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Thread: Heroic Halfus Wyrmbreaker

  1. #1
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    Heroic Halfus Wyrmbreaker



    Quote Originally Posted by Aliena
    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 the heroic Halfus Wyrmbreaker encounter. We completed this fight with 3 tanks, 9 healers - 3 of which were discipline priests - and 13 DPS. I will assume that you're familiar with how to defeat the normal encounter and will only explain the differences in the heroic version.

    As soon as you enter Halfus' room, you'll notice that all the dragons and whelps are interactive and that Halfus and his dragon have all possible buffs and abilities. Yes, it's probably dawning on you, this fight is a cluster****. The enrage timer, if you were wondering, is 6 minutes.

    Obviously, you have to negate all the abilities that will cause you to wipe quickly straight away. That means, the Storm Rider, Time Warden, Whelps and Nether Scion should be released straight away. You're going to need at least three strong tanks to handle the incoming tank damage. We used a warrior, a paladin and a blood death knight tank.

    We start out the fight by having our paladin pull Halfus and simultaneously activating the Storm Rider. Meanwhile our warrior picks up the Time Warden and our Death Knight grabs the Nether Scion. We have a rogue break out the whelps which are then picked up by our warrior.

    Everything is immediately pulled to the middle of the room and the whole raid should stay within a 15-yard radius of Halfus. This means you'll be pressed for space, but the fire balls raining down are very slow, so you still should not have any trouble moving out of them. It also ensures that your disc priests can handle all the necessary raid healing by Atonement-smiting, which frees up your remaining healers to tank heal. Make sure your priests only smite Halfus, since he's the only one taking increased damage. Also, we found it's an HPS loss to use Archangel. Each tank should have about two healers assigned to him.

    Once situated in the middle of the room, ranged AoE classes work on taking down the whelps as soon as possible, while melee and single target DPS concentrate on the Time Warden. You also want to leave at least one interrupter on Halfus, to interrupt every single Shadow Nova that he casts. As soon as the whelps are dead, the AoE DPS switches over to help out with the Warden.

    Since Halfus has a Mortal Strike debuff that he puts on whoever tanks him, he needs to be bouncing around your tanks. We had our tanks taunt off of each other at 5 or more stacks of the MS debuff. Keep in mind that whoever is tanking Halfus and a dragon will need extra healing, so be vocal about tank switches on ventrilo.

    On the subject of tank damage, your tanks will want to use cooldowns pretty liberally throughout the whole encounter whenever they're tanking Halfus at the same time as a Drake. Try to have some kind of cooldown up for the majority of the time that you're tanking Halfus. Be vocal about this on vent, and don't be shy about asking for a healer cooldown.

    Once the Time Warden dies, your now freed-up tank should release the Slate Dragon, which will occasionally stun Halfus. To make it easier on your tanks, you can also have a hunter free him and then misdirect him to the freed-up tank.


    This is really useful sub-50%, since it puts huge delays on Furious Roar, and sometimes even cuts off some of its ticks. However, even though you have three drakes released, all your DPS should switch over to Halfus straight away after the Time Warden dies while the tanks just hold them. Any kind of bloodlust should also be used as soon as all DPS is on Halfus, since you won't get the full effect of it when you're continuously stunned by Furious Roar.

    As soon as you push Halfus past 50%, you need to pay close attention to Halfus' Furious Roar timer. You should have a power word: barrier order assigned to your disc priests, and have them put one up on the raid each time Halfus is casting Furious Roar. Also, make sure all your tanks are at full health before a Roar. Whoever is tanking Halfus at the time needs to use a strong cooldown, such as Shield Wall, Ardent Defender, etc, or have a priest cast a Pain Suppression.

    Tank deaths occur very easily below 50%. Soulstones should be placed on tanks and battle resses should be reserved for such emergencies as well. Your raid needs to be healed up completely between Roars, and you still want to assign an interrupter to blink out of the last Roar pulse, to interrupt the Shadow Nova that follows it.

    To recap, by role: At the start of the fight, tanks pick up their assigned targets. Bounce Halfus around the three tanks by having one taunt when another hits 5 or more stacks of the MS debuff. Use a cooldown when tanking multiple targets. Once the Time Warden dies, the freed-up tank releases the Slate Dragon. Do not stand in fire if you can avoid it.

