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Aliena
12-14-2010, 04:08 PM
FPEs9O-Bpa0


Hello and welcome to the Bastion of Twilight Raid Guide! My name is Aliena, and in this video I'll show you all you have to know about Halfus Wyrmbreaker, the first boss you'll encounter in this instance. We completed this fight with 2 tanks, 6 healers and 17 DPS, but similar raid compositions may work just as well. This encounter has a 6 minute enrage timer.

As soon as you walk up to Halfus' room, you'll notice several dragonkin around him that you can interact with. The available dragons change from week to week, and you'll need them to defeat Halfus, cause he doesn't fight alone. As soon as you pull him, a Proto-Behemoth will come to his aid. Halfus' and the drakes abilities change depending on which dragons you have available.

Storm Rider allows Halfus to cast Shadow Nova. Nether Scion gives Halfus a Frenzy. Slate Dragon gives him a long stun. Time Warden allows his Proto-Dragon to cast Fireballs. Whelps give the Proto-Drake a Fire Breath. Always enable all three drakes over the course of the encounter to counter these abilities and do additional dramage to Halfus, no matter which you have up.

Shadow Nova deals moderate damage and knocks every person in the raid back. Its cast is pretty much instant, but this is where the Storm Rider comes in. Releasing him from his cage will cause him to be mind-controlled by Halfus and attack your raid, but it will also make his Shadow Nova interruptable.

Releasing the Time Warden will also cause him to be mind-controlled and attack you, but it'll greatly slow down the speed of the Behemoth's fire balls which makes them easily avoidable, in turn making your raid take a lot less damage. Lastly, releasing the whelp cage will - yep, you guessed it - cause them to be mind-controlled and attack your raid, but will also reduce damage done to your raid from the boss & drakes.

So, what's the plan here? You should release the two most menacing dragons straight away - in our case Storm Rider and Time Warden - and have your tanks secure them. We had our main tank tank both Halfus and the Time Warden and our Offtank took care of the Storm Rider. Ranged DPS then took down the Storm Rider while melee DPS stayed on Halfus to interrupt Shadow Nova. It's a good idea to set up an interrupt chain if you have a Storm Rider.

When the first dragon died, we released our third pick, the whelp cage. There's no need to actively kill the whelps, they don't do much damage at all. Keep them in cleave range and they'll die eventually. At 50% Halfus gains another ability that he'll use every 30 seconds - Furious Roar.

Furious roar will execute 3 stuns in quick succession. You're able to move a little between each stun, but you're NOT able to use any abilities. You can and should move out of fireballs between stuns. Your tank should have a cooldown up before every furious roar or he's very likely to die during it. After the stuns, Halfus will immediately cast Shadow Nova which must be interrupted.

To do this, mages can blink the last tick of Furious Roar and counterspell or you can use things such as Hand of Protection and PVP trinkets. Set up a rotation and make sure to only break the third stun, if you do it earlier you'll just get stunned again.

It's a good idea to use Bloodlust after the dragons are dead but before you hit 50%, when all DPS are focusing on Halfus as that should give you the maximum amount of DPS on him. Until the gear level rises, you're likely to need it.

That's all the mechanics to this fight. I'll attach a video of the full encounter so you can see how we handled the various mechanics. As a note, when we defeated this encounter we were not yet aware that we cannot use cooldowns between Furious Roar ticks, so that resulted in multiple tank and some DPS deaths and ultimately almost cost us the fight here.

The enrage timer is somewhat harsh if your raid is still undergeared, but if you execute the encounter correctly, it's definitely doable. Good luck and have fun!

Xcuse
12-15-2010, 12:11 AM
The whelps also reduce the damage from the Behemoth's fire breath if I'm not wrong. Also, your tank might off survive the roar without the whelps on him :P Stun + adds = lots of damage even if those adds usually don't do any worrysome amount of damage.

We did this on 10m during the last reset and had the Time Warden with the Storm Rider up (we didn't release the 3rd drake so I'm not sure on that one. But it weren't the whelps so I guess it was the Nether Scion) - Since all of the videos and guides from Beta seemed to have more or less the same drakes active it took us a long while to adapt our strategy and see for ourselves what's actually happening when and why.


Either way, keep up the good work, love it.

Sahdhiera
12-15-2010, 06:05 AM
For the 10-man-version, is it possible for the Halfus-tank to tank an additional dragen (in your case, the Time Warden)? Or would the damage be too overwhelming? We tried the boss yesterday and barely managed to kill the Storm Rider (we had Storm Rider, Time Warden and Nether Scion active), because the fire damage from the Behemoth was just too much.
(FYI, it was just a test raid to peek into the new raid instances, we managed to kill Argaloth though)

Great Guide btw, as always. Keep it up. :)

CombatJack
12-15-2010, 08:15 AM
What beneficial ability does the Slate Dragon provide? One drake slows the fireballs, one increases cast time of shadow nova, and the Slate Dragon does...

Kanzer
12-15-2010, 08:29 AM
For furious roar we actually had our ele shaman equip the meta gem that reduces stun duration by 10%, worked like a charm.

Predakhan
12-15-2010, 09:14 AM
For the 10-man-version, is it possible for the Halfus-tank to tank an additional dragen (in your case, the Time Warden)? Or would the damage be too overwhelming? We tried the boss yesterday and barely managed to kill the Storm Rider (we had Storm Rider, Time Warden and Nether Scion active), because the fire damage from the Behemoth was just too much.
(FYI, it was just a test raid to peek into the new raid instances, we managed to kill Argaloth though)

Great Guide btw, as always. Keep it up. :)

We didn't get the time warden our attempts but I was also wondering if the strat is the same for 10 man. Have main tank take both boss and an add right off the pull?

Luvaria
12-15-2010, 12:55 PM
In our 10 man we had the first drake on the left (I can't remember his name), the rider, and the whelp cage. What we ended up having to do was open both drakes at once and kill the left drake first. When the left drake died, it removed Halfus's frenzy effect, so we had to pop lust to get that down ASAP before my cooldowns as a feral ran out since I was on MT duty on the boss. Unfortunately, it took us a while to find out the best pull strat, and that was it. We wiped due to a healer dying just as the second drake died, but before the whelps, and trash respawned so we put it off until tonight to finish.

We also tried me tanking the boss plus the storm rider for a bit, but the damage was too much with Halfus's frenzy (+100% attack speed).

zebrahed
12-15-2010, 09:33 PM
Did this tonight on 10m, and ended up downing him after like 7 or so wipes trying to figure out who to pull and how things went.

We had Nether Scion, Storm guy, and Whelps.

Two questions;

1) When we killed Storm dragon, Halfus retained his nova attack. Should killing a dragon remove that buff on Halfus? Conversely, when we killed Storm dragon, we didn't get a dmg buff on the boss at all. Also, releasing the whelps didn't seem to give us a buff against the fire breath from the Proto-drake. Is this normal?

2) At lower percents, he did not whirlwind at all, and just kept going on as normal. Is this normal too?

Aliena
12-15-2010, 09:41 PM
They retain their abilities, but they also retain the 'nerfs' to it. Shadow nova stays interruptable, fireballs are slower, etc. Killing the dragons just means you don't have to deal with them anymore. The whelps should decrease the damage of the fire breath.

There's no whirlwind in this fight anymore, it got replaced by Furious Roar. This is why we don't do beta guides. =P

Papapaint
12-15-2010, 10:13 PM
On a side note, we are able to easily kill him every week with a somewhat cheesy strategy--We release everything at once, gather them together, set interrupts, and just burn through everything as quickly as possible. This has been tested on two different dragon combinations so far, and was equally effective against both.

Heroic may require a different strategy, but this was nothing that couldn't be solved by cooldown rotations on the tanks, heroism/bloodlust, and some aoe-happy DPS.

Leyrra
12-16-2010, 02:11 AM
We killed it yesterday in 10 man with the Nether Scion, the Slate Dragon and the Storm Rider up.
The Nether Scion gives frenzied assault to Halfus, which greatly increases his attack speed (I believe it's 100% increased). I don't remember if he gives any debuff to Halfus when released, except from increased damage taken and slower attack speed of course.
The Slate Dragon gives a stackable mortal strike to Halfus (6% reduced healing for 30 seconds per stack). He periodically stuns Halfus when released and increases his damage taken, like every other drake.

We released the Nether Scion and the Storm Rider at the start - otherwise Halfus was stacking mortal strike too fast on the tanks. The first tank blew cooldowns while tanking Halfus + Storm Rider, the other tank got the Nether Scion, taunted Halfus at 8 stacks of mortal strike and then the tanks just taunted Halfus as soon as they no longer had the mortal strike debuff. Once the Nether Scion is released, a tank gets 6-7 stacks of mortal strike during the 30 seconds it takes to the other tank to lose his own mortal strike, which we found manageable in terms of healing.
As the Time Warden wasn't active for us this week, we didn't have to dodge any fireballs, the proto-drake was only doing light raid damage which wasn't a concern at all. I don't even remember seeing a flame breath but I could be wrong.

I think we should have released the third drake, as the added damage on Halfus would have helped us (we killed it 10 seconds before enrage) - we'll have to try next week.

I guess this boss is all about releasing the drakes in the correct order and it would be interesting if people could post how they handle the different drakes combinations.

