Ruby Sanctum - 10 man schedualed Wed 6/30

Submission of a form on this page has been disabled as you do not have JavaScript enabled in your browser.
fiermi's picture
in

::: POST RAID EDIT ::: Great Job all, we will get Barney The Purple Dinosaur next time. Follow up schedualed for Saturday, Make sure everyone that wants to go signs up in-game! See my post below for the Blow-By-Blow Recap!

I put up a Ruby Sanctum 10 man attempt for Wed 8:15pm Server. If more people sign up or we have enough interest, I am not against running it as 25-man.

I have no clue how to run EPGP or the loot system, so someone who knows that, please sign up!

I would just like to point out, this is going to be a first attempt at all these bosses, so I hope those signing up realise that we will be wiping a few times in there tonight. Bring repair-bots and bandages, we are going to need them!

I really have no clue what the fight is like, what the powers of the mini-bosses are, or really... anything (EDIT:: see below, I have found a few guides and such, please watch the videos and read the walk-throughs!). I really just want to go in and poke the Dragon, see what happens.

 

EDIT:::

Tankspot has a video up, WATCH EEEETTTTT!!!!

 

A video...

fiermi's picture

Not an actual strat guide, but it had some clips of the fights in there. It looks like one mini-boss summons whelps (like in OS), it looks like another drake will take off and mark a couple raid members then fly over them and breathe fire onto them.

The boss appears to launch a big round ball of flame into the air that will land on a mark on the ground. It appeared to do a knockdown-AOE then spread out into a giant 'X' of flame walls across the platform the fight takes place on.

Will see if I notice anything else on a second watch through.

Lieutenants (mini-bosses) - Saviana Ragefire, Baltharus the Warborn, and General Zarithrian

BOSS- Halion the Twilight Destroyer

From a GM, "The plan is to have a normal mode and a heroic mode just like Icecrown Citadel, so far there is no plan for a Sartharion +1/+2/+3-like encounter"

Halion Gimmick

fiermi's picture

OK, i remember reading about the Halion fight Gimmick, but I can't remember where and i can't remember the details.

EDIT: Found some details allready up at wowwiki.com:

http://www.wowwiki.com/Ruby_Sanctum

http://www.wowwiki.com/Halion

Strategy

Halion has three phases, in which the raid must switch between the physical realm and the shadow realm.

Phase 1

A few seconds after being engaged, Halion summons a wall of flame in a circle around him, closing off any players not in the stage.

Halion has a frontal cone breath attack. Like most dragon bosses, he has a tail swipe and cleave. He also summons fireballs, which fall from the sky and hit a large area with fire damage, leaving a patch of flame where it hit, as well as four flames going in four directions out of the fire patch. The location where the fireball will hit is indicated by a hellfire graphic. Any player under it must move out before the fireball hits. All players must move away from the flames that spread from the patch.

He also puts a debuff on random players called Mark of Combustion (not to be confuse with Mark of Consumption in phase 2) . When the debuff ends or when it is removed, a patch forms under the player's feet that deals damage to players in it and players will be pushed away from the patch. Players afflicted have to move to the edge of the stage then get the debuff removed, before running back to the raid. The size of the patch depends on how long it took to dispel it.

This phase ends when halion reaches 75%.

Phase 2

Halion shifts to the shadow realm, and summons a portal which players can use to enter as well. In the shadow realm, Halion still has his breath. Mark of Consumption, not Combustion, does shadow damage instead of fire damage, and the Mark of Consumption acts like Mark of Combustion but is a pull instead of a knockback.

Also, two shadow orbs circle around the edges of the stage. Every once in a while, a death beam will come out of the two, connecting them and dealing enough damage to instantly kill any player in the beam. The players (including the tank) must rotate to avoid damage by the death beam.

This phase ends at 50%.

Phase 3

Halion exists in both realms, and the raid must split into two; one fights him in the twilight realm, which should consist mostly of melee, and the other fights him in the physical realm, which should consist mostly of ranged. This is because it is easier for melee to navigate in the twilight realm without fireballs making them have to go to ranged, and ranged have an easier time navigating in the physical realm where there are no death beams which require them to stop DPS to keep moving and not get hit.

