Hpal Dungeons Guides

This encounter will test your spot healing to the extreme. There isn’t much to worry about healing wise during intermission so use all your cooldowns aggressively to heal the two DoTs that go (Cinderbrew Toss). This is an example of a fight where tracking your groups active defensives is extremely important cuz it’s all about triage healing.
Each heal you press should go into the player most in danger of dying from the next tick of damage. Bubble/Sac is hugely clutch here as well if you get picked and don’t have much throughput. Make sure you rotate through wings, DT, prism and don’t overlap CDs unless intermission is next.

There are two major healing checks of I’pa: an AoE damage + dodge phase and another spot healing check in the form of two DoTs. Unlike the first boss though you can actually dispel these so make sure you know who to prioritize in your comp for the dispel when it’s going out. If you’re a dwarf this is the best use of Stoneform this season, which is saying something because there are a lot of great things to dwarf!
The key to this fight is to make sure you always have Divine Toll and Holy Prism for the AoE damage phase Spouting Stout and you build up 5 Holy Power before it starts so you can just blast healing during the cast. For the dispel mechanic, instantly dispel one then just throw all your spot healing into the other until your dispel is back up. Use Sac if you’re extra low on throughput but just like the AoE damage phase you should also have plenty of time to build up your holy power before the Burning Fermentation dispels go out.

Benk will either be an extremely easy fight or extremely hard depending on who your group has doing the bee throw mechanic and how good they are. The two things to watch for here are the bleeds that the bee adds put on random players and the big AoE Fluttering Wing. Make sure you always pool holy power before each fluttering wing and rotate DT / Prism for each one. The dangerous thing to look out for during this fight is if anyone goes into the Fluttering Wing AoE with the bleed still on them. This is a great time for a BoP as the bleed will be removed and you’ll give them 15% dr for the AoE.
If you’re assigned to throw the bees remember they will hit other bees and the boss so when you hop on move it away from other things so you have a clear shot of a barrel. You can also min max and “pre fire” one at barrels that are spawning by throwing it while the swirly spawns are halfway through their animation. This can be kinda tough to time so it’s only something to attempt if everyone is full health, there’s nothing else to do when the barrels are spawning, and there’s an extra bee corpse to hop in.
DO NOT THROW A BEE DURING FLUTTERING WING. You need to make sure you either throw before or after but during you have to be healing, and if anyone has a bleed when you hop in a bee, top them first so they don’t bleed out while you throw.

This is the easiest boss in here if you pop the big barrels correctly. For Hpal, and most other healers, the best order is 2-1-0 with the tank being in charge of hitting all the big barrels with the frontal. 2-1-0 means the first frontal should hit 2 big barrels, the second should hit 1, and the third should hit none. This means the biggest burst of damage will happen at the start of each phase when the double big barrel debuffs go out so save DT or Prism for that. Small barrels don’t matter and if generally suggest trying to avoid blowing them up as it makes the fight harder to have to constantly be dodging.
As for the dispel mechanic, this works exactly the same as I’pa so make sure you instantly dispel the player most in danger and then just spot heal the other until their debuff clears. Just like I’pa this is another great use of dwarf if you or anyone in your group has it. If you want to min max fire wave movement and small barrels, ideally you use the dispel circles to blow up any small barrels that are in a line down the center of the room so that during intermission the boss being on the table is a safe spot and you can stay in melee and not have to worry about dodging.

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Luring Candleflame is the only healer check of this fight, but it is incredibly dangerous, especially if the fixate target isn’t actively moving from the adds. If the player with the fixate starts ramping stacks of the bleed quickly from the adds just BoP them but remember a lot of the damage from the fixate comes from the DoT of Luring Candleflame itself so just cuz someone has low stacks doesn’t mean they aren’t in danger.
If you’re low on spot healing when a fixate goes out look for a Sac or to Bubble if it’s on you, but you should be able to have DT/Prism for every fixate which should give you way more than enough spot healing.

The difficulty of healing on this fight will fluctuate extremely heavily based on how well your group manages lighting and blowing out the candles. The goal should always be to light as many candles as possible during the Wicklighter Barrage (1-3 left unlit is fine, 4 is dangerous, 5 is deadly, 6+ is wipe and go again). Then when Extinguishing Gusts happens you want to only blow out 1 candle so set a marker in front of one candle at the start of the fight and everyone should either bait their gusts at that same candle or just aim their gust at NO candles.
This will ensure a safe spot and only one DoT out during the big AoE of the fight: Dousing Breath. Make sure you always have a big defensive for that overlap as it hits extremely hard.

I have no idea why Blizzard thought buffing this fight was the right move but here we are, this is definitely one of the most brutal healing checks in M+ existence. Not only is it massive rot damage but it’s also extreme burst damage AND healing absorbs, plus heavy movement and mechanics check.
Having to leave melee is really rough on this fight so if you get picked for the pickaxe throw just choose the closest one to you barring an emergency. The same logic should be applied for the circle clears, so make sure you prioritize clearing the closest ones. Keep in mind that if you have bubble active at any time during the circle being on you, it WILL NOT clear any waxes so if you mistime your bubble or have to bubble for survivability, make sure you stand far away from the circles so your group knows you won't be clearing any.
As for healing this fight, the core of Hpal rot fight healing comes down to cooldown management, you want to make sure you rotate through your cds well and never double up on anything. Two very important cooldown timings for this fight are wings ~15 seconds into the fight (don't pop wings until people take the first few ticks of damage from the waxes that spawn, so right around when the pickaxe target is chosen), and then lusting ~1:30 into the boss fight. The lust timing may be a harder sell for your group but I promise lusting at 1:30 is absolutely game changing for that fight for hpal. It allows you to bridge the gap between your wings presses because lusting on pull does nothing for your healing and is major overkill with your wings.
Remember to utilize your full kit on this fight: Bubble/Sac is extremely strong, DT/Prism should be used on cooldown but desynced with each other, Divine Favor Holy Light's will be big here as well each time you Prism, Aura Mastery will get a solid use, BoP damage reduction from our Echoing Blessings talent is also pretty clutch.. basically just empty the bag.

The hardest part of this fight is surviving multiple picks from the Shadowblast mechanic, which one shots you through DP at 14+ key levels. This is the reason that I recommend players run Bomb Suit, the tank trinket from Gallywix (or alternatively Ringing Ritual Mud from Operation: Floodgate. These trinkets allow you to rotate trinket use + bubble for the Shadowblast, which frees up your DP for using on the Eternal Darkness AoE which also hits really hard.
You should have wings for every other Eternal Darkness cast, and DT for every single one as well. Build up at least 3 holy power before the cast starts, then press DP and once it begins channeling, WoG after the first damage hit, then DT, then WoG and triple Holy Shock. I also recommend using at least one raid cooldown like Aura Mastery, Mass Barrier, AMZ, etc here if any are available.

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There are no important BoPs in Rookery, just save for threat issues / Damage Reduction.