Jarecv
12-16-2010, 02:12 AM
I have a question regarding the 10man version of this fight, we have nether, slate and storm active or at least we can activate them.. yesterday it wasnt possible for us to hold the tanks up, the healingdebuff stacks for 6% per stack, so after 10stacks 60% less received heal, after one tank take over halfus and the otherone the drake, the previous tank had 30sec to wait until debuff went off..

we have to take the stormdrake first just to interrupt the shadow nova, but it isnt possible.. halfus hits with 100% increased attackspeed and the healing debuff is stacking to fast and lasts to long on the tanks.. Our healers were a shaman, a paly and a druid, and i think they are quite capable.. we managed once to kill stormdragon, one tank died and got BR, but the healers were already OOM. Our idea, or lets say my idea is to have 3 Tanks, just to manage the lasting debuff on the tanks..

so back to question, do you have any other ideas?? i would appreciate it very much!
thanks in advance, and sorry for my englisch

Sincerely
from Germany Jarecv|EU-Ysera

edit: Thanks Leyrra, i will manage to kill Halfus this evenig thanks to your just 1minute earlier released post :P

zebrahed
12-16-2010, 06:15 AM
They retain their abilities, but they also retain the 'nerfs' to it. Shadow nova stays interruptable, fireballs are slower, etc. Killing the dragons just means you don't have to deal with them anymore. The whelps should decrease the damage of the fire breath.

There's no whirlwind in this fight anymore, it got replaced by Furious Roar. This is why we don't do beta guides. =P

Thanks for the info!

I didn't see any buff/debuff explaining that we did more damage either, and we got sort of confused on that aspect. We basically just summoned Storm, killed him, and had a shaman sit on him with interrupts. We left Nether dragon alone, since apparently we could deal with the frenzy just fine. Killed the whelps just with passive AE, and killed him with like 30-45 seconds left on Enrage.

Overall, it felt a bit too easy, once everyone understood exactly why we released dragons, and what happened when they died.

Legionella
12-16-2010, 06:25 AM
We did it yesterday with 10 man.The drake combination was indeed not as good as it was last week.Tactic was as followed:You let one tank taunt the boss and run to the back wall, perhaps using the pull or bubble from a priest to get him there without the boss hitting him. Meanwhile your other tank releases the Nether Scion. Whenever that dragon is active the debuff doesnt stack that fast and your tanks can have a tanking rotation (like first boss TOC, Impale )We pop BL and burn the Nether. We eat the shadownova bullshit with a couple of CDs on the tanks and fast dps. On 10% before the Nether dies, I (a shadowpriest) active the stormdrake. I can tank it for a few seconds with dispersion aswell so we get rid of the non interuptable shadownova. THen we just nuked him down.

Zantam
12-20-2010, 03:58 AM
It is a surprisingly hard fight in 10-man, unless you have a melee-heavy comp. With Slate, Nether, and Storm, our strat was to pull the boss and Storm at the same time, have a hunter pull Nether to lose the 100% attack speed bonus that stacks MS faster, and tank as follows:

Bear on boss, slow rolling cooldowns after 8 stacks, up to max.
Pally on both drakes, using cooldowns as well.

DPS burning Storm. As soon as he's dead, Pally grabs Halfus, and I stay away for a few seconds, poping tranquility to help out on raid heals. When MS has only 5 secs left, I taunt Nether and Pally has blown all cooldowns to survive. Kill Nether, then burn Halfus down while switching tanks to deal with the MS.

All in all, a pretty hard fight, I must admit.

Pyrite
12-21-2010, 03:46 PM
have a hunter pull Nether to lose the 100% attack speed bonus that stacks MS faster

I would love to know what this means? We had the same combo tonight: Nether, Storm and Slate. We activated Nether and Storm so that we could kill Nether first to remove the 100% haste buff and Storm so that we could interupt the shadow nova.

However, the boss has 100% haste and mortal strike, and the tanks were literally gaining a stack of MS per second, within ten seconds they were almost unhealable, 15 seconds they were dead, regardless of cooldowns used.

Anyone who has beat this combination, I would love some (very detailed and clearly explained) tips on how to get this fight under control.

zebrahed
12-21-2010, 08:08 PM
Just for clarification, He starts receiving debuffs when you release dragons, both damage done to him, and the aid from the dragons themselves. The dragons don't have to be killed to get either, just released.

Halfus receives 1 stack of Dragon's Vengeance (50% bonus damage to him) per dragon released. Stacks to 3 (3 dragons per week).

He also gets a -25% dmg/to hit/attack speed debuff when releasing the Nether Scion dragon. The whelps will apply a debuff to the Proto-drake, reducing his fire damage by some % (wowhead says -750 damage done?). Releasing the Slate dragon will apply a debuff to Halfus that stuns him for 12 seconds periodically.

You won't see these on the boss next to their normal debuffs (at least, I don't when using XPerl), they were amidst our raid debuffs. Caused confusion for us early on when attempting the boss.

geoda
12-22-2010, 12:44 PM
great video aliena. i'm a new registered member after 2 years of always coming to this site and not signing up? lame. keep up the awesome work tankspot. i'll be commenting a lot in the near future.

I'd like to say that we downed him last night on out 8th pull? We had The Nether Scion, Whelps and The Slate Dragon. We started off only talking to Nether Scion and nuking him, while our main tank was on boss. Once we had Nether Scion down, we then had our off-tank from Nether Scion taunt the boss, since our MT was getting the healing debuff. Main tank then released the whelps. Once whelps were handled, our tanks would rotate tanking Wyrmbreaker and wait until their stacks wore off. We did not even bother releasing the Slate Dragon. We played this to our advantage since our DPS was the issue and not the healing. This worked like a charm.

systemchok
12-22-2010, 03:17 PM
would it be possible to do a vid of a kill without the stormdrake? cause iīm curious about how to handle the shadownova without it rly (we had that the first week and it absolutely destroyed us not being able to counter it.

MellvarTank
12-22-2010, 03:21 PM
Kill the stormdrake first System, once it is activated the nova's are interruptable. Assign an interrupt and kill the Storm drake first. If you are in better gear, then release the storm and Scion (if you have it) at the same time and kill the scion then the storm.

systemchok
12-22-2010, 03:40 PM
well what i mean is if you donīt have stormdrake available

MellvarTank
12-22-2010, 03:43 PM
...Then he doesn't do the shadow nova.

Rennadrel
12-22-2010, 10:34 PM
We had the Nether Scion and Slate Dragons on our kill. In theory if your healers are really good, you can down one dragon and leave the other up. We killed the Nether Scion and hit Bloodlust right off the hop, the stun effect from the Slate Dragon makes it healing intensive but it can be done, heck we had people below hit cap and just narrowly beat enrage.

Thist
12-24-2010, 09:39 AM
We had Slate, Nether and Whelps. We took 3 tanks, 3 healers and 4 dps.

This really helps at the start when the damage was just too high for healers to heal through if we released only Slate or Nether or both at once. We released both Slate and Nether at the start and killed Slate first then Nether then released whelps and killed Halfus. Another tank traded with the person tanking Halfus whenever they got about 5 stacks, and the 3rd tank picked up the whelps at the end.

You can't really fail this way, individually tanking everything works wonderfully. Another tip for the very start of the fight is to taunt Halfus and run to back wall while the dragons are released to avoid those first hard hits.

Group was: prot warrior, prot pally, druid tank, shammy healer, druid healer, pally healer, ele shammy, 2 warlocks, dk all with at least 340 ilevel.

Goros
12-25-2010, 06:51 AM
We had slate, nether, and whelps as well.

We opened and downed nether, then opened and downed the whelp cage. Then we opened and downed slate, then took the fight to halfus; timewarped at 50%.

Dk & druid tanks, holy pally, holy priest, resto druid, fire mage, ret pally, fury warrior, shadow priest, assn rogue,.

Sent from my Droid using Tapatalk

Plenty
12-27-2010, 08:57 PM
Our guild's first successful kill was with a 10 man.

Our drakes were the Slate Drake, Nether Scion and the whelps. Our set up was 2 tanks, 3 healers, 5 DPS.

We just ignored the Slate Drake. We released the Nether Scion right away and popped Heroism. One the healing debuff was to high, our tanks switched targets between Halfus and the Nether Scion (taunted off each other). We then released the whelps and did the same thing as we burned them down.

After the whelps were down we left the Slate Drake in his cage and finished off the Halfus. Our tanks would just taunt off each other every 30 seconds.

We came in just under the enrage timer.

Blarghe
12-28-2010, 02:31 AM
Downed on 10m tonight, ~3 hours, 12 or so attempts. We had Nether and Slate.

Raid makup:

Prot Pal
Prot War (Me)
Resto Shm
Resto Dru
Holy Pri
Lock (not sure spec)
Ele Shm
Arms War
DK (not sure spec)
Mut Rot

What ended up working, was we would pull one drake, I would tank Halfus to 12/13 stacks of MS, then switch. Pally bubbles DO remove the stacks. However, it worked better on the Pal only, because after switching, I'd be about ready to open the whelps. At low-mid teens of the MS stack, we had it timed well so I'd get whelps, first drake was dead, second incoming, pal would bubble off his current stacks and go from there. By the time the whelps were down, the 2nd drake was dead, and I would be taunting Hal back to me.

Repeat taunt swaps until dead.

The few key points though, to having Nether and Slate...

1) Don't tank both drakes. The healing debuff, tank switch, and Hal melee haste are just too much raw damage. In a few weeks, or months, sure, but not now.

2) Tank apart, so the tanks aren't also getting fireballed. The switches aren't often once you hunker down on the cooldowns.

3) Cooldowns. Don't use early. I had two unlinked trinkets to use and (glyphed to 40%) shield wall to use. Around 7/8 stacks, I would start rolling all of my CDs. Shield Block was very, very useful here (~45% block unbuffed). Using 3 or 4 CDs, I could extend the 7/8 stack out to 12-13 (14+ was nearly 90% healing debuff, and the healers said they had to spend way too much time healing me through the AE). Hal did feel to apply the MS debuff stacks slower once the first drake was downed, but that's totally anecdotal at this point. I haven't looked at my logs yet.

