So I would like to add input for the new ZG/ZA dungeons as the faster word gets spread the easier it'll be for us healers to heal these dungeons. I'm not going to include mechanics that have avoidable damage as most are close to one shots so they're essentially unhealable.
ZG: In particular this dungeon is easy to heal compared to ZA. Less party damage, cauldrons are rofl, bosses have better mechanics.
Venoxis - Healing this fight is easy if people don't stand in the bad. Toxic link is easily healed through if the two that get it separate ASAP as it does around 30k nature damage each once it splits. The boss doesn't hit as hard. However, when he's in snake form and begins to do his poison cone breath you CAN'T heal through that, so just have melee (including tank) not get hit by that. For the lazer beams, don't trap yourself in a corner as the beam does reach all the way to the end. If this happens, just stand there as the beam will only hit you for about a second. Not a lot of tank damage, can possibly be a lot of party damage if they're stupid.
Bloodlord Mandokir - I find that keeping the tank topped off in this fight is crucial as if you get the one shot, that's about 3-6 seconds where the tank is not getting any heals. Also, when he does his bloodlink on someone DON'T panic. It reduces their health by 50% each tick but won't necessarily kill them. A hot or a quick heal will suffice, so long as they don't pull aggro from the boss, as there is no other damage being done in the fight except for one shot mechanics. Other than that, it's quite simple.
The Edge of Madness - I've only seen two types. Wushoolay (whatever) and Grilek. Edit: Hazzrah is the third type. Renetaki is the fourth.
Wushoolay - Healing this is extremely simple. He doesn't hit as hard and the mechanics he has are easy to avoid (a charge like Umbriss and a Lightning Nova like Feludius' Glaciate). People getting hit by them, however, makes healing rougher.
Grilek - Healing this guy is a little more involved, mostly because of timely dispelling. He hits fairly hard but more importantly is he roots people. This seems harmless but when he goes into his fixate mode he'll root the person he fixates on. You have to dispel that immediately or that person will die. You can essentially have that person targeted during the entire time and when he says his emote, dispel. Holy priests with Body and Soul can help with the running away. Priests in general can also use Leap of Faith.
Hazzrah - Healing is easy for this boss IF dps/tanks interrupt the wrath. He'll wrath spam essentially which does a fair bit amount of damage. An interrupt cycle can be established since he casts it way before anyone's interrupt CD, but if the tank eats one wrath it should be ok. Just not too many in succession.
Renetaki - Renetaki is a rogue, but he doesn't seem to hit the tank very hard normally. He'll backstab someone, which will do a fair amount of damage, but that's about it if the tank taunts right away. The backstabbed person needs to be healed quickly as Renetaki's third ability is a fan-of-knives-like ability. Some AoE heals will put everyone above a healthy percentage, but make sure that everyone stays at least above 75% so Renetaki doesn't one shot someone with the backstab.
The panther boss - Healing this fight is pretty rough. CDs should be used and though the party can take a lot of damage, your main focus is the tank because he'll be aggroing 4 panthers and the boss until all the panthers are dead. If the tank can use CDs, they should be used in the first phase as the second phase is really simple. The boss does a shadow aoe attack (tears of blood) but it's interruptable. Also the shadow wave attack is a frontal attack so no one should be getting hit by that either. Panthers will jump to random party members so make sure people stay at a decent percent of health. This fight is a healing intensive fight.
Zanzil - Zanzil is tricky, depending on which mode you get. PSN gas mode is minor AoE heals if everyone gets the cauldron. The fixate mob is no real trick to it healingwise. The zombie apocalypse one, however, can be trouble if you're uncoordinated. What works best is if the tank and one other dps (preferably ranged) get the fire cauldron, then the tank picks up the adds first and after the other can go in and overlap the fire aoe so that it's hitting all the mobs but not the tank. Wishful thinking and extremely hard placement but this way you are still concentrating on healing the tank and a simple HoT or quick heal will be ok for the other dps.
Edited by Selesnya on 5/9/2011 8:12 AM PDT