The other change is that during this phase, Halion recieves a buff called Corporeality. This is determined by a percentage shown at the top of the screen which begins at 50%. Depending on the value of this, Halion will take and deal more damage in one realm and deal and take less damage in the other. There are no damage differences to either realm whilst it remains at 50%.

Damaging Halion in the Physical realm will cause him to phase further into the Twilight realm, lowering his corporeality and works vise versa when damaged in the Twilight Realm. The changes to corporeality are signified by the warning: "Your (or your companion's) efforts have forced Halion further <into/out of> the <Twilight/Physical> realm!" If no damage is dealt in one realm, Halion will begin to rapidly regenerate health.

Below is a table listing the stat differences depending on Halion's corporeality percentage.

Corporeality Percentage
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Physical Realm Damage Taken -100% -80% -50% -30% -15% 0% +20% +50% +100% +200% +400%
Damage Dealt -70% -50% -30% -20% -10% 0% +15% +30% +60% +100% +200%
Twilight Realm Damage Taken +400% +200% +100% +50% +20% 0% -15% -30% -50% -80% -100%
Damage Dealt +200% +100% +60% +30% +15% 0% -10% -20% -30% -50% -70%

As an example, Halion may have had too much DPS on him in the Physical realm, bringing his corporeality down to 20%. This means Halion will take 50% less damage but deal 30% less damage as well in the Physical realm. However in the Twilight realm, Halion will take 100% more damage but will also deal 60% more damage. This is why DPS must try to keep Halion's corporeality at 50% almost all the time so both sides are balanced in terms of damage dealing and so the damage dealt doesn't become too much to heal.

Saviana Ragefire

fiermi's picture

http://www.wowwiki.com/Saviana_Ragefire

Savianna is a pretty straightforward tank and spank, with only limited strategy needed. Savianna enrages every so often, aoeing the raid until removed. It is good to keep a hunter with [Tranquilizing Shot] to dispel the enrage. Also, Savianna will occasionally fly up over the raid, mark 2/5 (10/25-man) players, then use Conflagrate, dealing a fire DoT to the players and everyone around them. The marked players must separate themselves from the raid before Conflagrate hits them.

Baltharus the Warborn

fiermi's picture

http://www.wowwiki.com/Baltharus_the_Warborn

Strategy

Baltharus has two main abilities; a blast wave-type ability which will knock back melee, and an occasional split. The blast wave isn't a very big deal, and can be easily healed through. The split, though, requires some extra strategy. You will need two or three tanks to tank Baltharus' doubles, and the main Baltharus should be marked with a skull, so as not to be confused with the doubles. When Baltharus dies, his copies will too.

General Zarithrian

fiermi's picture

http://www.wowwiki.com/General_Zarithrian

Strategy

Zarithian has only two attacks. One is an aoe fear similar to the warrior's Intimidating Shout. Because of this, players should stand in groups, with tremor totems to dispel the fear immediately. He also summons adds which have an aoe. This aoe can be interrupted, and the adds should be killed by an assigned group of players.

Tankspot guide to Halion

fiermi's picture

I am Quoting Tankspots Halion guide from their Forums:

Hello, and welcome to Tankspot's written encounter guide for the Halion Encounter in Ruby Sanctum. My name is Spiritus and I will be going over the abilities or this fight, as well as some basic strategy on how to approach your first attempts.

Below is my favorite PTR capture:


Note: Thanks to EF BIE EI & Weazl for the capture! Direct all UI related questions to him.

Environment, Positioning, and Pull:

(1) After clearing the mini-bosses, you will travel to the center of the room and engage Halion. While it may seem like you have a wide area to work with, shortly after Halion activates he will put up an impenetrable circular flame wall that mirrors the circle you will see on the ground. So we encounter our favorite environment shape: the circle.

(2) Because of several abilities [notably his flame breath and several "void" mechanics], you will want to create as much space to work with as possible by tanking Halion parallel to the outside of the circle, right up against the flame wall [See Figure 1].

(3) UPDATE! The live version of Halion has both a tailswipe and a cleave.

(4) This fight requires two tanks.

(5) Starting positioning is simple enough. In fact, positioning is rather easy for the entirety of the encounter.