With those two drakes up, your cooldowns are MUCH more useful the more stacks of the MS debuff you have.

Once the second drake was down, the fight was just about stroking the dps meters.

Our main issue was the healing, and after the 5th or 6th try, something clicked and we we made huge progress. Tanking was simply managing the timing of switches, and positioning so the tanks intercepted whelps first when uncaged. Nether and Slate require a ton of healing.

Gravy
12-31-2010, 06:46 PM
Just because we didn't have a decent listing of the dragons + abilities on here yet.

All Dragons and the whelps:
Releasing a dragon or the whelp cage applies a stack of Dragon's Vengeance (http://www.wowhead.com/spell=87683) to Halfus, increasing his damage taken by 50%.

Nether Scion:
Having this dragon present activates Halfus's Frenzied Assault (http://www.wowhead.com/spell=86160), which increases his attack speed by 100% (120% on heroic?).
When the Nether Scion is released: It applies Nether Blindness (http://www.wowhead.com/spell=83611) to Halfus, reducing his chance to hit, attack speed, and damage done by 25%.

Orphaned Emerald Whelps:
Having the whelps present activates the Proto-Behemoths Superheated Breath (http://www.wowhead.com/spell=83956) ability, which allows him to cast Scorching Breath (http://www.wowhead.com/spell=83707). This is a raid wide aoe that must simply be healed through.
When the whelps are released: Each whelp applies a stack of Atrophic Poison (http://www.wowhead.com/spell=83609) to the Proto-Behemoth, reducing the amount of damage its scorching breath does (Possibly it's fireball barrage also).

Slate Dragon:
Having this dragon present activates Halfus's Malevolent Strikes (http://www.wowhead.com/spell=39171), which is a stacking healing debuff applied on each successful melee swing. This requires a tank swap.
When the Slate Dragon is released: It applies Stone Touch (http://www.wowhead.com/spell=83603) to Halfus, stunning him for 12 seconds every 35? seconds.

Storm Rider:
Having this dragon present empowers Halfus to cast Shadow Nova. If this dragon isn't one of the dragons you have to fight, you don't have to worry about interrupts. However, if you it is one of the dragons you fight, then it should be the first dragon you release.
When the Storm Rider is released: It applies Cyclone Winds (http://www.wowhead.com/spell=84092) to Halfus, making it humanly possible to interrupt his nova.

Time Warden:
Having this dragon present activates the Proto-Behemoth's Fireball Barrage, which is handled by the video.
When the Time Warden is released: It applies Time Dilation (http://www.wowhead.com/spell=83601) to the Proto-Behemoth, which allows you to move away from incoming fireballs.
Note: The Proto-Behemoth has a single target fireball that is not affected in any way by this drake.

Disenchanted
12-31-2010, 10:25 PM
Our first night on this, we had Storm Rider, Slate, and Whelps.

We tried releasing 2 in various combos. We tried releasing one at a time. Storm Rider always first so we could interrupt. But nothing we did seemed to work. The amount of raid damage from the scorching breath, coupled with tank damage usually meant a wipe in 30 secs to a minute. We had 3 healers, and we had almost 40K hps in heals going out, but the damage seemed insurmountable. We even tried 3 tanks. No dice. Tanks were rotating to never take more than 4-5 stacks of the MS debuff, but at least one tank was always dead within 30 seconds (and not always the one on Halfus). I think our longest attempt going one at a time was maybe 1:45 before we suddenly lost both tanks and a healer almost simultaneously.

What are we missing? We have to be missing something. Granted, We're in mostly 346 gear, but this is the first boss, it has to be doable in that gear.

Deathsvalor
01-02-2011, 01:12 PM
We got the same combo as Disenchanted. The Proto-Behemoth does Fireball Barrage no matter which drakes you get, so spread out. We put 2 interrupters on Halfus and released the Storm Rider and the Whelps together. One tank tanked Halfus, and the other tanked the Drake and the Whelps.

DPS AoEd down the whelps first. This was important. The damage from the Storm Rider will not slow down until he dies but the whelps will die staggered with some dying very early. This made the damage on the drake tank manageable faster.

When the Halfus tank got 12+ stacks of the healing debuff the drake tank taunted off and our Holy pally BoPed the Halfus tank to drop his stacks. Then the Halfus tank taunted him right back before the drake tank received any stacks. This allowed time for Dps to kill the whelps so the drake tank could handle having Halfus' healing debuff.

Once the Whelps were dead, we killed the Storm Rider, and by then, the 2 interrupters had gotten Halfus down to 60%. We just burned him down and kept tank swapping for the debuff.

-Edited for fail grammar and clarity

Disenchanted
01-03-2011, 02:05 AM
Got it tonight after only 2 attempts in a manner very similar to how Deathsvalor did it. But we cheated it a bit by having our DK go offspec tank for a third tank. Ignored slate, popped Timewarp and burned Halfus the instant Storm was dead (killed whelps first by dragging everything in a pile and AoEing like mad). I'm fairly certain a 3rd tank was overkill and we can do it easily with 2 tanks now.

Still unsure now why everybody was dropping so fast our first night of attempts after tonight. We didn't do it that much differently the other night.

Tailsz
01-04-2011, 10:24 AM
2 weeks ago we did halfus for the first time with slate, whelps, scion (2 Tanks, 3 Heals, 5 DPS). That came with relative ease once we released scion then slate then whelps (1 at a time). Maybe an hour or so of learning since no one had seen it...

This week we broke our faces on Slate, Storm, Whelps thursday night trying to use 2 tanks, 3 heals & 5 DPS. We would constantly lose a tank during the halfus debuff transitions (switching around 6-8 stacks).

We went back in last night and managed it in about 6 attempts.

Strategy and Setup:

3 Tanks:
Feral - Halfus
Warrior - Halfus
Prot Pally - Drake/Whelps

3 Heals:
Holy Pally
Holy Priest
Resto Druid

4 DPS:
1 Mage
1 Hunter
1 Shadow Priest
1 Rogue

Keeping the halfus tanks strictly on halfus never tanking a drake/whelps with a Debuff or halfus + Drake/whelps *really* made a difference. So much so that it almost trivialized the encounter completely. The warrior and I (feral) used our 10 second interupts on an every other basis and had relatively little issue with the shadow nova (aside from the odd tunnel visioning on the nova too much and not watching healing debuff stacks from halfus).

Initial Pull:

Feral + Warrior on halfus with Warrior tanking first and attempting to catch that first .5 second shadow nova cast (we never did). Prot Pally released the storm dragon, hunter released the whelps & Prot pally tanked whelps + Storm on top of halfus.

DPS Strategy above 50%:

First focus was on downing the storm rider (anyone with the ability to "cleave" off of halfus and onto the whelps/storm was encouraged to do so). Hero was used as soon as we felt the pull was stable. The second storm went down we had the hunter standing ready to release the slate dragon. Prot pally picked up the slate and by that time the whelps were either dead or very close to it. We finished off slate quickly & moved on to halfus

DPS Strategy Sub 50%:

During this phase halfus does furious roar (3 consecutive stuns). We had the mage blink and interrupt the nova he starts casting after that 3rd stun and it worked flawlessly.

Key points (listed in highest priority):


Tank Taunt & Interrupt Communication - Nova's going off would almost always get a tank killed just due to knock backs interrupting a healer. We had some leeway because of the fact that we had 3 tanks but it was really tight (our kill attempt we didnt lose anyone).


Releasing Storm & Whelps at the same time - Storm is not an optional first release, without storm being released you cannot interrupt shadow nova. Whelps really were just a minor annoyance but they ease a ton of the raid healing requirement when they are released.


Releasing slate as soon as the storm dragon was down - His 12 second stun on halfus is incredible. It allows for raid stabilization, tanks to get both of their interrupts off of CD, stops him from casting nova, and healer regen.


Question - is there any way to *reliably* avoid that first shadow nova? (when storm rider is doing is activation animation and not affecting halfus cast time yet..)

Kari
01-04-2011, 02:45 PM
Last night we managed 10 man halfus with storm, whelps, and slate. We had a good deal of trouble with this over the past week so I figure I'll post what we did in detail to help anyone who might have similar issues.

Group:
prot warrior
blood dk
holy pally
holy priest
resto druid
ele shaman
demo lock
ret pally
shadow priest
fire mage

We activated storm first (alone), popped hero, and burned storm with all dps on him save our ele shaman who was on halfus the whole time using 5 second cd windshear to do all the shadow nova interrupts. Our warrior tank was on halfus, dk on storm. Around 10ish stacks of the debuff on our warrior tank our holy pally bop'd him, warrior cleared it, and taunted back. When he reached 7 stacks our dk would taunt off of him.

Based on when the storm drake died, we would wait for a fresh taunt on halfus and have the tank who was free release the whelps. From this point we had a mix of aoe (our warlock/mage did some) and single target dps to bring the whelps down (ele was still on halfus for interrupts). Throughout this both of our tanks maintained a sort of spread threat on the whelps while continuing to trade halfus whenever one or the other's debuffs wore off.

Once the whelps were down everyone switched to halfus. We had a mage blink out of the third wave of the roar and he was able to counterspell the shadow nova every time, worked like a charm.

We wiped with this strat once after hitting the enrage timer and tried some variations but we eventually got our kill with a very smooth run of the strat above, with a good 10 seconds left on his enrage timer.

Caelins
01-05-2011, 05:59 AM
Not sure if this has now been shared with the wider community but it is something that saved my tank during Mortal Strikes - Have a Paladin use Hand of Protection on your main tank after the initial pull on Halfus.

