Wild Mushroom Usage in Heroic Throne of Thunder (5.3)

Note: Need to thoroughly spellcheck this later so be gentle if you find typos

It was a week into 5.2 that I created a brief guide on how I was using wild mushrooms through all of the normal modes of Throne of Thunder. Now that I have worked on 10 of the 13 heroic encounters I thought it might be worthwhile to revisit these fights and see how, if at all they have changed. I also may want to revise my previous statements now that I am more familiar with each fight. Let’s begin.

The mushrooms themselves

The change to the mushrooms is fairly complex but simply to understand. Each mushroom now stores 50% of your rejuvenation overhealing up to a maximum of 66% of your total health. The radius of the mushrooms has been increased by 25% and the area covered by the explosion increased by 56%. What this means is that your mushrooms hold twice as much and store it twice as fast. You will fill them at the same speed but enjoy a significantly larger bloom.

If you are using the custom weak aura that I linked to in my original post you’ll want to edit it to work with the new mushroom specs. If you go to the triggers tab and look in the custom text boxes you’ll clearly see the lines that refer to the amount of overheal and storage per mushroom. In the first box under trigger there is a note on the amount of overheal to be tracked and it is set to .25, you want to increase that to .50. Similarly you want to adjust the amount each mushroom can hold from .33 to .66. The last box that controls the creation of the bar you’ll want to edit also. You want to adjust the total held with three mushrooms to 1.999*player health, two mushrooms to 1.333*player health, and one mushroom to .666*player health.

I’ll update this with specifics later on tonight.

With my current gear I sit at roughly 509K hp with ~7300 mastery. When I detonate three full charged mushrooms they heal 3x for ~500K. Odds are one of these mushrooms is going to critically heal in a raid setting so even without Fort and a mastery buff that would heal for ~2 million HP. This gives you, very roughly done, the following breakdown:

1 target: ~2 million

2 targets: ~1 million

3 targets: ~666K

5 targets: ~400K

10 targets: ~200K

15 targets: ~133K

25 targets: ~80K

The same rules of thumb when using the spell still apply though it is now much more flexible as you can imagine. Be aware that Wild Mushroom: Bloom benefits more from Mastery than it does from Spellpower. While spellpower and mastery both make the rejuvenation ticks larger (charging the mushrooms up faster) and boost the base heal for the mushrooms, only mastery boosts the bonus healing provided by the mushrooms.


Jin’Rohk – Normal

What I said before: Viability Low with a lackluster use during the encounter

Jin’Rohk – Heroic

As you’ll see with most heroic encounters a change in fight mechanics or increased damage done will create new uses for your abilities, one of which is wild mushrooms. I found myself opting for one of two uses for bloom in varying states of charged capacity

1.)    Some puddle mini phases end up taking some heavy raid damage before ionization comes out. Having a bloom of any magnitude available to pop right afterwards is incredibly useful. You can also reapply the mushrooms after this damage wherever you see fit to cover the DPS whose ionizations are left to fall off on their own. Do not focus on having it be 100% charged up.

2.)    For the lightning storms, depending on whether you huddle near raid CD’s or spread out don’t hesitate to throw your mushrooms in advance where you think people will be hanging out. With the recent buff even one mushroom hitting a couple of people will be a noticeable heal

Mushrooms can make up large portion of your healing done during this encounter with heroic level damage for the fight.

Horridon – Normal

What I said before: ‘Not mushroom friendly’ and Low Viability during the encounter

Horridon – Heroic

With the addition of the Dire Call mechanics during the four doors and final phase Wild Mushroom can actually be utilized fairly well during this fight. This is the first encounter where I really needed to know how our raid paced through kiting the mobs from each door and where exactly everyone will be during every dire call. Once I did this I saw a nice increase in its effectiveness. Typically speaking it will be the following:

1.)    From first door set the mushrooms spaced in a line or triangle roughly half to two-thirds of the way from door one to door two. Ranged will be near them for the first dire call

2.)    Move back and place mushrooms part way into the door two to three path slightly inboard towards the center of the room. Depending on how Horridon’s movements work typically I can predict where ranged will shift for the second call

3.)    For each subsequent door the location of the first set of mushrooms varies as some adds are kited at a faster rate

For the final phase it is a matter of grouping up and taking very little raid damage between Dire Calls so you’ll have no problem charging them up. All in all I thoroughly support mushrooms for this fight. This is a fight where the damage goes from being fairly minimal to significant with Dire Calls (and some of the later door abilities). Generally you will be able to get fully charged mushrooms but even three partially filled ones covering a chunk of your raid, provided the healing is needed, can be a significant help.

Council – Normal and Heroic

I would still stand by my moderate statement for this fight. My best suggestion for Council is to not get too attached to using mushrooms at full strength. Part of the reason the mushroom change is so important is that you shouldn’t get too attached to having them fill up and then just be wasted with no one nearby. Keep moving them and keep detonating them at will for this encounter.

Tortos – Normal

What I said before: Very high viability during this encounter due to the quakes

Tortos – Heroic

Mushrooms go from being actually wonderful to being almost completely useless. This isn’t due to any of the damage in the fight changing though. If you are unfamiliar with Tortos heroic there is a new mechanic that interfered with mushrooms directly. Players are allowed to attack crystals which place a protective shell on them. This shell takes ALL healing done and charges it up as an absorb bubble that caps out at a percentage of your health. The problem is that while charging, and even when capped, your spells will never overheal and will never charge up your mushrooms. You can precharge one set and you might get some partially charged sets during the fight but on the whole they become completely unreliable and borderline useless.

