Spirits. When the damage starts, use Flourish. After that, the phase timers will work in the way that everything lines up with some damage ability. You can choose to Convoke straight off cooldown or save it for another Flourish.
Another way is to play Dreamstate instead of Inner Peace. You still Flourish early on, but it does not have to be exactly on the pull; you can delay for a few seconds without any consequences. You will Convoke the Spirits at ~40 seconds into the pull. After that, you use Tranquility on the breath clear. This Tranquility will lower all your cooldowns by 20 seconds, allowing you to use another Convoke at 1:25-1:27 and Flourish immediately after.
Phase 2 does not have a lot of damage. You can conserve Mana there, ramping only for the knockbacks. Restoration Druids can also take the bombs down.
Phase 3 has a lot of constant damage. You can ramp for either Dread or Embrace of Nothingness. Just make sure you have a lot of Mana going into this phase, keep players at high stacks of Oblivion hotted, and use cooldowns without sitting on them for too long.
For more information, please refer to our Scalecommander Sarkareth guide.
- 04 Sep. 2023: Updated for 10.1.7.
- 10 Jul. 2023: Updated recommendations for 10.1.5.
- 21 May 2023: Updated some boss recommendations with Mythic difficulty tips.
- 09 May 2023: Page added.
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