I can keep my DK tank up until about 10 stacks of Mortal Strikes at which point I HoP him, he quickly clicks off the buff and taunts Halfus back before he starts smacking on any of the raid members.

This allows the off tank to tank the two drakes you opt to release first until their death before having to worry about tank switching on Halfus.

Bladesong
01-05-2011, 12:01 PM
Did this last night on 25 and had the unfortunate combo of Nether, Slate and Time Warden and only two tanks, which put a lot of stress on our healers. We burned the drakes down one at a time (Nether, Slate then Time), saving Blood Lust for right after the Time Warden went down. Some things that helped:

- When the current drake was at 5% health a hunter would activate the next drake and Misdirect it to a tank
- Pally healers used Hand of Sacrifice + Divine Shield to help tanks
- Pally tanks can use Divine Shield + /cancelaura to drop stacks (The Paladin going from drake to Halfus would have both for a second)
- Divine Guardian as a cooldown for the other tank

The two problem areas were dps pulling aggro on the tank swap and keeping tanks alive during the stun phase. He's untauntable at that point so we'd have the person who was second highest on threat run to the opposite side of the room to kite him.

Gunter
01-06-2011, 01:41 PM
We were able to down this on 10 man last week in a little over an hour worth of attempts. We had Storm, Slate and the whelps.

For the pull, we immediately released Storm and the whelps and they were picked up by our main tank (a warrior). Our off tank (DK) grabbed Halfus and started cooldowns around 8 or 9 stacks. Once Storm was at 15% or so the main tank taunted the boss. For the rest of the fight the tanks taunted off each other once their debuffs dropped.

We had everything stacked up together to maximize cleaves and make it easier for our enh shaman to DPS and interrupt the novas. We popped hero and burnt down the Storm drake first, encouraging the use of cleaves. We actually ended up getting the achievement because of all the incidental AOE (fire mage, unholy DK, enh shaman).

After the Storm drake and the whelps were down we didn't even bother releasing slate. We just focused on Halfus. For the nova after Furious Roar we had our mage blink out of the stun and counterspell. Once we had our strat tweaked and working, the kill came pretty easy. There's minimal damage sub-50% as long as you've got someone interrupting the nova.

smcn
01-09-2011, 01:00 AM
Killed in a pug with Slate, Nether, and Time Warden. Even though it was my first time there, it seems to me that any combo with Slate, Time Warden, and either Nether or Storm Rider is the hardest before your tanks overgear it due to the simple fact that you have to delay releasing Time Warden.

Group makeup: Prot Paladin (me), Prot Warrior, Two Holy Paladins, Resto Shaman, Mage, SPriest, Warlock, Rogue, Fury Warrior

The pull: Everyone started near Nether with the warrior tank ready to release ASAP. I pulled the boss from 30 yards with DPlea+AW+Judgement and drank a swiftness potion. This gave me about 5-6 seconds before I got a single stack of the debuff. I tanked the boss around the middle of the room.

Bloodlust was blown as soon as Nether was attackable. I cycled through short cooldowns after about 7 stacks (two avoidance trinkets -> DProtection). Once Nether was down to about 10% I bubble macro'd to remove the debuff and released Time Warden. Once I hit 5ish stacks warrior taunted boss and I continued to tank Warden until he died. Around this point is where it just turns into a basic taunt rotation. I actually taunted the boss as soon as my debuff ran out while Warden was around 10%.

Pretty easy fight from here. It took us a couple wipes to realize that we could strafe/run forward between stun ticks to avoid fireballs and when we killed him he had frenzied at 2%. Pretty much a classic gear check. Mechanics-wise Valiona/Theralion is slightly more complex but overall I think Halfus is tougher. If you can beat him you can beat V/T.

Ogri
01-09-2011, 03:55 PM
Tonight we had Whelps, Storm and Time Warden dragons. We managed a comfortable kill with 45 secs left on the enrage timer on our 2nd try. Setup like this (10-man).

2 Tanks (Paladins)

3 Healers (Shaman, Druid, Holy Priest)

5 DPS (Enhancement Shaman, Fury Warrior, Mage, Shadow Priest, Warlock)

MT aggro boss and release/pick up whelps. OT pick up Storm Rider. Everything is stacked in the middle circle, remember that Melee DPS and Tanks cant stand too close to each other due to the Fireball Barrage but they should still stay reasonably tight so AoE heals can be as effective as possible.

All DPS except Enhancement Shaman on the Storm Rider, pop Heroism. Enhancement Shaman can interrupt Shadow Nova alone since interrupt is on 5 sec CD. Use cleaves, Nova totems/Fire Elemantal and residual AoE to take Whelp (and boss) health down while nuking Storm. As soon as Storm is down, AoE classes start AoE on whelps while single target DPS (in this case Warrior) go DPS on boss.

Meanwhile OT who is now free pick up Time Warden and pulls to the tanking spot. This means boss is now taking 150% extra damage and the ranged DPS and healers standing at range can dodge the now very slow fireballs with ease, leaving healers more time and mana for the tanks. Whelps die really fast since they are already damaged from cleaves, tank dmg and residual AoE while Storm Rider is being nuked down.

After whelps are down all DPS nuke the boss full out. Stunning roar (of which you can expect 4) was handled by the Mage blinking out of the last wave and counterspell which worked like a charm.

Key points: You cant really afford to miss out on interrupting a single Shadow Nova, so make sure you dont. Max out heals by having tanks and melee dps close enough to each other that chain/AoE heals covers all of them.

Ranged DPS and healers should be given fixed positions and only ever move when they get targeted by the Fireball Barrage. When that happens, they run forward or strafe to avoid most of the damage, then move back to their assigned positions. Make sure that everyone is within reach of every healer all the time - fixed positions.

Make good individual use of all your dmg reducing abilities and self heals, including healthstones and healing pots. Use Fire Aura/Totem.

stormleader
01-09-2011, 05:57 PM
Killed in a pug with Slate, Nether, and Time Warden. Even though it was my first time there, it seems to me that any combo with Slate, Time Warden, and either Nether or Storm Rider is the hardest before your tanks overgear it due to the simple fact that you have to delay releasing Time Warden.

Group makeup: Prot Paladin (me), Prot Warrior, Two Holy Paladins, Resto Shaman, Mage, SPriest, Warlock, Rogue, Fury Warrior

The pull: Everyone started near Nether with the warrior tank ready to release ASAP. I pulled the boss from 30 yards with DPlea+AW+Judgement and drank a swiftness potion. This gave me about 5-6 seconds before I got a single stack of the debuff. I tanked the boss around the middle of the room.

Bloodlust was blown as soon as Nether was attackable. I cycled through short cooldowns after about 7 stacks (two avoidance trinkets -> DProtection). Once Nether was down to about 10% I bubble macro'd to remove the debuff and released Time Warden. Once I hit 5ish stacks warrior taunted boss and I continued to tank Warden until he died. Around this point is where it just turns into a basic taunt rotation. I actually taunted the boss as soon as my debuff ran out while Warden was around 10%.

Pretty easy fight from here. It took us a couple wipes to realize that we could strafe/run forward between stun ticks to avoid fireballs and when we killed him he had frenzied at 2%. Pretty much a classic gear check. Mechanics-wise Valiona/Theralion is slightly more complex but overall I think Halfus is tougher. If you can beat him you can beat V/T.

Yeah we have the same combo this week and just had so much trouble with it. This may actually help us in the future. Thanks!

Dertanion
01-10-2011, 07:45 AM
Tanks: Pally and Warrior (me)
Healers: 2-3? i didnt pay attention

Drakes up: Slate, Nether, Time Warden

Started fight by pally taking the big guy and a hunter releasing the Nether and MD to me. All DPS was on the Nether. As stacks built up on the Pally he would pally bubble to remove all stacks and taunt back. This worked great.

When the Nether was down the hunter released the Slate and MDed to the Pally while I took the big guy.

All we did was each time the healing debuff fell off the other tank we swapped targets.

As the Slate went down we did the same thing with the Time Warden.

Was a fun fight

stormsurge
01-10-2011, 01:56 PM
We had Nether, Slate and time warden also.
3 tanks - Prot Pali, Bear, DK
3 heals - Shaman + Druid tank heals - holy priest raid.
4 dps - Enh Sham, Rogue, Ret, Hunter (our dps makeup was not an issue)
We didn't get the boss down yet, but this is where we are upto.

You have to release Nether immediately because of the speed buff he gives the boss. If you dont the healing debuff stacks so fast it will be a wipe in under a minute. You have to release the time warden otherwise the fireballs will wipe you due to exceessive raid dmg.

We had 1 tank take Nether, Another take the boss and another pull time warden.
Pop Lust and burn Nether, while the tanks switch as required on time and halfass.
Nether dropped quickly, then we get the free tank from Nether to release Slate while DPS burn down Time Warden.
Once time warden was down we were switching to the boss and hoping to beat the enrage timer. I am not sure if this is possible with 4 dps. 3 of us were pulling 23k each and the ret was pulling 18k.
What was wiping us was the shockwaves and the tanks going down as a result.

So questions
Do we need the dmg buff from nether, slate and time in order to beat the enrage?
How is the best way to survive the shockwaves? I can't recall if you can interupt it so it doesn't happen? With enh sham, rogue on the boss that would not be hard to stop if that is possible.

Ogri
01-11-2011, 05:30 AM
So questions
Do we need the dmg buff from nether, slate and time in order to beat the enrage?
How is the best way to survive the shockwaves? I can't recall if you can interupt it so it doesn't happen? With enh sham, rogue on the boss that would not be hard to stop if that is possible.