Magaera – Normal and Heroic

Little has changed during this encounter. The rampages continue to be the most harrowing moment damage wise during the fight and you will want to have a fully precharged set of mushrooms for all of them just as you would in normal mode. Given that charging them does not take more than 15 seconds or so, if you feel you need to keep some partially charged mushrooms near melee in case they have a brain lapse with cinders then you can do that. Just try to make sure that you get your Rampage Bloom ready to go in time.

Ji-Kun – Normal

What I said before: High if you are stationed on the main platform, situational otherwise

Ji-Kun – Heroic

If you are only on the main platform for this encounter then mushrooms continue to be pretty awesome for handling quills and melee /w feeding pools. Mushrooms + tranquility + Swiftmend when needed can cover a lot of ground for you here. If you are on nest duty however, heroic Ji-kun has a rather strict order to things and you’re on the go quite often. I think for our kills my order was something like: Down purple, Up Green, Up Center, Down Red, Down Yellow, Up Center, Up Purple, Down Purple if needed then win (colors mean little to you of course). On at least two of these platforms I was required to heal our group through Quills. Knowing which platforms will have that attack allows you to precharge your mushrooms, have barkskin, 3x lifebloom, and even Ironbark at the ready to ensure no one in your team takes any threatening damage.

Durumu The Forgotten – Normal

What I said before: Fairly low viability

Durumu The Forgotten – Heroic

I will up the usefulness of mushrooms on this fight by a good bit given that partially charged mushrooms are significantly more potent. In general when neither the maze or beam phases are occurring raid damage is fairly minimal and generally only certain people are taking noticeable damage at any time (tank, people with debuff, life drain, puddles etc). You will find that during the beam phase you can utilize the mushrooms some depending on which one you are in.

1.)    If your raid has watchers who place raid markers where all of the red adds are just prior to the beam phase, you can actually drop your mushrooms on the move towards the next add and get them slightly charged for use when you get there.

2.)    If you don’t have the luxury of knowing ahead of time where the red adds will be simply drop one, or more, mushrooms when you stop for an add and detonate them as needed. They still have a base healing amount that is nearly free mana wise and worth using. This is optional and you might find that it is overkill with your healing setup and that is fine.

For the Maze phase I would opt for one of a couple of options. You can drop three mushrooms at the group up point before the maze starts which will be roughly where you end the maze (at the same ground marker) to top people off once it concludes. You can also place some mushrooms along the path the raid will be following before the ice walls go up to help top people off as you run through. It’s pretty boss and I need to give some credit to some twitterfolk for suggesting it.

Primordius – Normal

What I said before: Low/myself as the raid is fairly spread out to warrant needing mushrooms versus your other spells

Primordius – Heroic

While little has changed the damage in the fight is scaled up by a decent amount. The only mechanic I think mushrooms offer some assistance with is the caustic gas attack that divides out among the number of players hit. While Primordius is going to move, you can still keep even partially charged mushrooms near the melee at all times to help them absorb some of the impact from this attack. You can also keep them spread out among the ranged near the middle to handle his volleys. Aggressively using prtial blooms is the key to making the spell work for you here.

Iron Qon – Normal

What I said before: High for the fire add phase and final phase, low elsewhere

Iron Qon – Heroic

What I said before definitely still stands. For the fire phase when your melee are dancing around to take the hits from his Unleashed Flame having wild mushrooms ready (even partially filled) for each one is guaranteed to be effective and extremely useful. Since we stopped using ranged to handle that element of the fight it meant that mushroom placement was much easier to predict and execute.

For the lightning quillen you will still be dropping mushrooms in melee more than likely but it isn’t until the frost quillen arrives that you can get more bang for your buck. Ro’shak will be using Unleashed Flame on your melee at a pace that perfectly suits charging wild mushrooms. You might be providing almost a Lay on Hands to them after each hit which is impressive nonetheless. This continues when you are fighting all three quillen at the same with as Iron Qon especially with Fist Smash.

Once it is just Iron Qon alone you will be stacked up and constantly charged and detonating mushrooms with each fist smash regardless of how much you’ve been able to charge them. If you see healer CD’s have a fist smash almost entirely covered and you are very low on your charge you can consider waiting for the next one to detonate an even bigger one.

You can expect, if used aggressively, the new bloom to make up a very size-able portion of your healing done.

Twin Consorts – Normal

What I said before: Fairly low viability

Twin Consorts – Heroic

This is a fight, similar to Council, where the raid is going to be spread out for most of the encounter. As such you will generally only have the option to utilize partially charged blooms and they will often be in one of a couple places:

1.)    Moved with the boss to provide some free healing on the tank and melee

2.)    Behind the meteor you believe will be a group up point for Nuclear Blast

3.)    Near you and any nearby ranged to soften the impact of the stars attack

If you find yourself attracting the attention of…say…ALL The invisible mobs like I seemed to do on the first couple of attempts you can keep a mushroom near you (or 2 if need be) and the rest in melee to cover yourself. If used aggressively a rather size-able chunk of your healing (10-18%) could easily come from mushrooms.


This is a preliminary guide and I’ll try to add a little bit more when I have the opportunity but hopefully this can be useful to you. Maybe this just gets your creative juices flowing on how to utilize bloom and maybe it doesn’t.

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