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Thread: Halion Encounter Guide [Live]

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    Halion Encounter Guide [Live]

    UPDATE! GUIDE IS NOW LIVE!


    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 the Project Marmot 25man video:





    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) 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 dark energy, 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.



    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!

    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:


    Special thanks to Lulia!

    Last edited by Spiritus; 07-12-2010 at 12:50 PM.



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    So the problem with the phasing buff/debuff is instant tank death I assume. Despite the fact you could use the DPS boost to assist your DPS the damage being done to your tank is just to much to heal.

    The portals stay up to switch between realms in all of phase 3 so you can fine tune your raid DPS if someone is slacking or gets killed?
    Is the corporeality is a time based or life based. As in at 40% life checks the amount of damage (as per your extend explanation) and switches or every 30 seconds. Will tanking cool downs keep you up long enough to correct the imbalance if you end up taking 200% more damage?


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    Is it just me or do the fire lines seem to target people? I seemed to me that when people were grouped the fire lines always targeted them.

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    Quote Originally Posted by Drork View Post

    So the problem with the phasing buff/debuff is instant tank death I assume. Despite the fact you could use the DPS boost to assist your DPS the damage being done to your tank is just to much to heal.

    The portals stay up to switch between realms in all of phase 3 so you can fine tune your raid DPS if someone is slacking or gets killed?
    Is the corporeality is a time based or life based. As in at 40% life checks the amount of damage (as per your extend explanation) and switches or every 30 seconds. Will tanking cool downs keep you up long enough to correct the imbalance if you end up taking 200% more damage?

    (1) Yes, the problem is tank death in both realms and raid death in the Twilight Realm. Remember, the more damage you do to one side, the less damage he takes [and deals] on that side, so you really cannot "stack" DPS on one side and profit from it. You will only make healing more difficult.

    (2) The Corporeality buff seems to slide at damage done ratios, not timers or health percentages. I may adjust my example if it is confusing people. For instance:

    (a) At time stamp :10, Twilight side has done 2% more total damage than Physical side in phase3, which triggers the first "slider" of Coporeality, making him take/deal more damage in physical while reducing damage taken/done in Twilight.

    (b) At time stamp :15, Physical side and Twilight side even up their total damage done for phase3. This normalizes the buff.

    (c) At time stamp :30, Physical side has done 2% more total phase3 damage than Twilight side, which triggers one "notch" of the Corporeality "slider", making him take/deal more damage in twilight while reducing damage taken/done in physical.

    (d) At time stamp :45, Physical side has done 4% more total phase3 damage than Twilight side, which triggers the second "notch" of the Corporeality "slider", making him take/deal even more damage in twilight while further reducing damage taken/done in physical.

    I hope that helps. So, nothing to do with timestamps or health benchmarks, rather base on total damage done ratios.

    Quote Originally Posted by Ryoku View Post
    Is it just me or do the fire lines seem to target people? I seemed to me that when people were grouped the fire lines always targeted them.
    I watched the video several times more and while there are times when it seems this to be the case, other times the fire actually just goes around someone. It may be possible that there is some rhyme or reason to the fire patch paths, but I do not see any empirical evidence of that at this time.
    Last edited by Spiritus; 05-22-2010 at 09:50 AM.



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    Your pictures do not seem to be loading, btw.

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    Quote Originally Posted by Petninja View Post
    Your pictures do not seem to be loading, btw.
    If what I just did didn't solve it, then I think the problem may be on your end. I checked multiple computers both logged-in and logged-out and the graphics loaded for me.



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    Does Halion remain at the centre starting phase two? Or better put can he (she?) be moved away from the centre by the tank?
    "Just because it's not nice doesn't mean it's not miraculous." - T. P.

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    Quote Originally Posted by Spiritus View Post
    If what I just did didn't solve it, then I think the problem may be on your end. I checked multiple computers both logged-in and logged-out and the graphics loaded for me.
    Works now. Very nice.

    Edit: These are the shiniest pictures I think I've seen from you. Hurrah!

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    Quote Originally Posted by Petninja View Post
    Works now. Very nice.