Shockwave cant be interrupted, tank(s) and healers need to be proactive (its on a fixed timer/30 sec) with HoTs and tank CDs.

If you only have 4 DPS yes, you will need all 3 dragons to manage enough DPS to beat the enrage. 3 tanks helps with the switching but you might consider using just 2 tanks. Fireball barrage is a pain with Time Warden not engaged but even so a lot of that damage can be avoided by moving when targeted, which every ranged DPS and healer can and should do.

Also remember that the unmitigated raid damage from Barrage only is a factor up until you release Time Warden so you wont have to endure it more then 90 seconds or so if you burn Nether fast enough. These first 90 seconds is ofc also when you make the most of your CDs.

I would suggest using 2 tanks, pull boss with MT, Nether with OT. Burn Nether (BL/Hero) and switch/bubble off the bleed debuff. Then pull Time warden and repeat. With 5 DPS you should easily be able to burn the two add dragons hard and fast, and then switch all DPS - including that of the "free" tank - to boss while the now free OT taunts off MT as soon as the debuff stacks too high.

jestlolk
01-12-2011, 03:30 AM
Drakes: Time Warden, Slate Dragon, Nether Scion
Raid Makeup: MT: Warrior OT: DK
DPS: Hunter, Rogue, Lock, Mage, Balance Druid
Healers: Disc Priest, Holy Paladin, Resto Shaman

On our first Halfus attempt last week we had Nether Scion, Time Warden and Slate Dragon. We quickly realized that leaving Time Warden unactivated for any length of time was not an option, so we released him and Nether Scion together. We had our main tank pick up Halfus while our off-tank picked up both Scion and Time Warden. We lusted to burn Scion as fast as possible, while letting our tank build stacks up to 15. Upon reaching 15 stacks we had a paladin BOP our tank to remove the stacks, which was quickly cancelled and the boss taunted back to the MT. We released Slate Dragon as Nether Scion hit ~5% so that he would become active as Scion went down. Our OT taunted the Slate Dragon and continued to tank two of the drakes. We switched DPS to Time Warden and our tanks began swapping at 8 stacks (usually we would get at least one slate dragon stun that allowed the stacks to fall off). During the swap our OT taunted Halfus and our MT taunted only one of the drakes and vice-versa while the drakes were still alive. We finished off time warden and continued by burning down Slate Dragon. We found that with our DPS was high enough that we dropped Halfus with plenty of time left on enrage despite killing all 3 drakes.

Our DK would sometimes get bursted pretty hard when he was tanking two drakes at once but his plethora of CDs and some strong focused heals from a Holy Paladin and the smart heal from Atonement (disc priest smite spec) resulted in this not being an issue.

We basically decided that Slate Dragon is seemingly RNG based anyway so we could leave him inactive while we burned Nether Scion. Our healers quickly became tapped when we tried to leave Time-Warden inactive, and obviously leaving Scion inactive with the MS debuff from Slate would have wiped us quickly as well.

We also found that when getting both Scion and Slate together, it's a good idea to have the MT stand opposite in the room from Halfus and have a hunter MD to him. If the tank body pulls Halfus he can quickly have 5+ stacks on him in the small amount of time it takes the drakes to become active.

briarfox
01-13-2011, 12:14 PM
Given the way the drakes interact, I've seen the recommended 10-man drake release priority listed elsewhere as this:


1. Nether Scion: All cooldowns and Heroism/Timewarp/Lust should be used to burn the Nether Scion as fast as possible. Healers should help dps if possible. Halfus' attacks, when sped up, can easily overwhelm even a well geared tank. If the Slate Dragon is active as well, burning down the Nether Scion becomes even more important as the mortal strike stacks apply incredibly fast.

2. Time Warden: The protodrake's fireballs cannot realistically be avoided without the debuff releasing the Time Warden applies, and put a lot of stress on the healers having to keep up with raid attrition. Ignoring this dragon will pretty much cause a wipe.

3. Whelps: Similar to the Time Warden's ability, the raid wide flame breath puts a lot of stress on the healers, but in a much more manageable way. Depending on raid comp, the Whelp cage is the exception to the "don't try to go for all three drakes or else you might hit the enrage timer" rule of thumb. As mentioned in the OP, whelps die rather fast to incidental damage and, assuming your tank can pick them up and hold them all, there isn't really an issue with releasing the whelps with another drake.


4. Slate Dragon: Most raiding tanks are more then familiar with boss swapping and stack dropping mechanics. This fight is no different. Between 8 and 10 stacks is ideal. The 12 second stun this drake grants can help take stress off of healers and even aid in a kill. 12 free seconds of DPS on an enraged Halfus can mean the difference between a down and a wipe.

5. Storm Rider: The shadow nova is an annoyance at best, especially since Halfus likes to cast it immediately following a series of roars. It gives the tank a heck of a beating, but isn't too terrible beyond that.




Personally, I would bump the Storm Rider higher on the list, maybe even to 3. While the Shadow Nova itself isn't a big deal (hence the placement at number 5, I assume), the fact that it isn't interruptable until the drake is freed means raid wide, near constant interrupts and knock backs, wreaking havoc on even the most coordinated raids. Pair that with the scion or the time warden and stuff can get real bad real fast. From what I've seen/read elsewhere, most people agree that most raids should try to tackle one drake at a time, but I have to say the storm rider makes we want to break that rule. Getting tossed around trying to burn the scion can be disastrous, and the knock back makes the already delicate dance of "stay 8 yards away but still within heal range" the time warden demands that much more imposing.



On a side note, we found it best to keep our healers against the back wall by where you come into the room, and our drake tank with his back to the whelp cage. Helped to manage the knockback a little bit, should someone miss an interrupt.

Gravy
01-13-2011, 12:31 PM
The order in which you kill the drakes is irrelevant as they simply melee tanks once they're active, the order in which you activate them however makes a huge difference.

The order of activation should always be Storm Rider > Nether scion (With slate dragon present) > Time Warden > Nether Scion (Without slate dragon present) > Slate dragon. Whelps can be activated anytime after Storm rider is active.

briarfox
01-13-2011, 01:15 PM
The order in which you kill the drakes is irrelevant as they simply melee tanks once they're active, the order in which you activate them however makes a huge difference.


That's what I meant. Fixed.

And that's basically what I had, order wise, excepting the Storm Rider. The list itself is representative of several I've seen elsewhere, hence my commentary about the interactions with the Storm Rider. I also question the statement I've seen about that Slate/nether is the toughest combo. We didn't have nearly as much trouble with Nether/Slate/Time as we did with Storm/Time/Slate. Even without the Slate Dragon present, I would still likely go after the nether first. Halfus' melee swings still hit pretty hard (25-48k, post mitigation, on a DK and bear, per my logs). With the increased attack speed, I could see how that could very easily overwhelm a tank and the healers, especially since you'll have to deal with it, presumably, the whole time you're downing the Time Warden (which can be a few minutes). Comparatively, setting the scion free first, your healers are still stressed, but raid self heals (pots, bandages, various abilities) should help mitigate that some, at least until the Time Warden is free.

I mean, it's a value/playstyle judgement, but I would rather rely on raiders to be doing something they should be doing anyway (self-healing of some sort) than have to have healers and tanks burn cooldowns and excess mana fighting to stay alive right off the bat. I dunno about you, but I'd rather try to raid heal thru 20k fireballs then tank heal 30k melee strikes every second or so.

smep
01-17-2011, 03:17 AM
We attempted and failed last night, and I'm only posting about it because it's a combo that wasn't mentioned before, and some might find it useful if they stumble across it.

We had Slate Dragon, Storm Rider, and Time Warden. Here are the minutes from the meeting with those drakes.

1) We activated Storm first every time. At first, we let Time Warden be, but the fireball damage overwhelmed the healers, so we had to activate Time Warden too and tank them both. The healing was easier to focus on the tanks than the raid and the tanks together.
2) When we activated both Drakes, the tanks took a boatload of damage after the first switch with the Halfus tank, so we changed the tank swap from 10 stacks to 5 stacks, and as the second switch happened, Storm Rider was close to dead when the second switch happened.
3) We had an elemental shaman on the boss, which is pro. He interrupted every cast, including, on some attempts, the first "uninterruptable" Shadow Nova.
4) We never got to the point where we had Storm and Time Warden dead, but the plan was to leave Slate dragon alone.

Again, like I said, we failed. so any pointers from more experienced people would be great, but I just posted so others got to see what did and didn't work for us.

Raid comp was: feral tank, DK tank, Rdruid, Rshaman, Hpriest, ele, fury, fire, survival, and frost DK.

gregpower
01-17-2011, 02:04 PM
Hi guys!

We tried halfus with Storm rider and Nether sycon. Our problem is the drakes are hit increddible to the tanks. Are we doing something wrong ?
Tanks are full hc (dungeon) geared, and they are unhealable. Have no idea what we doing wrong. They got almost 30-40 k dmg /sec.

Any1 can help with this? pls help us out. ty.

Tsy
01-18-2011, 07:49 AM
We attempted and failed last night, and I'm only posting about it because it's a combo that wasn't mentioned before, and some might find it useful if they stumble across it.

We had Slate Dragon, Storm Rider, and Time Warden. Here are the minutes from the meeting with those drakes.


We had this same setup of drakes last night on 10 man, and this was the first time we were able to defeat the encounter. It took us several tries to get the initial pull and strategy down, but in the end we found a working solution.

Log is here: http://www.worldoflogs.com/reports/cvy5wct0k7ugwld8/

We decided to to use the 3-tank strategy and trust our dps to be able to push at the end.

