
Originally Posted by
Lulia
Hello, my name is Lulia and this is my guide to the trash and mini-bosses in the Ruby Sanctum encounter. This video was made as of patch 3.3.5 and various aspects of the encounters could be subject to change in future patches. First, let’s start with the trash pulls.
There’s only two trash pulls which are particularly worrisome in the Ruby Sanctum, but I will briefly cover the abilities of all of the trash mobs that you encounter. The most worrisome trash comes in the form of two separate packs which patrol the back and consist of two Invokers, two Assaulters and a Commander each. As you can see here, the key to successfully dealing with this trash is to have one tank taunt the Commander and pull it a decent distance away from the group. Burn down the commander first.
The reason we pull the Commander away is because he gives a buff to all of his allies which will increase their damage and his. This, combined with his own mortal strike, means that if he is near his allies when he gives this buff, he will be too difficult to tank and the raid will likely wipe. You will want your strongest tank on the other pack as they will be taking a lot more damage. Kill the invokers next.
The Invokers have an ability called Flame Wave which needs to be interrupted if possible. As I’m currently pointing out, it has a very visible cast animation. It does a decent amount of damage and knocks back anyone within range of it when it goes off, this includes the tanks, melee, and any ranged or healers who happen to be standing too close.
The assaulters have a cleave ability and a shockwave. This means that tanks will want to turn these around and melee and ranged do not want to be in front of them. These are otherwise fairly harmless melee mobs, which is why they usually go down last.
The final type of mob has its own pull, there’s two pulls of two Charscale Elites each on either side in the back. These mobs are tank and spank.
The first boss that most groups deal with is Baltharus the Warborn. He is the boss to the left as you enter the Sanctum. The reason I suggest him first is because he provides a decent challenge to the group, this encounter will show you whether or not your tanks and heals are prepared, and whether or not your DPS can stop when told to.
The most obvious ability that Baltharus has is called clone. In 10 man, a clone will spawn at 50%, this is proceeded by a cast which will knock everyone back and stun them for a few seconds. Because of this, positioning Baltharus is key. As you can see in this video, we had the first tank pull Baltharus to the root extending from the tree, with his back to it. Your other tank will want to join him there just before 50% to avoid the knockback as well.
However, the reason you do not want your off-tank to stand there the entire time is due to another ability called Blade Tempest. This is a whirlwind-like ability, except that it only happens as a cone in front of the caster. During this time the tank will take quite a bit of damage. Tanks should pop cooldowns through this ability when possible and heals will have to focus on keeping the tanks up. It is possible for a Blade Tempest to happen just before 50%, if this happens, call off DPS and wait until after he begins casting it to draw him into 50%, and make sure your off tank is in position to pick him up as soon as it ends. When your off-tank does pick him up, have them move the clone as shown in this video.
The other ability you need to watch for is called Ennervating Brand. This ability will decrease healing taken by 2% for all nearby allies that have it, and it will spread to anyone within 12 yards of anyone inflicted with it. This ability stacks. This means that melee want to be behind Baltharus and try to remain 12 yards from the tank at all times. If this is too difficult, any melee affected by the brand will have to run away from Baltharus when afflicted, and can only return when it falls off. Ranged and healers simply need to make sure they’re 12 yards away from melee and the tank.
After Baltharus splits, try to focus DPS on one of the clones, usually on the one they’ve been focusing on which should be targeted by the initial tank. When that clone dies, the other one will disappear.
The next mini-boss is Saviana Ragefire, a drake on the right side of the Sanctum after entering. Like all dragons, she has a breath. I didn’t notice a tail swipe or thrash. She has a few other abilities to note. First, she will enrage every once and awhile. Have a rogue with anesthetic poison or a hunter with tranquil shot ready. If none of these are available, tanks will need to pop cooldowns and healers will need to keep the raid up through the AoE. You may want to figure out some sort of tank swap for the CDs if no hunter or rogue is available.
Obviously this fight is easiest if you make sure to bring a Rogue or Hunter with you. Occasionally, Saviana will fly up into the air and out of range of the raid. At this time your raid should group up in a tight pack, ours didn’t and you’ll see why that’s a problem here. After flying up, Saviana will target two random raid members with Flame Beacon and they will gain red arrows above their heads, similar to the ones seen on Sindragosa. These raid members will need to run away from the group 10 yards, and remain 10 yards from each other. After a few seconds they will be hit with Conflag, which works much like vile gas on Festergut. It will disorientate them for several seconds and deal a hefty amount of damage. In addition, it will spread to anyone within 10 yards of them.
It is possible for a tank to be hit with Conflag, should this happen, the tank not currently tanking will need to be ready to pick up the boss as the conflagged tank will still be under the effects of conflag when she flies back. As you can see here, one of our hunters was too close to the tank and conflagged him, the other tank didn’t pick him up so Saviana went to the next highest aggro target, me.
Aside from the air phase and the enrage, Saviana is a simple and easy tank and spank. Coordinate grouping up to minimize the risk of Flame Beacon targets running into a stray raid member and you win.
The final mini-boss is General Zarithrian, and he will not become accessible until the other two raid bosses are down. He has a few abilities to note, however we’ll start off by mentioning his positioning. Have your ranged and healers run in to where Zarithrian is standing initially, and have the first tank taunt Zairthrian and pull him to the wall on the other side of his initial position. This will help you deal with the adds that I will explain in just a minute.
The biggest thing that tanks need to be aware of is a stacking debuff that General Zarithrian applies which reduces armor. When it reaches 3 stacks, the other tank needs to taunt off of Zarithrian and hold it until the first tank’s stacks fall off. From that point on the tanks will swap as soon as their own stacks of the debuff fall off.
General Zarithrian also has a raid-wide fear that works much like intimidating shout. You will cower in place and be unable to move for a few seconds. If your tanks aren’t well-prepared, you may want to use external cds on them or have a priest fear ward themselves in order to keep the tank up during the fear.
In addition to all of these abilities, Zarithrian will spawn a set of two adds on a timer throughout the encounter. These adds will run up the entrance tunnels from where your raid came, on either side. The tank that is not currently tanking Zarithrian should pick these adds up. This can happen just before they need to taunt the boss, but it’s not really a problem to have Zarithrian and two adds on you.
The way that we dealt with the adds was to have the ranged burn them down as soon as they spawned until Zarithrian dipped below roughly 700k health. You do want to kill them as the adds cast an aoe blast which will get out of hand quickly and wipe the raid if they build up. However, if a set of adds spawn as he’s about to die, the tanks can simply hold the one or two sets of adds while the raid finished him off. Because the tanks have to deal with more than just the adds, it’s possible that ranged may pull aggro. This isn’t a major issue and the healers should be able to keep ranged up even if they are being attacked. Just kill the adds quickly and resume DPS on Zarithrian and you’ll get him down.
Once Zarithrian dies a neat intro will occur in which Halion appears. Enjoy and good luck with Halion! You can find a great Halion encounter video on Tankspot.
Thanks for watching this guide, hopefully it will help you and your group tackle the Ruby Sanctum. Good bye.
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