Halion Abilities:
Halion has three phases: Physical Realm, Twilight Realm, & Split Realm. He has a total of 45.3m HP. Enrage timer unknown [Note: this shouldn't come into play as the Halion encounter is more about control than DPS]. I will break down each phase and the abilities there-in:

Twilight Precision
Persistent Aura.
Halion's insight into movement between phases allows him to deal unexpected strikes, increasing his chance to hit by 5% and reducing the enemies' chance to dodge his attacks by 20%.
Halion's version of the ICC debuff. Take that gear inflation!

Tail Lash
Instant. 20yd Range. Frequency Unknown.
A sweeping tail strike hits all enemies behind the caster, inflicting 3063 to 3937 damage and stunning them for 2 sec.
Don't stand behind the boss.

Cleave
Instant. Melee Range. Frequency Unknown.
Inflicts 75% weapon damage to an enemy and its nearest allies, affecting up to 10 targets.
Don't stand in-front of the boss unless you are the tank.

<---Phase1 [Physical Realm]--->
Phase one is a fairly straight forward DPS burn with spread out mechanics.

Flame Breath [25][10]
2sec cast. 30yd Range. Cone angle unknown. 10-15sec Frequency.
Inflicts 26250 to 33750 [10s: 17500 to 22500] Fire damage to enemies in a cone in front of the caster [Note: Exact damage figures subject to change].
A standard conical breath attack directed towards the highest aggro target. Don't stand in-front of the boss unless you are the tank.

Fiery Combustion, Mark of Combustion, & Combustion "Void Zone" [25][10]
Instant Cast. 30sec Duration. 20sec Frequency. Cleansable by magic or curse removal spells.
[Combustion "Void Zone": 40sec Duration. Variable Radius]
Engulfs an enemy target in flame, dealing 4000 Fire damage every 2 sec. Every time Fiery Combustion deals damage, it generates a Mark of Combustion charge on the target. When Consumption fades or is dispelled, it unleashes a patch of fire [25][10] [read void zone] proportional to the number of charges present at the time. Either curse or magic removal may cleanse this affliction.

Though the description of this mechanic may seem confusing at first, its execution is rather simple. Every 20sec a raid member [possibly ranged only, but unconfirmed] is given the Fiery Combustion debuff which deals damage every 2sec as well as building stacks of Mark of Combustion. When the debuff is removed via magic or curse removal a void zone is created proportional in size to stacks of Mark of Combustion. The coefficient on this is unknown.

Therefore it is important for the debuffed raider to quickly move away from all players where he will "drop" the void zone via a cleanse [magic or curse]. I will go over my recommendation for void zone placement at the end of this section. NOTE: It also appears the the "dropping" of the "void zone" has a significant knockback [unconfirmed 100yds] for all those who are in range at the time, making placement even more important.

Meteor Strike & "X" Fire Patch
Instant Cast. Approx 6sec "travel time." 35sec Frequency. ["X" Fire Patch: Duration approx. 30sec]
Deals 18750 to 21250 Fire damage to enemies within 12 yards.
Metoer Strike is cast at the location of a random raid member [melee & tanks can be hit by this, but it is unclear if that is always active or based on the number of raiders at range]. Upon casting, the area which the target was standing will be hit with Meteor Strike, causing the damage shown above. After the Meteor Strike hits, an "X" Fire Patch will spawn which will send out four lines of fire emanating from the epicenter all the way to the outer "fire wall." Note: This is not a "perfect X" like Coldflame during Marrowgar's Bone Storm [see video]. Damage while standing in the "X" Fire Patch is unknown, but not instantly lethal [damage seems to be comparable to Coldflame, if not slightly more aggressive].

Simply put, move out of the 12yard radius and avoid standing in fire. Melee should be ready to adjust if one of the fire "tendrils" meanders to their position. Tanks must also be ready to adjust the boss if it is cast on them. Moving 12yards back should alleviate any problems.