We had a Prot Warrior, Blood DK, and Druid tank.
For healers, Resto Sham (me), Resto Druid, Disc Priest
DPS was Survival Hunter (I think Survival ?), DPS warrior (Fury/Arms - I dunno), Fire mage, and Enhance Shaman.

There's nothing great about our gear - some 359 Rep items and crafted pieces, a couple of Magmaw/Omnitron drops, and the rest is Heroic Blues.

One side note is that I respecced my sub spec into elemental, to get 100% hit chance to help on interrupts. In addition, and I'm not sure how, but our mage was able to interrupt that very first .25 second cast Shadow Nova, which really helps out on the initial setup.

What we found worked the best was to release Storm and Time Warden at the same time.

The DK grabbed the Time Warden, the Druid grabbed the Storm Rider, and the Warrior picked up Halfus.

As soon as we were in position, we used heroism.

When the warrior got to 9 or 10 stacks of the healing debuff, the druid taunted halfus, and the DK taunted the Drake. The left the warrior free for interrupts and to let his debuff clear. From this point on, the Warrior and Druid would taunt Halfus back and forth as soon as one's debuff cleared.

Like I said, the DK who was tanking the Time Warden grabbed the Storm Rider. I don't know how low the first drake was when he grabbed the second, but he only had two drakes on him for a short period of time. Defensive CD's were used aplenty in that time frame though.

After both the Storm Rider and Time Warden were down, we released Slate Dragon. In our previous attempt, we DPS'd and killed the slate dragon, but we ran into the enrage timer on the boss. However, during that failed attempt, we realized that as long as Nova's are interrupted and people dodged fireballs, there was very little damage going out whatsoever, and hardly any need to heal. Unfortunately, even with we three healers doing what DPS we could, the boss still enraged.

In our next attempt, we decided to do everything the same, except when the first two drakes were down, we would release Slate, tank him, but leave him alone - use him for his buff and heal the damage he inflicted. It would get spiky during the Furious Roar, but with some preemptive HoT'ing and Shielding, nothing unmanageable.

We beat the enrage time by about 15 seconds with this method.



TL;DR Version:

3 tanks, 2 heals, 4 dps
Release two drakes
MT on Halfus, OT on 1 Drake, OOT on 2nd drake
When the MT gets 9-10 stacks of MS debuff, the OT taunts Halfus
The OT who now has Halfus gets their drake taunted by the OOT
MT and OT tank swap as needed
Kill both drakes
Release 3rd drake, tank but do not kill
Burn, baby, burn

smep
01-18-2011, 12:14 PM
Really really good info there Tsy, thanks. And I'm glad you provided the WoL. Even for those without this setup, it's good for people to see how much damage you needed to get it down with 15s left. I wish we had tried with 3 tanks.

Kilroth
01-19-2011, 11:14 AM
Correct me if I'm wrong, but wouldn't it be a great idea to have a sort of priority placement on what drakes should be dealt with first just to clarify things further? Kind of like when setting up a priority rotation for a class (E.G. Unholy DK= Diseases up>Dark Transformation>Death and Decay/Scourge Strike>etc...etc....) except with the drakes ([input most menacing Drake here]>[Input second most menacing Drake here]> Etc. Etc.)

Tsy
01-19-2011, 12:15 PM
Really really good info there Tsy, thanks. And I'm glad you provided the WoL. Even for those without this setup, it's good for people to see how much damage you needed to get it down with 15s left. I wish we had tried with 3 tanks.

Sure, no problem. As informative and helpful as the Tankspot community is, I struggled to find out some of the more specific information and step by step tasks that people were doing to complete the encounter. It's probably just my learning disability kicking into high gear, so just in case anyone else is like me, I wanted to be as thorough as possible.


Correct me if I'm wrong, but wouldn't it be a great idea to have a sort of priority placement on what drakes should be dealt with first just to clarify things further? Kind of like when setting up a priority rotation for a class (E.G. Unholy DK= Diseases up>Dark Transformation>Death and Decay/Scourge Strike>etc...etc....) except with the drakes ([input most menacing Drake here]>[Input second most menacing Drake here]> Etc. Etc.)

I believe post #46 in this topic addresses your question.

Baba
01-20-2011, 09:02 AM
Doing Halfus tonight on 25. We have Storm, Time, Nether. We will be using 3 tanks, activating storm and time right at start, and activating Nether as soon as first drake dies. My question is, do you think we can just offtank Nether until the end (that's 12 million damage that can be done on Halfus instead with 150% buff)? Raid damage is negligible once storm and time are active, and much more stable on MT when Nether is active. My biggest concern is that the OT might get killed during furious roars. I'm hoping with careful timing of tank cooldowns to be running during the stuns, he might be ok.

Myrokin
01-20-2011, 04:05 PM
So we tried Halfus last night on 10man, and after a bunch of research, here's what we had happen.

Drakes: Storm Rider, Nether Scion, Time Warden

Tanks: Warrior on halfus, Bear on Drakes

DPS: Me (Unholy DK,) Ret, Arcane Mage, Elesham, demo lock, and destro lock.

Healers: Holy Priest, Resto Shaman

The warrior pulled Halfus with heroic throw and then backed up, while the ret and me released Storm and Time at the same time, which the druid promptly picked up. Since the elemental shaman could solo-interrupt the novas while DPSing (unless one came up while he was in the middle of a cast and couldn't get it cancelled fast enough,) he stuck to the boss to get a head start on his health while we hero-ed and burned the storm rider (which apparently melees for about 2x what the time warden does unless my recount bugged,) and then wrecked into the time warden, and we then burned the nether scion before switching to halfus. Problem was wiping to his enrage at about 3% health. I have a couple questions that I think I SHOULD know the answer to, but I'm not positive.

First, was this the right order? Healing seems INSANE until the first drake dies, at which point the OT was in no imminent risk of dying, and then lightens up severely once the scion was released, since Halfus misses the tank like a boss at that point. Neither healer went OOM though, and unless a cooldown was screwed up or overlapped, neither tank died.

Secondly, what's the general time frame for the drakes dying? It was taking us about 2:30 to 3:00 to kill the drakes, and I'm wondering if that was too long.

Last, was I right in having the elesham tunnel the boss to lower his life while interrupting? Should I have had him on the drakes and focus-shearing? Should we even kill the third drake? Or will the OT live during the roar phases? (Basically, same two questions Baba asked up there.)

Any advice would be much appreciated. Our dps is still mostly in 346 gear, with the only 359 being rep epics (we've only downed magmaw so far due to an 11% wipe on Omnitron to a healer d/c. Screw RNG.)

Amethystine
01-21-2011, 02:39 AM
We had the same drake setup this week, Myro. :O

Similar to you, we burned the Storm with Hero and switched to Time... however, we did -not- burn or even release the Nether. We instead switched straight to the boss. Tank damage, even without the Nether's debuff, was largely negligible, considering that with Shadow Novas interrupted and fires easily avoided, once the boss was alone all three healers could focus entirely on that one tank.

Killing the third drake in this scenario seems to not be worth the time you could otherwise be spending doing double damage on the boss.

PriestMLH
01-21-2011, 08:02 AM
My guild is going to be attempting this for the first time this weekend and has the same set up as the post above - Storm Rider/Time Warden/Nether Scion. We decided on the same strat Amethystine mentioned: Release Storm, burn with Hero/TW, then switch to Time Warden.

However, the above poster recommends ignoring the Nether Scion and burning Halfus after the first two drakes go down. Would it not be more beneficial to release the Nether Scion and have the OT hold it for the damage debuff of 150% to Halfus?

Kinch
01-21-2011, 10:51 AM
(Again, this is a 25 perspective.)

My guild's general strategy revolves on getting that 150 percent damage buff for the boss. Take a look at the three drakes you have, figure out which two to release first, kill one, release the third, kill the second, switch to boss (OT 3rd drake), burn to a crisp. We hero shortly after the switch to the boss because everyone should be alive then, the damage buff is maxed, and the mass stun isn't on the table yet.

Odok
01-23-2011, 08:16 AM
Can anyone suggest some general dps benchmarks for the fight? For example, how far into the fight (or until enrage) the first drake should be dead, the second drake, how much health halfus should be at when you start on him (particularly with storm up), etc.

Loganisis
01-23-2011, 09:59 AM
I've only seen the fight once, but for normal, the numbers seem to be pretty straight forward.

Here's a look at the numbers (they are rough, I know there's some factors, like tank DPS on Halifus being multiplied everytime a drake dies, which I didn't factor in)...

At 70k raid DPS, each drake, when you subtract out the tank's, would die in roughly 65 seconds. That would be 130 for two drakes. Roughly. This leaves 230 seconds of 2*raid DPS (~140k raid DPS at that point) on Halifus. This would take roughly 232 seconds.

So for a 2 drake fight, you're looking at 70k as probably the minimum raid DPS to have a realistic shot of downing him. 2 drake seems the most forgiving in terms of DPS (though this leaves one unmitigated raid boss buff)

4.15m drake HP / 65k (accounting for 1 tank only on Halifus, which may not be feasible for interrupt needs), each drake dies in ~64 seconds.

So to be safe, and give yourself some wiggle room, assuming 3 heals, you have 2 tanks and 5 DPSers on 10man. DPS should be ~12k minimum each, with hopefully a few greater than 15k to be safe.

****

So, based on my very limited experience and rough math, each drake should idealy die in less than 60 seconds. If you can do that, you probably have a good shot at taking him down.


*****

To give you an idea of burn time, 1 drake + Hal is ~36.65m HP. At 70k raid DPS (70k per drake, 70*1.5=105k for Halifus) the length of the fight, with no down time, is about 368 seconds. Missing the enrage.

