The Basic Mechanics
Tectus is an interesting boss, as he splits into two smaller versions of himself when he dies, and then when those two shards die, they each split into two so that there are four shards to deal with at the end of the fight.
Tectus is a very hectic fight when it comes to mechanics. The most annoying ability is Crystalline Barrage, and if this debuff targets you, then you need to move out of the raid and away from the ranged group (which is generally stacked).
On top of this, Tectus casts Fracture, a spike that shoots up out of the ground, deals a large amount of damage to anyone hit by the ability, and knocks anyone hit by the ability back a few yards. As long as you pay attention, it’s easy to see where this ability will land, as the ground where it will hit has a light brown swirly void zone appearance.
While the spikes cast by Fracture disappear, the ones that Tectus cast called Earth Pillar do not disappear, and if you are hit by it, it is a one-shot (or very close to one!). So, you should definitely move out of these, and, like Fracture, the location of the Earth Pillar is predictable. These pillars can create line-of-sight issues, so it’s important that you are constantly aware of where everyone in the raid is, especially if you’re healing.
There are two ads that dps have to deal with during this fight, Night-twisted Earthwarpers and Night-twisted Berserkers. If an Earthwarper casts Gift of Earth, a void zone is left on the ground. Someone needs to soak this before the void zone reaches Tectus, as it travels towards the boss, or the boss will gain an ability called Accretion which increases the amount of damage Tectus does by 5% per stack. Managed properly, Tectus should never have over 1 stack of Accretion. Any dps who soaks the void zone will have to deal with Petrification, a 30 second debuff that slows movement speed by 2% and gives Tectus Accretion if he attacks a raid member with the Petrification debuff. Otherwise, stay out from in-front of the Earthwarper, as it deals a frontal cone attack.
The other ad, the Night-twisted Berserker, is easier to deal with. The only ability it uses is Raving Assault. This ability resets the Berserkers threat on all targets and causes them to charge at a random raid member. Anyone caught inside this charge needs to be prepared to mitigate a good amount of physical damage.
The only other ability to be wary of in this fight is Tectonic Upheaval, an ability that does raid-wide damage. It occurs when Tectus and/or the Shards of Tectus reach maximum energy, so it is important that the raid kill Tectus and/or the Shards of Tectus before a full cast of Tectonic Upheaval can go off. If a full Upheaval does go out, it is during the cast that healers should be prepared to use heavy raid cooldowns like Tranquility, Healing Tide Totem, Spirit Link Totem, Divine Hymn, Devotion Aura,, Power Word: Barrier, and Revival.
Holy Paladin Tips and Tricks
For this fight, I run the following talents (in order of tier)
- Speed of Light
- Fist of Justice
- Eternal Flame
- Sanctified Wrath
- Holy Prism
- Beacon of Faith
Speed of Light is my go-to talent.
Fist of Justice is my go-to talent.
Eternal Flame is my go-to talent.
Clemency is my go-to talent in this tier. There are opportunities in Tectus to use Hand of Sacrifice, Hand of Protection, and Hand of Freedom. Hand of Sacrifice is always good to use on tanks, Hand of Protection can save someone who fails to get out of the way of an Earth Pillar or Raving Assault, and Hand of Freedom is good to toss on dps who have the Petrification debuff.
Sanctified Wrath – Yes, there are fights where I prefer Sanctified Wrath to Holy Avenger, and Tectus is one of them. The heavy movement requirements of the fight makes Holy Avenger less than ideal – if I get targeted with Crystal Barrage when I pop Holy Avenger, the cooldown is completely wasted. With Sanctified Wrath, I don’t have to worry as much about wasting cooldowns, since I tend to pair this talent with the Glyph of Merciful Wrath.
Holy Prism is the go-to talent for this fight – the raid is too spread out for Light’s Hammer to be utilized well, and, considering the high mana cost of the spell, Holy Prism is just the better choice.
Beacon of Faith is my go-to talent.
The glyphs I prefer to use are:
- Glyph of Sacrifice
- Glyph of Beacon of Light
- Glyph of Merciful Wrath
Glyph of Sacrifice never comes out of my spellbook.
Glyph of Beacon of Light almost never comes out of my spellbook, unless a fight calls for the combination of Glyph of Divine Protection and Glyph of Divinity, or Glyph of Merciful Wrath and Glyph of Divinity.
Glyph of Merciful Wrath I prefer to use when I run Sanctified Wrath because it gets rid of the feeling of not having a cooldown available (using Holy Avenger as my primary tier 75 talent makes running Sanctified Wrath feel lacking in the cooldown department). The glyph doesn’t really provide a second cooldown – it just spreads the benefit of Avenging Wrath out, and since there’s not a lot of spikey raid damage during the Tectus fight, I feel comfortable running the glyph.
Other viable glyphs are Glyph of Divine Wrath, Glyph of Divinity, Glyph of Flash of Light, to name a few. If you can find a way to utilize a glyph to make it work for you, then it’s worth using.
Keep in mind that this is the way I handle the encounter, and you may find a way that works better for you. This guide is meant to be helpful, but is, by no means, the only approach a holy paladin can take to healing this fight.