Phase1 Positioning Strategy Overview
(1) This is my recommendation for handling Meteor Strike and Fiery Combustion. As always, the best strategy is the one that works, so feel free to adjust this to your guild's playstyle. To start, have all ranged stand at max range against the fire wall like so:
Figure 1. Initial Phase1 Positioning

(2) The first type of ability you will encounter is Fiery Combustion. Simply have the infected raider move away from the raid like this:


Figure 2. Fiery Combustion Positioning

(3) The second ability you will encounter is Meteor Strike. If cast at ranged, have the range group shift 15 yards to the right like so:


Figure 3. Meteor Strike & "X" Fire Patch positioning for Ranged/Healers

Melee should be situated on the hind leg. If cast on melee, shift to the front leg like:


Figure 4. Meteor Strike & "X" Fire Patch positioning for Melee/Healers

If cast on the tank, simply walk back 15yards out of the range of Meteor Strike. Raid adjust accordingly:


Figure 5. Meteor Strike & "X" Fire Patch positioning for Tanks

At 75% Halion will enter Phase2 and will summon a portal that the entire raid save one tank and one tank healer must take to enter the Twilight Realm. The tank and tank healer left in the Physical realm will be responsible for holding the physical manifestation of Halion in position for Phase3.


<---Phase2 [Twilight Realm]--->
As stated, at 75% Halion will begin Phase2 by entering a portal to the Twilight Realm that all raiders save one tank and one tank healer must enter. Its a good idea to leave your initial tank in the Physical Realm, while your "OT" picks up Halion in the Twilight Realm. During this phase, Halion cannot be damaged in the Physical Realm.

"Twin Shadow Pulsars"
Beam Duration 10sec. Frequency 30sec.
The "Twin Shadow Pulsars" periodically link, creating a beam of dark energy [Twilight Cutter] between them, causing those who cross its path to take 13,875 to 16,125 Shadow damage every second.
The first thing you should notice when entering the Twilight Realm are the two shadow orbs [which have the same model as the orbs from BPC in ICC] rotating on the outside edge of the room. 30sec after the activation of Phase2 [NOTE: not when you enter the portal], the "shadow pulsars" will link creating a beam that spans the diameter of the "room." The beam lasts for 10sec and is cast every 30sec. Basically 10sec of beam and 20sec without the beam.

Dusk Shroud [25][10]
PersistentAura.
An aura of twilight energy emanates from the caster, causing nearby enemies to suffer 4500 [10s: 3000] Shadow damage every 2 sec.
Everyone's favorite damage aura mechanic. Gogo gadget raid blanket.

Dark Breath [25][10]
2sec cast. 30yd Range. Cone angle unknown. 10-15sec Frequency.
Inflicts 26250 to 33750 [10s: 17500 to 22500] Shadow damage to enemies in a cone in front of the caster [Note: Exact damage figures subject to change].
Same mechanic as Fire Breath except more shadow-ery.

Soul Consumption, Mark of Consumption, & Consumption "Void Zone" [25][10]
Instant Cast. 30sec Duration. 20sec Frequency. Cleansable by magic or curse removal spells.
[Consumption "Void Zone": 40sec Duration. Variable Radius]
Engulfs an enemy target in flame, dealing 4000 Shadow damage every 2 sec. Every time Soul Consumption deals damage, it generates a Mark of Consumption charge on the target. When Consumption fades or is dispelled, it unleashes a dark explosion [25][10] [read void zone] proportional to the number of charges present at the time. Either curse or magic removal may cleanse this affliction.

Almost the same as the Fiery Combustion, except more shadow-ery. The one functional difference is those caught in the radius of the "void zone" when it is dropped are sucked to the middle instead of getting knockbacked.

Phase2 Positioning Strategy Overview

(1) This is my recommendation for handling the "Twin Shadow Pulsars" & Soul Consumption. As always, the best strategy is the one that works, so feel free to adjust this to your guild's playstyle. To start, have your tank set up Halion so he is behind the path of Pulsar1 all range and melee gather behind the path of Pulsar2 like so:


Figure 6. Phase 2 Initial Positioning

(2) Have the raid follow behind the path of the orb until it activates the beam. At this time you should have everyone go flat footed & pop heroism/BL. If executed properly, this is what your raid should look like at the beginning and the end of heroism/BL [Note you will most likely need to move a little bit counter-clockwise towards the end of heroism/BL]:


Figure 7a. Start Heroism/BL [0sec]


Figure 7b. End Beam [10sec]


Figure 7c. Pulsars pass by "un-beamed" [17sec]


Figure 7d. Pulsars begin 2nd Beam [30sec]


Figure 7e. End Beam. End Heroism/BL [40sec]

If I am correct with this positioning and timing, you will only need to "strafe" a little in the beginning to set up heroism/BL, and then once again towards the end of heroism/BL. At the end of Heroism/BL, reset back to Figure 7a positioning and repeat if you need more time to activate Phase3 [50%]. Smoke flares and the like will make this easier. UPDATE! NOTE: When executing this strat, make sure to rotate Halion far enough clockwise so the dps/healer groups avoid crossing the Tail Lash area.