2 drakes + hal is ~40.8m HP at 70k raid DPS (70k per drake, 70*2=140k for Halifus) the length of the fight is about 350 seconds

3 drakes + hal is ~44.95m HP at 70k raid DPS (70k per drake, 70*2.5=175k for Halifus) the length of the fight is about 368 seconds.

The more drakes you down, the easier the fight will be, but you will need a little more time (i'm guessing the curve is do to the amount of unbuffed damaged needed and 2 drakes is the 'sweet' spot, maximizing buffed damage while minimizing the unbuffed damaged needed to deal).

Feel free to correct. This is all rough.

briarfox
01-24-2011, 06:03 AM
I believe post #46 in this topic addresses your question.

And well. I stand corrected about the storm rider. We had Storm, Time, and Nether and ended up completely ignoring the Nether.
Video: http://www.youtube.com/watch?v=xkJJeXTpLVk
Logs:http://worldoflogs.com/reports/zmzvnc106m234b47/dashboard/?s=6909&e=7274

Charonites
01-24-2011, 09:48 AM
Our guild has found GREAT success in activating the Nether Scion first but killing it last, this allows us to kill the other drakes without to much difficulty - we found the Whelp pack to be the most dangerous to NOT activate as the Raid Damage is HORRIBLE without them up.

Amethystine
01-24-2011, 08:56 PM
My guild is going to be attempting this for the first time this weekend and has the same set up as the post above - Storm Rider/Time Warden/Nether Scion. We decided on the same strat Amethystine mentioned: Release Storm, burn with Hero/TW, then switch to Time Warden.

However, the above poster recommends ignoring the Nether Scion and burning Halfus after the first two drakes go down. Would it not be more beneficial to release the Nether Scion and have the OT hold it for the damage debuff of 150% to Halfus?

Hmm... I suppose we could offtank the last drake when the other two are down.

We found the Time Warden the most brutal hit for hit for sheer melee damage. Might be worth killing him first.

briarfox
01-31-2011, 06:20 AM
My guild is going to be attempting this for the first time this weekend and has the same set up as the post above - Storm Rider/Time Warden/Nether Scion. We decided on the same strat Amethystine mentioned: Release Storm, burn with Hero/TW, then switch to Time Warden.

However, the above poster recommends ignoring the Nether Scion and burning Halfus after the first two drakes go down. Would it not be more beneficial to release the Nether Scion and have the OT hold it for the damage debuff of 150% to Halfus?


It's a theorycrafting call. You have to weigh reduced time with 150% damage vs more time AND dps with 100% damage. Depending on the comp, you can pretty much always count on being able to leave one of the drakes alone and safely unactivated. So the question becomes do you spend an extra 2 minutes or so on a third drake (or dedicate a tank to kiting him, requiring extra heals) and try to take advantage of the 150% in the time left, or do you use the extra time and the 100% debuff, plus the extra dps from the tank (which can be significant, for example with a bear or DK tank), to burn Halfus. I can't speak for every comp, but in most of the simulations I ran it was almost always better to leave the 3rd drake alone.

Kinch
01-31-2011, 02:31 PM
What were the parameters of these simulations? I doubt that a single tank can make up for the loss of a 50% damage increase for the raid. If your healers can handle the damage from Halfus + 2 active drakes, they certainly can handle Halfus + 1. (Don't kill the third drake. Release and OT.)

adryx
02-04-2011, 07:24 AM
can any1 explain how the tanks deal whit the staks? cz after 10 is really hard to survive and after 15 its imposible even whit big CD's..im sure something mi self and mi team r doing wrong and our problem seems to be tha staks on the tank ..we even try whit 3 tanks (10 man btw) 1 on the first drake and the ather 2 swoping on boss to clear the staks and second drake this seemed to work bettar but still was an wipe fest
anwer pls ty

Quinafoi
02-04-2011, 09:52 AM
The entire concept of dealing with the stacking healing reduction debuff, is to avoid it. Simply put, if the boss doesn't hit you, he doesn't apply the debuff. Several methods of dealing with it can be done.

First. Hand of Protection can be used to instantly cleanse all stacks of the debuff on a single target. If you have a Protection Paladin they can use Divine Shield instead and save Hand of Protection for the later or the other tank. So long as you have at least one paladin in the group though you can cleanse it at least once, and ideally you want this at the start of the fight when it most hectic. The longer you can keep the boss on a single target, the more time you have to kill whatever the other tank is tanking before they actually have to start taking the debuff themselves.

Second. In this particular week we don't have to deal with the Shadow Nova, so having interrupts on the boss at all times isn't necessary. This actually makes kiting the boss a viable method of delaying receiving stacks of the debuff. Naturally if you are simply out of range for the boss to hit you, there is no chance for him to possably apply the debuff to you. You can pull him, run all the way to the back wall before he even gets to you. You can charge, intervene, heroic leap away to kite him more. Leap of Faith (lifegrip) and Body and Soul can help kite him more. A hunter can use distracting shot, kite the boss all the way across the room, and hit feign death and let the boss meander all the way back to you. The other tank when it is necessary for them to actually taunt the boss, they can do so from range so the debuff isn't being applied immediately. There are lots of little tricks like this you can employ to simply avoid getting the debuff.

Finally, when everything else is said and done, whichever tank has higher avoidance should be the one tanking the boss at the start. Naturally if you avoid more attacks, you get the debuff stacked slower. So when the boss actually is meleeing them, they are aquiring the debuff slower and can hold the boss for a longer period of time.

The entire key concept to dealing with the stacking healing reduction is to minimize it by avoiding it whenever and however possible. In this week's composition you will not want to let your debuff stack too high simply because the raid wide damage being taken also hits you as well, if you're getting too high on stacks the random raid damage you might take may kill you even if the boss is being actively tanked by the other tank. Keep in mind the debuff lasts 30 seconds so that is 30 seconds where you can't be healed as effectively.

Dreadhauser
02-04-2011, 10:18 PM
(Slate Dragon > Time Warden > Whelps)
Just to elaborate on the Quinafoi's comments: Hunter Distracting Shot does not work. I checked our logs to verify our hunter's claim that he is immune.

All other tricks come highly recommended -- Charge/Intervene/Leap, Lifegrip + Zoom Bubble, Hand of Protection when you run out of tricks. Halfus will also get periodically stunned, giving you time to get some distance (for us, it also interrupted a Furious Roar, which was awesome).

We opted to release both drakes right away and pop CDs to kill them ASAP. This worked well for us as the fight gets significantly easier once they are dead. We were able to avoid the entire mortal strike mechanic through kiting until the drakes were down, at which point it becomes a simple tank switch.

Just a fun note, Victory Rush procs off the whelps. It's a ton of healing that probably isn't necessary at the easy stage of the fight (unless your healers are oom).

adryx
02-05-2011, 02:59 AM
tnx guys will try again today i think ..do you know iff we can appply on the boss any slow efects?

briarfox
02-07-2011, 09:38 AM
What were the parameters of these simulations? I doubt that a single tank can make up for the loss of a 50% damage increase for the raid. If your healers can handle the damage from Halfus + 2 active drakes, they certainly can handle Halfus + 1. (Don't kill the third drake. Release and OT.)

We usually just do Halfus plus 1, releasing drake 2 when the first one dies (dependent of comp, of course).

A single tank couldn't make up for an extra 50%, but the issue is more about time. Not only are you dumping a couple of million damage into something that you don't need to kill, you're also spending TIME on it. The situation isn't just 150% damage vs 1 extra dps/100% damage, it's 150% damage vs 1 extra dps/100% damage/time spent killing drake.

Of course if you just kite the last drake, the time gets taken out of the equation.

As for the simulations, I ran them based on our raid comp, and now that I think about it the fact that we have a bear tanking the drakes and he flips pretty seamlessly to kitty for the final burn might have effected the outcome, as even in tankitty he's still rocking 14-15k.

Speetz
02-28-2011, 10:16 AM
We managed to do it with 4 heals, 2 tanks and 4 DPS. DPS pulled their weight big time, with my rogue at the top (DK close behind on single target) except for AOE (I basically was there for single target burning obvously) while the 2 hunters took out the whelps. We did it with 20 seconds left on the enrage timer, and I believe most of our DPS was over-geared. Just wanted to let people know it is possible :)

Good luck!

EDIT: Also, we pulled, Storm, then Whelps, then Nether. Killed all 3 then moved to Hal.

smep
03-01-2011, 03:10 AM
My guild has done it for the past three weeks in the same way. We release everything, tank everything, and kill things in whatever order we want. Here are a few things that work and don't work for us.

The past few weeks, we've had whelps, and we will for the next few weeks... those actually hurt. So my guild pops CD's and trinkets and shit and burns them down.

Last week we didn't have to kite fireballs, so we just stacked up and accidental cleave damage was fantastic. Once the whelps go down, it's just pick a dragon and kill it. And then the other dragon.

We have a bear tank and a DK tank, so the bear NEVER tanks the whelps, that's just silly.

Last week we 2-healed it for the first time, and prolly will from now on. Resto druid did 15k, and the holy paladin did 12k, over the course of the fight.

Last thing to note, this is primarily doable due to the change with the %damage that Halfus takes. Sure, it's wasted time killing the drakes, but the burn on Halfus is literally about a minute once the drakes are dead.

I don't have logs, but we will this week.

Natal
03-02-2011, 05:29 AM
I am trying to have a solid strategy for tonight (2nd night trying Halfus). We had a few attempts on him last night.

Anyway the Slate/Nether/and whelps are up this week.

We had an incredibly hard time keeping up our tanks when we released the Slate/Nether (keeping whelps in cage). Now the tank was a little under geared but it was still extremely difficult with 3 healers (shammy/pally/disc priest).

