Wind Lord Mel'jarak
This fight isn't about which spec is best, it's about teamwork and coordination. I found disc to be good for rain of blades as well as assisting with the tight enrage timer. Our general strategy was stun 1 blade master, 3 menders. Burn down the amber trappers as fast as possible. Once they're dead, cc 1 blade master and 1 mender, interrupt the other menders and make sure the blade master and menders that are active die at the same time. Push the boss to the end, and take care he doesn't go below 75% when doing adds first.
Here is the video: http://youtu.be/yzi2Wdf-qMo
Here are the logs: http://www.worldoflogs.com/reports/4lv1417hkwg7m1v6/sum/healingDone/?s=3962&e=4431
spec: Psyfiend, Angelic Feathers, Mindbender, Desperate Prayer, Power Infusion, Cascade
glyphs: Holy Fire, Smite, Penance
I experimented with the dispel glyphs, but we simply couldn't meet the enrage, and we were 3 healing because rain of blades is so deadly once all the adds are down. So I went full offensive glyphs, but I still primarily took care of the quickening buff with my dispels more than the other raiders. I was also in charge of re-cc'ing a mender, so I found the /tar focus/clickExtraActionButton1/targetlasttarget macro to be really helpful. My target is also the one we decided to break once the first wave of adds went down, so make sure you don't accidentally cast the stun at it or the boss will break everybody's cc. Even as holy, I would probably get a PW:S on the person about to be hit with Kor'thik Strike (watch the buff in your frames). Rain of blades is on a 50 second timer, so your spirit shell won't be up for all of them. Try to use it 20 seconds till, 10 seconds till, during, barrier, repeat. I tried to rapture trick but you don't have enough time for all of those globals. In the final push, since you're a healer, make sure you have the best positioning for bomb placement. Try to make sure you're right on the edge of a previous bomb as to minimize space taken up.
A disc priest trivializes the Parasitic Growth mechanic, so go 2 heals and work your shields on whoever has it. If you get picked for a vehicle, getting broken out is going to be a decision the raid has to make. If you stay in it for a few more seconds, you can interrupt the explosions and get more dps stacks on the boss. If you get freed immediately, you can go back to cheesing the parasitic growth and stabilizing the raid. For handling the adds from the scalpel, just stay loosely spread out and pick them off in a staggered fashion. The priority should be people stuck in re-shape life (to sub 20%)>boss>little spawns every 5-10 seconds. The vehicle mechanics are spam the 1 button unless there is less than 7 seconds to go on the Amber Explosion from the monstrosity (not to be confused with your own Amber Explosion) in phase 2. If there is less than 7 seconds to go on the Monstrosity's Explosion, hold your 1 button until he casts it and then use it to interrupt. If your own vehicle is casting amber explosion, that is the only time you should press 2 as you are trying not to run out of willpower. If your willpower is about to run out, normally you press 4. If you aren't below 20% of your hp and your willpower is about to run out, run over to a yellow pool and press 3. If you are in p3 or you are making use of somebody sitting in the suite full time, you must run over to the pools and press 3 anytime your willpower drops below 50%. If you are a tank, it's very important to get out of the vehicle at the right time. You want to be in there for about 40 seconds max.
Here is the video: http://youtu.be/mAqCfc4Z6w4
Here are the logs: http://www.worldoflogs.com/reports/cb2ngeim9le2y84o/sum/healingDone/?s=7510&e=7906
spec: Psyfiend, Body and Soul, From Darkness Comes Light, Desperate Prayer, Divine Insight, Halo
glyphs: Holy Fire, Inner Sanctum, Fade
My explanation on talents and glyphs: you want to unglyph penance because you're going to be casting it on cooldown for more divine insight procs and you need the mana (and you shouldn't really be moving much outside of being picked for scalpel). People being picked for scalpel will take some damage up front, and they will take some possible damage as they're running. It's more effective to spend 1 global on them to get them both a shield and a movement speed boost, so I took body and soul. The spells that don't trigger the healing on the parasitic growth are PW:S, Spirit Shell, Pain Suppression, Void Shift, and Divine Aegis. Now, you can't get a divine aegis on a target without casting a big heal, so save the greater heal+inner focus combo for when they're at the end of the buff's duration. You can layer in spirit shell and juggle divine insight procs on a target, make sure to pain sup them if they dip low, and make sure you are fully healed before void shifting them. If it lands on yourself, don't forget to use fade. Also, you want to use archangel on this fight and maximize the amount of shields you get off with archangel running, but you want to be very careful to only use atonement spells when there is no debuff out or if you are aware that the debuffed target is outranging the atonements (soon to be obsolete when atonements go 40 yds). Because penance should be used on cd for divine insight procs, you want to use it as a spot heal on people. From darkness comes light really shines here because you can spot heal a group with bigger flash heals if someone in the group has the parasitic growth (because using prayer of healing would build too many stacks). It also should be up if you get picked for scalpal, and because you should be avoiding prayer of mending (sort of) and you unglyphed penance, you could use more healing on the move. Halo is good because of the burst healing (which melee will tend to need), but it also cleaves out the little adds if they are up. Less time spent on those guys = more time on the boss or vehicle players and less healing needs to be done. My advice is actually to avoid cascade because it will guarantee heal whoever has the debuff, so you want to get good at re-positioning so your halo doesn't hit that target if you need to use it. If the fight is going poorly for your group, it's probably because individuals in the vehicle aren't executing their role job properly because as a disc priest you take the only difficult healing mechanic off the table.
Grand Empress Shek'zeer
After watching the method kill, I was tempted to go holy for the better burst cooldown. However I stayed disc because the longer someone with the debuff can stand in the dissonance field, the more stable your p1 will be, and PW:S+Divine Aegis can still heal them within the field. Also, our p2 strat involved each tank taking 3 adds and a reaver, so I needed disc shields to keep up with the insane tank damage.
Here is the video: http://youtu.be/WLl0pik9v2I
Here are the logs: http://www.worldoflogs.com/reports/rm89e9bn3jnw9jew/sum/healingDone/?s=913&e=1493
spec: Psyfiend, Body and Soul, From Darkness Comes Light, Desperate Prayer, Divine Insight, Cascade
glyphs: Holy Fire, Fade, Inner Sanctum
So I flip up my entire talent tree for this fight. For one, I stuck with body and soul because 1 feather + 1 pw:s on someone with the debuff takes too long for them to run into a dissonance field. The dissonance field is a strange mechanic. Exisiting absorbs will be used up if you can get them on a raider outside of the field. When they enter the field, your absorbs will be eaten, however PW:S can be cast normally. If they are outside the field and they have the debuff, it will do damage to your raid based on how much damage they are taking. So if they have reduction cd's (like pain sup) or have on absorbs outside the field, you'll lessen your raid damage considerably. My personal strategy was try to use strength of soul and divine insight procs to keep whoever in a dissonance field totally absorbed. If they ran out of it, I spirit shelled and dropped heavy heals into them to lessen raid damage UNLESS it was my turn to roll spirit shell on the raid for an exploding dissonance shield. I didn't have the time for rapture tricks, and the random raid damage that forces your ranged camp to spread out will probably pop a bubble early, which is a wipe considering the damage in p2. For p2, we found it best to have the tanks just take 3 adds and a reaver, which means you need absurd tank cd's and heals to keep them up at the start of p2. For p3, I just rolled prayer of healing and single dispelled the fear. The aegis or spirit shell imo is better than healing people back up from the 50% hit they just took. Remember to fear ward yourself. We also clumped up in melee range for p3 and ran out if you had the fear debuff.
Edited by Twistedmind on 11/28/2012 2:45 AM PST