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Thread: Ruby Sanctum Halion

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    Ruby Sanctum Halion







    We'll be porting Spiritus' written guide into this thread in the future, but until then we recommend reading it here.





    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.

    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. Position accordingly.

    (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 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 for the video!
    Last edited by Spiritus; 07-12-2010 at 12:51 PM.

  2. #2
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    Anyone know of some good strats for the Commanders? My guild couldn't get past them ><

  3. #3
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    Yea checkout the pre-release guide by Spiritus, it has a video with mini-bosses

    http://www.tankspot.com/showthread.p...ghlight=halion
    http://us.battle.net/wow/en/character/zuljin/gabbu/advanced

  4. #4
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    Thank you

  5. #5
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    Attempted this last night with a pug group and got to Halion, but could not get past phase 2. This instance may look like it is the same concept as OS, but its not. The trash mobs are a lot harder to kill. The Commanders have to be moved away from the rest of the group and be dpsed down first. The group I was in had trouble with Warborne, but had little trouble with the other 2 mini bosses. I am really looking forward to taking on RS with my guild.

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    Quote Originally Posted by Cek View Post
    Anyone know of some good strats for the Commanders? My guild couldn't get past them ><
    Sap, Hibernate, tanks pull mobs to diff locations, just seperate the adds however you can. Their buff is stronger by the number of allies near by. so if all 5 are stacked on each other, then I beleive they get +100% dmg, but if you split the commander and one of the melee guys one direction and the 2 casters and the other melee another way, it is a much smaller boost.

  8. #8
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    This is the first time i've ever had to comment on a video, I love the new tankspot intro. I also nedd to correct what Aliena said, Phase 2 starts at 75% not 70%. I will also provide some tidbits for people on information regarding 25man Heroic.

    Phase 1:
    Meteor Strike will spawn a Living Inferno, and multiple Living Embers will spawn, You need to have a 3 tanks for this phase. 1 Tank will pick up Halion, 1 tank will be dedicated to picking up the Living Inferno, and getting it away from everyone as quick as possible, and your final tank is responsible for the Living Embers. We found the easiest way to do this is to have a Holy Paladin using Righteous Fury, and having a DK tank, or Prot paladin stand ontop of them and use DnD, or Consecrate when the strike hits to gather up all the adds.

    The Living Inferno needs to be burned down by ranged asap, it has an aura on it that does 6k-8k fire damage to everyone within 15 yards, and any Living Embers within 15 yards will continually gain a stacking buff that increases their attack speed, and damage done, as well as their health pool. So it is extremely important that they stay seperated until death.

    Phase 2:
    Just like normal mode, you will have floating orbs that become connected with a shadowy beam. However on heroic mode you have 4 orbs, equally spaced apart from each other. When they connect it forms a cross, basic physics here, the closer you are to the center the easier it is to avoid getting hit by the beams. While avoiding the beams, you still need to deal with Soul Consumption.

    Phase 3:
    cannot comment, still wiping at 55%

    Most likely during all phases, the zones caused when dispelling Fiery Combustion, or Soul Consumption, are visible and affect players in both realms. So you need a coordinated placement of them so you don't inadvertantly wipe your raid.
    Last edited by Khilbron; 06-30-2010 at 09:06 AM.

  9. #9
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    Quote Originally Posted by Khilbron View Post
    Phase 1:
    Meteor Strike will spawn a Living Inferno, and multiple Living Embers will spawn, You need to have a 3 tanks for this phase.
    This is, of course, for Heroic 25 man.

    Just making sure people know you don't need 3 tanks for the 10 man ^_^.

  10. #10
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    We didn't encounter any Living Inferno's or Embers in 25 man Khilbron are you basing this on PTR testing?

    edit: ahh, heroic 25 man. okay, regular 25 man does not have embers. GG for reading comprehension...

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  11. #11
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    I thought the trash was more fun than the boss. =]
    Looking forward to trying out Heroic after reset!!

  12. #12
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    yeah we spent 2 hours in there, 1 hour of which was on trash, the bosses were largely 1 shots, halion being 3 shot because we needed to explain the mechanics better, and people needing to see it for themselves. Fun fight though, can't wait till heroic.

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    Quote Originally Posted by Turelliax View Post
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  13. #13
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    Heroic mode is open immediately, you don't need to kill him on normal to access heroic.

    This picture will give you an idea of what heroic mode P1 looks like.
    Last edited by Khilbron; 06-30-2010 at 12:35 PM.

  14. #14
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    curzy! looks fun ;D

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    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.
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  15. #15
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    This encounter looks really well-designed and looks like a lot of fun. Now here's hoping that Blizzard can keep that up for 5+ bosses in each raid in Cataclysm

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    What would be a strat for Ragefire mini boss if you don't have a hunter or rogue in your group?

  17. #17
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    Quote Originally Posted by Katfish View Post
    What would be a strat for Ragefire mini boss if you don't have a hunter or rogue in your group?
    Stack lots and lots of healers. or just get a rogue/hunter.

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  18. #18
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    For phase 2, why does the MT stay in the physical realm if Halion disappears? Can't he/she just jump back through first?

  19. #19
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    Trash is not faceroll, big plus. Took them long enough. Halion is overall a well designed encounter, even if we did 20 man it due to patch day woes. (we had 8 people signed not being able to install the patch for whatever reason)

    The physical realm tank can stay in there to make sure he is the sole target of the newly aggroed halion in P3. don't want a healer or two having a faster PC than the tank and aggroing the boss before the tank has got the boss on his screen.

  20. #20
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    Quote Originally Posted by Saccade View Post
    For phase 2, why does the MT stay in the physical realm if Halion disappears? Can't he/she just jump back through first?
    Sounds like an assurance thing. There's no real reason to send them through the portal since their dps is negligible. Better to have them ready to prevent an accident from happening.

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