We were popping everything from the start and did almost make it through one time out of our 4 attempts.

Would it be wise to release lets say the Slate and have our MT who is on halfus get whelps?

If anybody could shed some light on this, that would be greatly appreciated. Thanks!

Fetzie
03-02-2011, 05:43 AM
release nether + whelps, slate is optional. Kill nether, then bomb the rest of the whelps. If you want to kill slate do so now, otherwise it is probably better to leave it tied up as furious roars are dangerous if tanking a drake.

Natal
03-02-2011, 05:56 AM
Thanks man, is it best to have the MT on Halfus tank the adds while everybody else kills slate? After slate is dead burn Halfus while cleave damaging the whelps?

Thanks again for the advice.

Fetzie
03-02-2011, 05:58 AM
Personally I would simply not bother with slate at all, all he does is stun the boss every 40ish seconds. I would simply nuke nether, then kill the remaining adds, then kill the boss.

Quinafoi
03-02-2011, 07:56 AM
People often think that Slate is more important than he really is. True Slate gives Halfus the most annoying possible buff, the stacking healing debuff (requiring tank swaps on the boss, when all other combinations do not require tank swaping). However the benefit you receive from releasing Slate is so weak it is never worth it. The stun is random. Whenever Slate Dragon is present, the other two are typically killed and Slate is ignored in normal mode methods, regardless of what the other two are. Everything but Slate Dragon provides a non-random benefit, and therefore is always better than the random benefit.

Slate has the largest impact on overall strategy. However because of that, there is a pattern whenever Slate is present. Whenever Slate is one of the three, kill the other two.

Kinch
03-02-2011, 10:03 AM
The stun from Slate is not random. Halfus is afflicted by Paralysis every 35 seconds.

Example here.

Willis85
03-27-2011, 12:40 PM
Downed on 10m tonight, ~3 hours, 12 or so attempts. We had Nether and Slate.

Raid makup:

Prot Pal
Prot War (Me)
Resto Shm
Resto Dru
Holy Pri
Lock (not sure spec)
Ele Shm
Arms War
DK (not sure spec)
Mut Rot

What ended up working, was we would pull one drake, I would tank Halfus to 12/13 stacks of MS, then switch. Pally bubbles DO remove the stacks. However, it worked better on the Pal only, because after switching, I'd be about ready to open the whelps. At low-mid teens of the MS stack, we had it timed well so I'd get whelps, first drake was dead, second incoming, pal would bubble off his current stacks and go from there. By the time the whelps were down, the 2nd drake was dead, and I would be taunting Hal back to me.

Repeat taunt swaps until dead.

The few key points though, to having Nether and Slate...

1) Don't tank both drakes. The healing debuff, tank switch, and Hal melee haste are just too much raw damage. In a few weeks, or months, sure, but not now.

2) Tank apart, so the tanks aren't also getting fireballed. The switches aren't often once you hunker down on the cooldowns.

3) Cooldowns. Don't use early. I had two unlinked trinkets to use and (glyphed to 40%) shield wall to use. Around 7/8 stacks, I would start rolling all of my CDs. Shield Block was very, very useful here (~45% block unbuffed). Using 3 or 4 CDs, I could extend the 7/8 stack out to 12-13 (14+ was nearly 90% healing debuff, and the healers said they had to spend way too much time healing me through the AE). Hal did feel to apply the MS debuff stacks slower once the first drake was downed, but that's totally anecdotal at this point. I haven't looked at my logs yet.

With those two drakes up, your cooldowns are MUCH more useful the more stacks of the MS debuff you have.

Once the second drake was down, the fight was just about stroking the dps meters.

Our main issue was the healing, and after the 5th or 6th try, something clicked and we we made huge progress. Tanking was simply managing the timing of switches, and positioning so the tanks intercepted whelps first when uncaged. Nether and Slate require a ton of healing.


So I just started this fight for first time today with some random folks. I had a hard time knowing when to switch off again once I taunted the boss (I was the off-tank on Storm Caller). Unfortunatly after a few wipes they went with finding a new off-tank that knew the fight better. Whats the proper timing for the switch between the Boss and going back to the Storm Caller?

Quinafoi
03-27-2011, 02:39 PM
So I just started this fight for first time today with some random folks. I had a hard time knowing when to switch off again once I taunted the boss (I was the off-tank on Storm Caller). Unfortunatly after a few wipes they went with finding a new off-tank that knew the fight better. Whats the proper timing for the switch between the Boss and going back to the Storm Caller?

Two things.

One you should have a plan in place before hand how many stacks you swap at, especially at the start of the encounter. Later on it will resolve to something more trivial like simply taunting as your stack falls off (provided you are healed up before hand).
Two communication is important. Simply saying "taunt now" over vent could go a long way.

Dedic
03-27-2011, 08:25 PM
Quin is absolutely right: communicate. Basically the other tank needs to set up his drake near you as fast as possible so you don't get too many stacks. After that first taunt, just taunt when your debuff stack drops off.

Only thing I would add is that since you know better than the other tank as to when your debuff drops, you should be saying "taunting now" rather than telling the other guy when to taunt off of you. Then the other guy knows to back off on damage. I also found it helpful to the other tank and healers to update them with the time til the debuff will drop, say at like 10 seconds left, I'd say "taunting in ten".

Kerchunk
03-29-2011, 02:30 PM
However the benefit you receive from releasing Slate is so weak it is never worth it. The stun is random.

It's not random, and twelve full seconds of no melee damage + no debuff stacks is hardly minor.

Quinafoi
03-29-2011, 02:59 PM
The stun isn't random, the benefit of the stun is. For example, it can convenently interrupt a Furious Roar. Or it can occur between them.

Particularly on 10 man (which is what the majority of the posts prior to the one where that quote is from were discussing) the longer you spend killing adds, the harder the fight is because the fight is harder to handle when there are multiple things to handle with limited people. The amount of effort spent killing Slate Dragon is generally ignored because it you already have to tank swap regardless and why bother killing it if you don't need to in the first place. In 25 man it becomes more trivial since more players can always handle more mobs easier simply because they have more people to assign to the task.

Kerchunk
03-30-2011, 02:41 PM
We can agree to disagree. I personally love the effect the stun has on my raids. It stabilizes the fight, prevents a ton of outgoing melee damage and debuff stacks, lets healers regenerate a bit, gives tanks a window of opportunity for a clean and easy taunt swap, etc. Interrupting the roar is just gravy if it does happen. Couple that with the extra stack of Dragon's Vengeance which makes up for a large portion of the time spent DPSing Slate, and that's your "why bother."

Personally, I think Slate is "generally ignored" because generally people come to a forum like this, read "ignore him" and go do that without putting much critical thought into it, even when they are continually wiping due to debuff stacks or healers going OOM.

Fetzie
03-30-2011, 02:47 PM
Don't forget that a lot of the "ignore slate" normal mode comments were made before the rather major change to the fight, when you got Dragon's Vengeance stacking up for merely freeing each drake. Halfus could very easily slip below 50% before you got the drakes down, meaning you got a furious roar while offtanking a drake, which can be extremely dangerous.

Quinafoi
03-30-2011, 08:17 PM
We can agree to disagree. I personally love the effect the stun has on my raids. It stabilizes the fight, prevents a ton of outgoing melee damage and debuff stacks, lets healers regenerate a bit, gives tanks a window of opportunity for a clean and easy taunt swap, etc. Interrupting the roar is just gravy if it does happen. Couple that with the extra stack of Dragon's Vengeance which makes up for a large portion of the time spent DPSing Slate, and that's your "why bother."

Personally, I think Slate is "generally ignored" because generally people come to a forum like this, read "ignore him" and go do that without putting much critical thought into it, even when they are continually wiping due to debuff stacks or healers going OOM.

It isn't about time spent. It's about on 10 man you only have 2 tanks, and they are swapping the boss while also tanking the adds. The sooner you stop tanking the adds, the fight becomes trivialized. Tank swapping in general is trivial and well understood mechanic. However the problem is you still have to tank something while you have that debuff. That's the problem. And the longer this happens the more strain on your healers. Healers won't go OOM cause of the debuff stacking. They'll go OOM because they are still spamming inefficient big heals on a tank that has a debuff and is tanking an add. It's not just the debuff. But the fact they are still taking damage while they have the debuff. Once you switch into a mode where you are only really healing one active target with the debuff at a time, mana starts to stabalize in 10 man. I would think this would be an easy concept to understand. Healing two targets with a healing debuff is harder than healing one at a time. Once you are only tanking one mob (the boss) then there is only one active tank to heal.

Ask any healer about this fight and they will likely tell you they start regenning mana once you're on Halfus alone because the blow all their cooldowns and mana at the start of the fight where incoming damage to deal with is the greatest. Healers go OOM while you're dealing with adds, not when you're down to just the boss. As soon as all the critical adds are dealt with it is easier for your healers to simply switch to killing the boss than continue burning killing adds.

If you are talking about 25 man everything becomes trivialized because you simply have more people, meaning more healers and more potential tanks.

Kerchunk
03-31-2011, 06:01 PM
The sooner you stop tanking the adds, the fight becomes trivialized

I find the fight is trivialized the moment the first drake dies personally, but that's just my experience.


However the problem is you still have to tank something while you have that debuff. That's the problem

Coordinate swaps with stuns and make use of cooldowns so one tank can hold both while stacks are low. Peel the add off only after ~5 stacks. We're talking about less than a minute here, a fair chunk of which Halfus will spend stunned.


I would think this would be an easy concept to understand.

It sure is. I didn't say I don't understand your strategy I said I don't agree it's the single undisputed ideal method. Bit of a difference.