NOTE: If you are uncomfortable using this strategy you can always just continually strafe around the room clockwise.

(3) Soul Consumption should be dropped by the wall like so:


Figure 8. Soul Consumption Positioning

At 50%, Halion enters Phase3 and will summon two portals to the Physical Realm that a few healers and half of your DPS should take. The remainder of your raid stays inside the Twilight Realm.


<---Phase3 [Split Realm]--->
As stated, At 50% Halion enters Phase3. Half of your raid will be in the Twilight Realm while the other half will be in the physical realm. It is a good idea, if your raid is balanced, to have ranged take the portal and melee stay in the twilight realm as ranged will have more flatfooted time in the physical realm. The key mechanics are the same for those in their respective realms save one change:


Corporeality

Phases the caster between the physical and Twilight realms, altering his damage dealt and received in each realm according to his corporeality there.
Depending on how much damage is done to Halion in each realm alters the percentages of his damage done and received. This can range from equal damage done and received in both realms to 200%/400% increase in damage taken/received in one and 70%/100% decrease in damage taken/received in the other. Basically, your goal is to maintain equal DPS in both Realms by having Coporeality buff read this.

For the more visual learner, this is how the mechanic generally works [numbers not exact]:

(1) Phase3 begins. Halion at 50%.
(2) Halion at 40%. Both Physical Realm and Twilight Realm responsible for 5% damage of the total 10%. Halion receives and deals normal damage in both realms.
(3) Halion at 30%. Physical Realm dealt no DPS and Twilight Realm deals all 10%. Damage done/received increased in Physical Realm, while damage done/received decreased in Twilight Realm.
(4) Halion at 20%. Physical Realm dealt all 10% while Twilight Realm stops DPS. Damage taken/received normalized in both realms.

Again, the goal is for balanced DPS in both realms. NOTE: The Corporeality buff does not "slide" on health or time benchmarks, rather on damage done ratios. I am not certain what these exact ratios are, but, for instance, when Twilight reaches 2% more total damage done than Physical, the first "phase slide" will occur regardless of time and boss health.

When Halion's health reaches 0, you win. Collect your purples and rejoice.


IMPORTANT NOTES:

(1) The key to this fight is raid positioning and proper DPS balance in Phase3 between the two realms.

(2) Make sure to leave one tank and at least one tank healer outside the portal for Phase2.

(3) Use heroism/BL in Phase2 as described above.

(4) Have Fire Aura/Totem running in the Physical Realm.

(5) Balance! Balance! Balance! Phase3 is not a DPS race, but a test on how well you can control your DPS. If one realm is dishing out more damage than the other, simply have them throttle back to maintain equilibrium on Corporeality.

(6) Corporeality "slides" based on damage done ratios, not at time or health benchmarks.

(7) I am uncertain if the timing of abilities will be different in 10s v. 25s. As soon as I can get that information I will incorporate it into the guide.

There are some interesting mechanics in this fight that should make it a lot of fun. Besides, who doesn't like a little sneak peak into some Cataclysm lore?

As always, feel free to add info to this post that will further everyone's understanding of the fight.

Good luck on the Halion Encounter and clearing Ruby Sanctum!

NEW! Check out this video which nicely shows the mini-boss abilities. Tactically, they're not very difficult, but its always good to have advanced information:

Aweome Thanks Fiermi

Talarashne's picture

I'll try and be on in case we can escalate to 25 man, but I won't take a 10 man spot. I'm happy to be availble to get us to 25, but other people can do the 10 man stuff first.

Thanks for scheudling it and getting it on the calendar, and putting all this info here. I'll review it and I hope other people do as well. Also I'm sure there will be someone to do the EPGP tonight. rememeber! Progression EP!

