Broodtwister Ovi'nax
Damage Breakdown
Ovi'nax is all about not falling behind. The boss has a relatively low damage output, but there are a ton of heal absorbs. If healers fall behind on the absorbs, it makes the next mechanic more scary and things can quickly get out of control.
Damage Taken graph is only half the story, it's important to correlate it to when players might be coming into a mechanic with a heal absorb on them:

Ovi'nax has 2 main sources of raid-wide damage:
Ingest Black Blood (boss moves to canister and ticks damage and a heal absorb for 14s)
Tank debuff expiring - does damage to the raid based on missing health %
It also has 3 absorbs:
Ingest Black Blood does damage and puts a heal absorb on the raid.
Unstable Infusion ticks a small heal absorb onto the raid every 8 seconds or so.
8 players affected by Experimental Dosage (the egg breaking debuff) get a big heal absorb when it goes off.
Ultimately Ovi'nax needs a combination of things:
Great raid-wide cooldowns for the Ingest Black Blood (more than one - it lasts 14 seconds).
Burst healing around the overlaps - particularly at the end of Black Blood.
Dedicated tank healing and externals to prevent the Volatile Concotion damage being too big.
Dedicated priority healing on those affected by Experimental Dosage to get the heal absorb off.
Disc Viability
It takes 2:30 for the boss to reach full energy. Then there's a few seconds of travel time to the canister, then 14 seconds of cast before energy starts again. That makes the Black Blood timer an awkward 2:50.
There are 3 Black Bloods, so you'd either force Evang on each one (and have no control over which part of Black Blood you heal), or skip the 2nd Black Blood and only ramp 1 and 3 (with probably an Uppies or a raw ramp on 2).
Outside of Black Bloods:
There will be one Evang ramp in between each canister which can be sent into a tank buster or debuffs (means we can maybe skip using externals on that one and take a bit more raid damage).
Experimental Dosage is a good place to mini-ramp as we'll know the affected targets in advance, so we can send a ramp into at least 4-5 of them. It won't bring loads of healing though, as timers don't line up with pets.
Boss casts are a better way to see the timers:

Things to watch for
Ingest Black Blood lasts a long time. It's dangerous at the start (we come in potentially low from a tank debuff) and at the end (after Black Blood comes a tank debuff and Experimental Dosage). We need more than one cooldown and healers need to be very well co-ordinated as to which part of the mechanic they're healing.
The tank debuff blowing up can easily wipe us - it's dangerous if the tank is below 75% HP and even more dangerous to those who just had Experimental Dosage.
We'll probably need to rotate externals and focus healing on the tanks as it goes off.
The tank debuff timer might be a bit variable depending on boss position but it should be consistent.
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