This final Warlords of Draenor Healing 101 WoW dungeon guide covers a level 100 dungeon. Shadowmoon Burial Grounds is located in the center of Shadowmoon Valley and has both a Normal-difficulty and a Heroic-difficulty version of the dungeon. There are four bosses in this dungeon but minimal trash packs. There are a few mechanical differences between Normal and Heroic modes that will be called out for each fight in the guide below. One difference in my Draenor guides from previous guides is that the gear called out after each boss are limited to pieces of particular note from among all of the drops in this dungeon.
Sadana Bloodfury is a two ‘phase’ fight that cycles between the two phases. She starts out in the center of a circular platform ringed with purple runes, which if you step on during the encounter can do a significant amount of damage. The first ability to watch out for is Daggerfall, which is a targeted small AoE effect we’ve seen in Wrath dungeons; just move out from under the falling dagger. Secondly, she has an ability called Dark Communion, which summons a Defiled Spirit add that rushes toward Sadana. If the Defiled Spirit reaches her, she heals and gains a damage buff, so assisting your party with stuns and slows (druids you’ll not be able to use roots) can really help. The second ‘phase’ is called Dark Eclipse, in which she corrupts the runes on the floor and does a high damage AoE. You’ll want to run to the circle of moon runes to gain a Lunar Purity buff during this ‘phase’.
Quick Tactics: Don’t stand under the dagger. Stand on the moon rune during Dark Eclipse and help to kill/slow the Spirit add.
Sadana’s Grisly Visage – +Crit/Haste Offhand
Necks and Capes drop from this boss.
Notable Trash: Leading up to and within Nhallish’s encounter area, there are a large number of very faint ghostly barrows. Stepping on or near these barrows releases Exhumed Spirits. Some tanks will clear the barrows on the way to the next boss, but if not be prepared for some unexpected adds when members of your party accidentally step on a barrow.
Nhallish is another repeating two-phase encounter. During the first phase you’ll want to watch out for the Void Devastation pools and use your AoE healing CDs for Void Vortex as it tries to suck you in. The second phase occurs during Soul Shred, in which players will be transported to a void realm and must recapture their soul by defeating a Possessed Soul and looting the corpse. Each player will need to quickly defeat their own soul to gain the Returned Soul buff. Healers, your Holy and Nature damage will be a little extra powerful so you shouldn’t have too much difficulty.
Quick Tactics: Don’t stand on or in any purple stuff on the ground. Quickly kill your Soul add and click the portal.
Chests drop for Druid, Paladin, and Shaman and Bracers drop for Paladin, Priest, and Shaman.
Notable Trash: Plagued Bats do a nasty little disease debuff called Plague Spit that stacks up to 5 times. Monks, Paladins, and Priests you’ll want to dispel as quickly as possible. Druids and Shamans you’ll probably need to pull out your tank cooldowns.
Bonemaw despite the name has no relation to the ICC boss and instead resembles a worm from Dune. There are three main mechanics to this fight that require a little coordination otherwise it’s just an execution fight. First, Body Slam will target a cone area of the platform that you’ll want to move out of to avoid getting knocked off the platform and into the water. If you do get hit, there are water jets near the bridge to his platform. Secondly, he will spit out Necrotic Pitch pools through out the fight that will target a ranged player. You’ll want to place them carefully in preparation for Inhale. During Inhale, Bonemaw will begin to suck players toward him, heavily damaging or outright killing any players captured. You can resist this suction by standing in the Necrotic Pitch pools. Finally, throughout the fight he will dive into the water and resurface at a different location on the platform.
Heroic: After the first Inhale, the two Worms you fought on the bridge will join the fight, appearing on either side of the platform. These worms have the Body Slam and spit abilities that the boss has, so you’ll have the damage coming from multiple directions. Make sure a melee player is nearby each of the worms to avoid extra damaging attacks.
Quick Tactics: Avoid the Body Slam cone effect. Stand in Necrotic Pitch during Inhale to avoid the suction.
Waists drop for everyone and Hands drop for Monks and Priests.
The Ner’zhul fight is mostly a straightforward fight with three key abilities to negotiate. First, Omen of Death similar to the Daggerfall ability from the first boss, will cause continues AoE damage in an area surrounding it. Secondly, the tank should point Ner’zhul away from the party due to his cone ability called Malevolence. It stretches the radius of the platform so you’ll want to be aware of the direction he’s facing at all times. Finally, Ner’zhul summons a Ritual of Bones in the form of a wall of shadowy skeletons from one of the four cardinal directions (N, S, W, or E). A member of the party should be designated to pick the target to focus damage on, clearing a space in the advancing wall of shadow skeletons and allowing the party to pass through. There is minimal damage so as a healer you should assist the party during this phase.
Quick Tactics: Don’t stand in it. Kill the shadowy skeleton target and move through the space in the wall.
Portal-Ripper’s Staff – +Crit/Haste Staff
Boots, Rings and Helms drop for everyone.