Hope to see you there

fiermi's picture

Because that means it'll be a 25-man attempt!

Quick question about the mini bosses, they don't drop loot (they do drop frost emblems), but should we do EPGP award for them? Or are they just 'hard trash' like Precious and that other dog before Rotface and Festergut?

 

Looking over the Halion strategy it really doesn't seem like that hard of a fight. The consumption circles are just like the fart clouds from Grobbulus (run to the edge as fast as you can and get cleansed) and the 'Corporeal' buff is just like Feugen and Stalagg from the Thadius fight; DPS em down together. The only real tricky part is moving with the orbs in phase 2. Honestly, there is no mechanic here that we have not seen before. I think we can get the whole thing down in a couple attempts.

No just hard trash

Talarashne's picture

We didn't give EP for the mini bosses in OS, that's the model we're going with. Only Halion is considered a boss.

Oh yea

Severlesk's picture

Im down, Lets give em a beatin!

Lemme know

kibito's picture

if you need a tank. I'm sure you'll be fine though. Good luck!

Sign up

fiermi's picture

Please Kib!?!

I love the smell of roasted Bear Flesh!

Besides, what other sufficiently geared tank is going to put up with my shitty Raid Leading?

\

I Haven't logged in to see who/how many are actually signed up on the calendar.

Omg...

Xyro's picture

So many new strats, I'll review them in a lil bit. But I'll be there...also HOW THE HELL does Tankspot have a strat video already? Are they one of those uber guilds that Blizz gives pre-released access to or are they just that uber and can make a strat video in one day? I'm not familiar with the EPGP aspect of it, but I finally was a Master Looter in VoA last night and it's not hard to work at all.

PTR

Severlesk's picture

Odds are the strat video was from PTR attempts.

It doesn't seem THAT bad

Xyro's picture

I think the hardest things are going to be getting the debuff off and make sure people get out asap, a good positioning in phase 2 and then communicating in both realms for phase 3. I wonder...if we're a dps type heavy, meaning caster or melee, would we be able to push the Corporeality percentage in phase 3 in one direction accordingly? Meaning a higher Corporeality % if we're caster heavy or a lower % if we're melee heavy. Obviously this will depend greatly on the healers since there will greater damage taken on a certain side. I also think the portal to both realms stays open in Phase 3, which means a healer could move if needed

I know theat's looking a little further ahead and would probably be better just running the happy medium, just figured I'd throw it out there :P

Corporality is wonky

fiermi's picture

EDIT::

Reread the fight and man, i had that backwards. Yeah, the problem is the damage he does. It ramps up SIGNIFICANTLY. You will need some absolutely amazing heals if you want to try and tip it one way or the other.

I think the thing is...

Talarashne's picture

It might not seem particularly difficult in mechanics, but neither does say...Festergut. Or Marrowgar.

But try doing those fights in Naxx or Ulduar gear without the Hellscream Buff. Impossible? No. But MUCH more unforgiving. I remember doing Malygos back when we all were in T7 gear. It was fucking hard. Now you can lolpug it with people in their Welfare T9's. This is a T10.75 raid boss. It's gonna be brutal. It's not that we won't be able to necessarily get the mechanics, but it's gonna be pretty brutal to heal through, tanks to stay up, etc. Avoidable raid damage will be key, and that's not our strongest suit.

POST RAID RECAP

fiermi's picture

OK, So, we went in there and PWND! Halion down on the first try. Easiest raid EVAH!!!!

Ahh, who am I kidding. That Raid is actually pretty tricky. First off, I want to thank everyone who showed up. I can’t remember all of you, but who can forget the Albino Bear-Ass that main-tanked it (Thanks Dhol), and the Mage-tank that off-tanked (You Go Relmiste!). Sweet job Healing Moob, Tirren, and Groz. Deeps, you guys did well once us tanks figured out WTF to do.

So, for the mobs. The trash is the hardest part of the instance, at least until you get to Halion. Invokers cast an AOE flame burst that has an annoying knock-back. So you need to try and separate some of the first packs you encounter on to separate tanks. Between Dohl and myself we got that figured out after Dhol went flying in to a second group of mobs on the first pull. We lived, but it was tricky for a minute there. For Trash, the big thing to look out for are the Commanders.