    Edit: These are the shiniest pictures I think I've seen from you. Hurrah!
    I honestly could make them much prettier, but making sweet graphics would actually take longer than research + writing the guide... and I'd rather have the info out when its ready with minimalist graphics than spending another day rendering something cool.

    Quote Originally Posted by BruisedOoze View Post
    Does Halion remain at the centre starting phase two? Or better put can he (she?) be moved away from the centre by the tank?
    Halion is at the center when you zone into the Twilight Realm, however I am uncertain if he can be moved from there. Even if so, I'm not certain what one could gain from moving him. Dead center is the best [though not only] positioning for these mechanics.
    Last edited by Spiritus; 05-22-2010 at 12:27 PM.



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    Great guide! Looking forward to tanking him.

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    Don't you mean faction leader Spiritus? In the guide it says you lose 10k reputation with your raid leader, looks like the raid leader gets to die if he is a jerk to the rest of the raid :P


    The measure of a life is the measure of love and respect. So hard to earn, so easily burned - Neil Peart

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    Quote Originally Posted by Spiritus View Post
    Halion is at the center when you zone into the Twilight Realm, however I am uncertain if he can be moved from there. Even if so, I'm not certain what one could gain from moving him. Dead center is the best [though not only] positioning for these mechanics.
    Yeah the video wasn't working at the office and had no idea how fast the orbs would be moving around the circle. If a tail swipe was introduced, I thought it may be better to move him. However, now seeing the video the things move quite slow regardless.
    "Just because it's not nice doesn't mean it's not miraculous." - T. P.

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    Quote Originally Posted by smellie View Post
    Any info on the "pre bosses" on what they do at all or they tank and spank?


    Quote Originally Posted by Spiritus View Post
    I hope to have a mini-strategy guide up soon for the mini-bosses, though I do not think they will be of much trouble for most guilds.

    EDIT: Actually, this video here sums up the mini-bosses well enough that they really do not need further explanation:



    Last edited by Spiritus; 05-23-2010 at 11:06 AM.



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    i only have a question that seems to be forgotten for everyone, what happens to tank+healer that stay outside in P2?

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    In P3 the tank continues to tank the physical version and healer continues to heal the tank.

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    Quote Originally Posted by Sotally tober View Post
    In P3 the tank continues to tank the physical version and healer continues to heal the tank.
    the question was about the phase 2..... but thanks anyway

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    Quote Originally Posted by Darthwader View Post
    i only have a question that seems to be forgotten for everyone, what happens to tank+healer that stay outside in P2?
    I'm not certain how this will work for the live release, but the last time I had a chance to view the encounter, the MT & MT Healer /dance while they wait for Halion to activate for P3.

    The reason for this is to prevent anyone from becoming Halion's target as they exit the portal. Of course, they may change this to make the transition easier. At the moment, it really isn't a huge deal to loose one tank and one tank healer for P2, and what little you do lose is worth having a smooth transition into P3.

    NOTE: Guide updated with Twilight Precision & Twilight Cutter!
    Last edited by Spiritus; 05-24-2010 at 06:45 PM.



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    Cool vid - but despite my every effort I still cannot figure out what it is with wow-players and this disgusting techno music they feel an urge to put in their videos xD
    "You pull it, you tank it" -Ajire
    Armory: Ajire@Scarshield Legion.EU

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    Quote Originally Posted by Ajire View Post
    Cool vid - but despite my every effort I still cannot figure out what it is with wow-players and this disgusting techno music they feel an urge to put in their videos xD
    Most of the video guides I post are from Europeans. If you knew anything about science, you would know that a significant percentage of Europe's population is plagued by the debilitating disease Discotechnomentia, which causes its victims to loose control of all bodily functions if at least 5mins of techno music has not been heard in any given 24hour period.

    The European PTR video authors are just doing their small part to help ease the daily routine of these poor souls, and I commend them for their compassion and creativity.
    Last edited by Spiritus; 05-28-2010 at 12:46 PM.



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    Weazl smiles shyly at Spiritus
    Last edited by Weazl; 06-04-2010 at 02:11 AM.

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