I have run Deadmines over 30 times as a like-level priest, so I’m guessing that finally gives me the right to write a guide to healing. I will be assuming a few things about your character, skills, and interface, so read this over carefully, or your group may end up dead.
- You have ‘invested’ in at least some +healing gear.
- You are specced at least some Holy for threat reduction.
- You are not the lowest level member, or are at least level 24 if you are all like-level.
- I would highly recommend ClickHeal for easy healing and buffing of party members.
Now for the basics. The instance starts out with a bunch of squishies wandering around and miners at the walls. The casters are elites and start throwing fireballs at the biggest threat around. If you overheal, that is you. If you are too low level, that is you. Your group should be able to get through this entire area using Renews and an occassional bubble on your squishies when they start nuking.
The first boss is Rhahk’Zor and is stupid-easy. Let me make this abundantly clear right now. If your group wipes or anyone dies fighting him, you are in trouble. Kick anyone who dies or find an excuse to leave the group, because they suck. It’s possible that you do, too, for not healing them enough, but there are players out there bad enough to get killed in this fight before you have a chance to do anything. The technique on him is simple, wait until he walks closest to your door, pull him through into the mineshaft where you all are, and then take out the guys that were with him. Mana up now! There will be patrols coming along behind, with the time depending on how efficient you were at killing Rhahk’Zor.
Now it is time to start paying a little bit of attention. You will be doing a bit more Flash Heals and putting Renews on more party members. Proceed to the next doors. There are a bunch of goblins inside. Mana up and open the doors. Have a hunter (preferred) or tank with their ranged weapon pull NO MORE THAN TWO goblins at a time. You will make easy work by getting one at a time, but three at a time will likely wear you down and possibly result in a death or two. You need to be careful to stay away from accidently pulling additional goblins, but also keeping people in your line of sight (LOS) for healing. I suggest going through the doors once the pulling has moved in there and going to the right and standing in that corner with a good view of the room.
The shredder and Sneed are the next boss. The shredder has a lot of HP, but if everyone has been healed and drank up, I’ve never seen a group have a problem. Groups that make it that far know what they are doing enough to kill the shredder. A word of caution: wait until the shredder has gone up the hill and pull the other goblins before engaging the shredder. After the shredder goes down, the driver, Sneed, is pissed that you broke his machine and he is no wimp. Sometimes he is still buried in the machine, but the tank should be able to pull him out to see for the others to target if they haven’t already. Sneed will really pack a wallop, but nothing a good group can’t handle. Bubble the tank after he gets good aggro. Mana up and wait for the patrols, or at least be aware that they will be coming behind you as you proceed through the doors.
Insist from this point on that the tank gains aggro before others engage. It saves a lot of mana by only healing one or two party members. Put a Renew on the tank before engagement and leave them alone until it wears off.
The next room is a pain in the tookus, and I will continue at my next break at work.