There are 2 groups that path in the back left and the back right (relative to the zone entrance). They each have 5 mobs with one of those being a commander. The commander has an aura that stacks a buff really quickly on all the other mobs around him making them do more than twice as much damage. We found that you can fight in the open center where the Dragon will eventually spawn. This open area gives you plenty of room to set-up and maneuver the mobs. Main Tank pulls the group, Off Tank grabs the commander as he runs past. Main Tank gets the 4 other mobs to one side and Off Tank will move the Commander to the other side, making sure to stay in range of casters/healers but out of range of the other mobs. DPS has to burn the Commander down fast, as the off tank is quickly taking major damage. As soon as the commander is dead the rest of the mobs become a lot easier. Off Tank can peel another mob or two just to split the damage. This is repeated for the second group. This fight took us longer than anything to figure out. Imagine it, Trash that requires strategy.

For the Mini-bosses. The first two are incredibly easy. You have to do the bosses in order: First,  Baltharus to the Left of the entrance; Second, Saviana to the right of the entrance; Last, the General on the platform opposite the entrance. This will cause Halion to land in the open area in the middle.

For Baltharus, mark him with a skull, then have the main tank pull and put their back up to the tree where he stands (avoid knock-back). Off tank just needs to do a bit of melee, but keep their eye on the health-bar. As soon as the boss is at 75% an add will spawn, repeating every 25% (total of three adds). Off Tank just needs to pick them up as they spawn and pull them to the side away from the boss. DPS stays on the main boss and burns. As soon as the boss is down the adds de-spawn. Easy Peasy.

Saviana was comically easy after the Commander trash pulls. Tank grabs her and DPS burns. She takes off every so often and casts a mark on 2 (5 in 25-man) random (but one always seemed to be a healer) raid members. They need to sprint away from the raid and wait for the debuff to tick. It will stun you and put a nasty Dot on you, but no one died from it. Then Saviana lands in a plume of fire and the raid gets back to business. That’s it, free Emblem of Frost.

Zarithrian, yeah, he took us 3 or 4 attempts to down. Once we had a strategy though, it was cake. The platform he stands on has an entrance from the left and right, so it is shaped like a ‘T’.  

 

From general

We found that if the tank pulls the General to the back part of the ‘T’ (next to some dragon eggs that are along the wall) then the Raid can run in and stand where he was. This means that when the adds spawn on each arm of the ‘T’ they have to run right through the tanks allow the tanks to grab them right there. The rraid then just AOE’s everything and the adds, which have very few HP, just die before they can do much harm. The tanks have to do a traditional ‘Tank Swap’ because of a stacking armor sunder from the boss. It stacks in 20% increments; i.e. 20% - 40% - 60% all the way to 100%. We found that swapping at 40% to 60% (2 to 3 stacks) worked best to keep the healers from pulling their hair out. It only has a 15 second duration so it wears off quick. Keeps the adds up by the tanks and out of the raid and keep an eye on the sunder and this encounter becomes fairly easy. It just took us a few times to figure it out.


From general


And that brings us to the main event; Halion. Read the write-up above and watch the video. Just do it, all you need to know is in there. Phase 1 is EASY! There is no gimmick in Phase 1 that we, as a Guild, have not seem before. Marrowgars cold-flame, Grobbulous’s plague-bombs, traditional Dragon tail-swipe, cleave, and breath weapons. No surprise that we made it through Phase 1 on our first try. However, as soon as we phased into phase 2, yeah, wipe-tastic. Here is what we learned.

Before the fight starts make sure you designate the teams for Phase 3, that way people know what to do at that point if you make it there. Next, let the tank go through the portal into phase 2 first. As soon as you go through the portal Halion has an entirely new agro-table. The first person through WILL grab dragon agro. The first person it sees will be dragon-kibble; let it be the tank! Next, watch the shadow-orbs. They rotate fast and it’s easy to lose track of them. There is a nice DBM announcement letting you know when the orbs are ‘charging’. This means that you have about 3 seconds to make sure you are clear of the Beam. The beam hit-box is MUCH larger than the graphic. Don’t be anywhere near it if you can help it.

