Hpal Dungeons Guides

Cinderbrew Meadery Bosses
Healing Difficulty: High

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.

Healing Difficulty: Medium

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.

Healing Difficulty: Medium

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.

Healing Difficulty: High

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.

Cinderbrew Meadery Trash
Brew Master Trash

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I'pa Trash

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Buzzbee Trash

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Darkflame Cleft Bosses
Healing Difficulty: Low

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.

Healing Difficulty: High

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.

Healing Difficulty: Extreme

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.

Healing Difficulty: Low

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.

Darkflame Cleft Trash
Waxbeard Trash

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Blazikon Trash

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Candle King Trash

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Darkness Trash

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Priory of the Sacred Flame Bosses
Healing Difficulty: Low
Healing Difficulty: High
Healing Difficulty: Medium
Priory of the Sacred Flame Trash
Dailcry Trash

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Baron Trash

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Prioress Trash

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The Rookery Bosses
Healing Difficulty: Low

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Healing Difficulty: Medium

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Healing Difficulty: Low

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The Rookery Trash
Kyrioss Trash

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Stormguard Trash

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Monstrosity Trash

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Operation: Floodgate Bosses
Healing Difficulty: High
Healing Difficulty: Low
Healing Difficulty: Extreme
Healing Difficulty: Extreme
Operation: Floodgate Trash
Big Momma Trash

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Demolition Trash

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Geezle Trash

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Theater of Pain Bosses
Healing Difficulty: Medium
Healing Difficulty: Medium
Healing Difficulty: Low
Healing Difficulty: Low
Healing Difficulty: Medium
Theater of Pain Trash
Gorechop Trash

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Xav Trash

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Kul'tharok Trash

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Mechagon: Workshop Bosses
Healing Difficulty: Low
Healing Difficulty: Medium
Healing Difficulty: Low
Healing Difficulty: Medium
Mechagon: Workshop Trash
Tonks Trash

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KUJO Trash

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Machinist Trash

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King Trash

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The Motherlode Bosses
Healing Difficulty: Low
Healing Difficulty: Medium
Healing Difficulty: Low
Healing Difficulty: High
The Motherlode Trash
Pummeler Trash

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Azerokk Trash

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Rixxa Trash

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Razdunk Trash

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Mechanics to BoP
You can use BoP (Blessing of Protection) on almost all physical attacks, which has never been more important than in The War Within where there are many dangerous bleeds, stuns, and physical AoE. Keep in mind you can also use BoP to immune all auto attacks on an ally in case of a dps ripping aggro. Each dungeon's BoPable mechanics are listed in order of importance.
Cinderbrew Meadery BoPs

Trash - Hired Muscle's Throw Chair:
The trash in this first area is super dangerous because of the overlaps between Throw Chair and the Volatile Keg AoE. BoP gets a massive amount of value here as it prevents the Throw Chair damage entirely AND dr's the Volatile Keg AoE. I highly recommend using BoP on the first pull on a squishy dps when you're not in Wings.

Trash/Boss - Worker Bee's Shredding Sting:
These adds are in both the trash area and spawn during the Benk Buzzbee encounter. Their Shredding Sting ability places a dangerous bleed on a random player so BoP comes in super clutch to clear those and immune applications for its duration. I generally recommend BoPing anyone who gets 3 stacks, although you can also do it at 2 if someone is in danger or lacks defensives.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Careless Hopgoblin's Reckless Charge and Yes Man's Downward Trend.

Darkflame Cleft BoPs

Trash - Torchsnarl's One-Handed Headlock:
While many routes opt to skip this mini boss, if you play it and someone fails to dodge this mechanic (ranged can dodge by using mobility as he charges to them), use BoP to clear them from the stun so they can avoid the frontal.

Trash/Boss - Menial Laborer's Crude Weapons:
A few stacks of this won't be too dangerous but especially on the boss, they can add up very quickly. The best use of BoP will be on a player that gets the candle fixate so they don't have to run from the mobs and get the dr for the candle DoT.

Trash - Lowly Moleherd's Throw Rock:
This ability can actually be mitigated entirely by your group if everyone is standing in melee as it will not cast, but in most cases that's probably unlikely to happen so if someone is getting overlapped with the AoE + Throw Rock and doesn't have a defensive, BoP will come in very clutch.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Rank Overseer's Wild Wallop and Kobold Taskworker's Bonk.

Priory of the Sacred Flame BoPs

Trash - Arathi Knight's Impale:
The Impale DoT from the Knights in this area last a VERY long time and do a LOT of damage. I highly suggest BoPing anyone that gets it if they don't have a way to clear it themselves (Dwarf, Cauterize, Immunes, etc).

Trash - Sergeant Shaynemail's Lunging Strike:
Similar to Impale, this is also a very long and high damage bleed so I recommend BoPing anyone that can't clear this on their own.

Boss - Captain Dailcry's Savage Mauling:
I'd recommend saving your BoP for an overlap when Dailcry does Savage Mauling DURING Elaena's Holy Radiance. Keep in mind that even though the boss says he isn't kickable if he casts right after you cancel a Savage Mauling, he still is it's just a visual bug so be ready to kick!

