I feel what Sunder's getting at. We're doing absolutely fantastic up until some of the later content. Though, we did have a few people whom I believe were new to the encounters we fought during that raid. I know both Sunder and Turus harped on about this, but please, if you don't understand the encounter, feel free to ask. They don't bite. Much.
From a healing perspective, here is my input:
- Boss mechanics up until Dreamwalker seem pretty easy for us. Most everyone knows what to look for and what, specifically, to avoid. This does not including the bonespikes on Marrowgar, however, as we're still pretty slow to react whenever they appear. Wild was spiked three times in a row, and DPS removed the first one fairly quickly. After that, however, the remaining two were active on Wild for about 15-20 seconds. It's imperative to understand that bonespike graveyard isn't cast merely once after he does his little spiny-OMG-fire thing. He can do it several times. (Hint: There's an achievement on that guy if we can get people out of the bonespikes in under--I believe--10 seconds. Shinies!)
- The second boss is probably our easiest encounter and we're doing a much better job avoiding the ghosts. Great job everyone!
- The third boss is probably the second easiest non-loot-ship encounter for us (ironically). Everyone's doing a great job managing the adds. Feast, my minions!
- The Rotnuts and Festerballs fights aren't too difficult for us, but we do have some rough spots. This last raid was our first ever wipe on Rotballs. (I can't ever get their names straight, so apologies for improvising.) I think there were two major problems that I saw with that encounter: 1) We had two fairly new DPS to that encounter that weren't moving after receiving the debuff and often didn't move even when the slimes were attacking them and 2) The green slime was actually killing some people. Fortunately, this is easy to deal with since it's just a matter of practice.
- Dreamwalker is still a huge problem for us, and frankly we did worse this last round than we did our previous with just Mono, Turus, and I healing. We had four healers this time and didn't get nearly as close, and I think this is due to: 1) DPS not moving quickly enough out of AOE effects (understandable--I got caught by the steamvents myself--more on that in a minute), 2) DPS not reacting quickly enough to get zombies off the healers and shifting heals away from the tank (and dragon) to the healers and party, and 3) Seak and Oz, as far as I could tell, were the only two attacking the blazing skeletons whenever they'd pop up. Seak has pretty incredible DPS, but he can't go at it alone! The skeletons are a significant hazard to all of us, and having two DPS being the only two DPS reacting quickly enough was mucking up our strategies somewhat.
Now, having said that, Dreamwalker isn't a cakewalk like the first three. Turus mentioned she has a "soft enrage" timer, which basically means that if we don't heal her up quickly enough, we're going to die a horrible death that probably consists of steam burns, frostbite, miscellaneous barbequeing, and eventually being enlisted as the Lich King's personal shoe-shiners. (I always sucked at shining shoes, so that's something I'd rather avoid.)
Here's something to keep in mind: AOE effects on that boss are bad, and as ranged, the best thing to do is look out for little white spots on the ground. Those will shoot out steam, launching you into the air (and cancelling any spell you're in the process of casting), damaging you for a non-trivial amount, and causing some falling damage. It's imperative to move out of those vents the instant they appear, because as I noticed, there are periodically mage spawns during the vents and the mages do an AOE frostbolt. Since the frostbolt slows you, you'll find it much more difficult to get out of the steamy circle of love before it fires you into orbit. Since I'm sure most of you would rather not have Old Faithful shoot up all over your backside, you have
got to start moving as soon as the circles appear. Now, I'm no park ranger, but I get the idea that super-heated steam and anuses mix about as well as chocolate and animal dandruff. Basically: If you see a whitespot and you're standing in it, stop whatever you're doing and move!
Turus also mused over the idea of having the direct healers (namely Mono and I) stick to the dragon while all others remain on the party. This is something we didn't try last time, and I'm betting it'd work. The last time I was on dragon duty, I was able to get to about 15 stacks of the buff and my crit heals were landing for about 80k. I don't know if anyone has any further input to suggest a different strategy, but when we did that the last time, we got to about 10.1 out of 12 million hit points healed.
Also, it's important to know what the limitations and/or advantages of your healers are. Chain heal is great for bouncing around a party, but it's ineffective if someone is standing more than 12 yards away from another player. Our Ye Olde Tyme DPS generally hug me which is fantastic, because it gives my healing certain advantages during raid wide damage (Seak tends to stick near me like glue--if you don't know where I am, just follow Seak). Melee generally isn't a concern, because you guys are usually just inches from the business end someone's half-rotted colon.
That's my $0.02.