Because of the orb rotation the tank needs to make sure they are rotating up until the first beam. As soon as the first beam is done, STOP ROTATION! You have 20 seconds before the next beam let the orbs go around and pass you so you will be ‘behind’ the next beam. This lets melee and ranged have a good solid 15 seconds of mass-damage before you need to rotate the dragon to avoid the next beam. Rinse, repeat. But it wasn’t that easy for us. People had problems avoiding the beam and ending up in front of the dragons fire-breath, or rotating the other way and ending up in a tail swipe. Also the Conflagration void-zones seem to be a problem for people, they don’t make it out in time and dropped them in inconvenient spots. We figure that if you do a Grobulous type rotation with them where you drop them behind the Dragons Rotation it will work the same way. They de-spawn after a bit so by the time you rotate back to that point the zones will be gone. We plan to try this on the next attempt.

The best we reached was right around 55%, almost to phase 3. By the end we were tired. We all wanted to keep trying but some people had to leave because of the time. We are all raring to go again! I put another attempt up for Saturday 8:15pm server. Most raiders wanted Sunday, but because of the 4th of July holiday in the US we figured we would have a better chance for Saturday. Next week we will probably try for a Wednesday raid with Sunday follow-up appointment.

Some people won’t be there Saturday so if you want to go with us sign up on the calendar and we will take who we can! I am not sure if the mini-bosses will re-spawn or not before Saturday. Either way the boss has not been killed yet so dragon-loot is still available! Once again, if we have enough interest and bodies we will try and run it 25-man.

Forgot to mention

fiermi's picture

In the Saviana fight the Mages discovered that if they got the mark they can run to the edge of the group and Iceblock. They will not take any damage if they do this. They still need to get away from the raid because of the AOE that goes off when the fireball lands on them.

I wonder if Warlocks can set their portal up at the edge of the fight and use that to move away from the raid?

Sweet Fiermi

Shinwaka's picture

Thanks for leading :)

Awesome attempt no matter what you all.

Not that I like to rely on

moobuckaroo's picture

Not that I like to rely on add-ons but this fight should be a lot easier once dbm is set up for it... one of the big issues is that there is no announcement when a person gets the debuf. During p1 its not a big issue but in p 2 when there is so much other stuff going on trying to identify who has it gets much harder. I think a lot of our deaths were because of poorly placed explosions or from figuring out very late who had it and that person running into a beam trying to get away from raid or others running into the beam trying to get away from them. it was defiantly a good night though...learned a lot and laughed a lot just got to late on us. Thanks for putting it together fierme

DRAGON SLAYER!!!

Xyro's picture

So we're killing Barney tonight...right? =D

Sorry

fiermi's picture

Killing Barney Saturday Night. Try and be on a bit before 8:15pm server. I like to send out invites around 8:05pm server so i know where we stand and if I will ahve to beat bushes for raiders. 8:15 is raid start so i want to go in and start killing as close to that time as possible!

See you all there Sat!

Yeaaa...whoops :P

Xyro's picture

I have a bad habit of going to sleep in the 'next' day and thinking it's the 'previous' day and screwing up calender dates lol

DBM

moobuckaroo's picture

as of last night DBM had been updated so make sure and get the new version if you are going to go barney hunting.

Availability

Ikuri's picture

Today is kind of a busy day since we're having a big Fourth of July party tomorrow and we're trying to get ready for it, plus my son is coming home tonight instead of tomorrow like originally planned. So I may not make it on tonight to help with this. If I can, then I definitely will. Otherwise, best of luck guys! :)

/sigh

fiermi's picture

Failure is not an option!!!!!!!!!!!!!!!!!!!!!!!

Ok, so we didn't get him down this week, but that purple Barney look-alike is going down!

We took a good 6 or 7 shots at the dragon but were having problems controllign damage in pahse 2. We will try again and we will prevail!

Some of us...

Xyro's picture

think Tree heals would be optimal for phase 2, considering the almost non-stop moving. Phase 2 doesn't seem other healer friendly, unless you have Haste out the ass and can get off some damn quick casts. Just my thought, but don't take it from me, I've never healed before :) Everyone also HAS TO stay out of the middle (Obviously with the exception of the tank/melee), but then the dragon positioning is KEY, to avoid the death beam when it casts.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.