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Fervent Sharpshooter's Pot Shot, Caltrops, and Shoot.

The Rookery BoPs

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

Operation: Floodgate BoPs

Trash - Venture Co. Diver's Harpoon:
This is likely the best BoP usage in the dungeon, as the bleed from this is very deadly. If any kicks go off when you pull these Divers, BoP will come in clutch.

Trash - Venture Co. Architect's Nailed:
While this isn't too scary of an ability by itself, if it's combod with a Surveryor Throw Dynamite or Loaderbot's Wind Up, it can be extremely deadly so watch out for BoP usage on the overlaps!

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Loaderbot's Wind Up and Bront's Barreling Charge.

Theater of Pain BoPs

Trash - Shambling Arbalest's Jagged Quarrel:
While BoP works on a bunch of things in the Xav wing, the best usage by far is on the player that gets targeted by Jagged Quarrel. This ability leaves a very deadly bleed that can be BoP'd off (and that BoP will then also immune all the shoots and AoEs that overlap so very very high value).

Trash - Raging Bloodhorn's Raging Tantrum:
Typically this shouldn't cause you much trouble even when pulled into the first boss, but there are a few nasty overlaps if it lives too long and BoP can be game changing for those (they will start happening on the 3rd Ranging Tantrum cast if it's still alive).

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Dessia's Mortal Strike, Putrid Butcher's Devour Flesh, Diseased Horror's Decaying Strike, and every single ability from all the mini bosses in the Xav wing.

Mechagon: Workshop BoPs

Low Priority Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Strider Tonk's Flying Peck, Saw Blades in first area, Gnomercy's Maximum Thrust and Foe Flipper, Platinum Pummeler's Ground Pound, and Waste Processing Unit's Puncture.

The Motherlode BoPs

Boss - Azerokk Earthrager's Jagged Cut:
If the player that's fixated gets multiple stacks of this bleed, use BoP to clear it, especially if it's during the pulsing AoE add phase.

Boss - Mogul Razdunk Skyscorcher's Buster Shot:
The intermission phase of this last boss is one of the best BoPs you can use in M+. Not only does it immune the shots from the adds but it also immunes the AoE from the boss so look to use it on the first Drill Smash of intermission while the adds are still alive.

Trash - Addled Thug's Uppercut:
This ability can be dangerous from both a positioning standpoint and a damage one. Look for a good BoP if a player might get knocked in a bad direction or if they aren't topped.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Mech Jockey's Grease Gun, Hired Assassin's Fan of Knives, Azerite Extractor's Puncture and Rapid Extraction, and Taskmaster Askari's Brutal Charge.

Mechanics to Freedom
Blessing of Freedom is another unique ability we have that is extremely powerful when used well. It doesn't have quite the same level of usefulness as Blessing of Protection but it's on a much shorter cooldown.
Priory of the Sacred Flame Freedoms

Trash - Fervent Sharpshooter's Caltrops:
The traps that these sharpshooters drop are extremely dangerous both by rooting a player and by putting a huge bleed on them. Freedom will immune both the damage and free them from the trap so use this immediately on anyone that gets trapped.

Trash - Guard Captain Suleyman's Thunderclap:
While this ability shouldn't ever one shot someone, Freedom does immune the AoE damage from this so if anyone isn't topped when it's about to cast, throw Freedom on them to save them.

Boss - Baron Braunpyke's Castigator's Shield:
Freedom should only be used here in a niche situation but the debuff from Castigator's Shield slows a significant amount and if a player has no mobility Freedom can be clutch to get them out of the circles before they pop.

Darkflame Cleft Freedoms

Trash - Rank Overseer's Wild Wallop:
Not only does Freedom immune the knockback from this mechanic if you're standing inside the circle, but it ALSO immunes the damage so use this on your melee dps to allow them to stay inside the circle.

Operation: Floodgate Freedoms

Trash - Venture Co. Architect's Nailed:
The Architect spam casts this and Freedom doesn't immune the damage so don't worry about it most of the time, however if a melee ever gets Nailed when the loaderbots Windup are casting then you'll want to Freedom them asap so they can dodge.

Trash - Bombshell Crab's Pinch:
These crabs aren't very dangerous and once again Freedom doesn't immune any of the damage this tank hit deals, but it does prevent your tank from getting slowed by it which is always a good thing so while Freedom shouldn't be a priority, try to fit one in every few stacks just to keep your tank from getting slowed too much.

Theater of Pain Freedoms

Boss - Xav's Oppressive Banner:
Theater is the only dungeon I recommend picking up double Freedom for, specifically because of this mechanic. If enough people can immune the movespeed slow from these banners, you can ignore them entirely and just focus dps boss. It's important to remember that you should always use Freedom right AFTER the boss leaps to the center, not before.

Trash - Shackled Soul's Bind Soul:
These mobs are also a great time to utilize double Freedom as it immunes both players from being targeted by Bind Soul. I always try to throw a Freedom out before the Portal Guardian AoE, or if I see anyone getting sucked by 2+ mobs.

The last section in this guide will get give you the tools you'll need to push your game to the next level!