    Healers should be within 15 yards of Halfus. Disc priests should concentrate on smiting Halfus the entire fight, which triggers raid healing through Atonement. Other healers should be assigned to the tanks, ideally two healers to each tank. Power Word Barriers should be up for most Furious Roars. Be ready to use cooldowns on tanks when they ask for it. Do not stand in fire.

    DPS should be within 15 yards of Halfus. AoE DPS focuses down the whelp pack, single target DPS concentrates on the Time Warden. Once the whelps are dead, everyone should kill the Time Warden. Keep one or more interrupters on Halfus, so no Shadow Novas go off. Once the Time Warden dies, concentrate on Halfus. Use Bloodlust. Sub-50%, have a mage or another class assigned to interrupting Shadow Nova after a Roar. Do not stand in the fire.

    That about concludes the changes you'll encounter in the heroic version of Halfus Wyrmbreaker. Good luck, and have fun! I've attached the full encounter with the relevant vent conversation so you can see how we handled tank cooldowns. This is footage of our first Halfus kill, so tanks have slightly different assignments than I've mentioned in this video and the last few percent are a bit... sloppy.

  2. #2
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    I don't understand how you were healing for more then 40,000, when your health is 130k.

    (130,000 x .3 = 39,000)

    Is this video pre nerf to attonement?

    Also, does crit attonement heals stick with the 30% priest hp rule?

  3. #3
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    @shaak, certain tank talents that increase healing received by 6%. Also resto druids in ToL form could push it higher for another 6%.

    @Aliena, congrats for the kill. Was preety hectic, but you pulled it off. Nicely done!


    When could we expect 10 heroic man (or women ) kill? I'm very curious to see that since my guild is a 10 man one.
    Last edited by Timberton; 01-21-2011 at 05:12 AM.

  4. #4
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    ah true, thanks timber

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    I am curious about how the 10 man version would work as well. I'm thinking that it would be a little less flexible with the number of tanks and healers you could bring, but I won't know for sure until we get to that point. It's hard to say how hard everything would hit for, but I would imagine that it would be recommended to bring 3 tanks instead of 2 tanks, but still only a max of 3 healers to beat the enrage.

    Great guide! Keep up the great work! I'm sure making these videos can be quite time consuming on top of all of the other things in life.
    "Kyle, this is the way the world works. If you want to find quality friends, you have to wade through all the dicks first." -Cartman

  6. #6
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    I wanted to mention, that I appreciate hearing the extended vent recording. It's good to have an example of a solid guild's behavior on the vent to show our players, where people are not yelling, screwing around, or distracting. I think a good video would be one in which you discuss how your guild manages communication, such as healer channels, when to call out for things, and when to keep quiet. Sometimes it's hard to shut up when you're excited.

    Thanks again for the quality walkthroughs!

  7. #7
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    RE shaak: The video was fraps'ed the day they hotfixed it, about 3 weeks ago. It might've been before the hotfix, but I'm pretty sure my numbers went down as the raid went on, haha. But, yes, talents and such up the numbers by quite a bit.

    RE Pwnbroker: That's actually a really good idea! Thanks!

  8. #8
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    Another very well made video from you guys.

    However I'd really love to know the best way to handle the 10 man mode, my guild has been doing it on 10 man for the past 2 weeks and we've only gotten as far as getting the Whelps down, activating Time Warden and almost getting Storm Rider down after that.

    We start off by activating Storm Rider, Nether Scion + Whelps and Time Warden after the Whelps die. 1 Tank picks up Halfus another picks up Storm + Whelps and the last picks up the Scion. We wanted to use this kill order: Whelps > Storm Rider > Nether Scion > Halfus (possibly off tank Slate).

    But we do not get very far before getting our faces torn off. We have tried with 3 normal Healers 3 Tanks and 4 DPS, as well as 2 Healers + a Disc Priest with 3 Tanks and 4 DPS. There just seems to be no flexibility in the 10 man version and the damage is so high... along with strict timers. We are really at a stalemate here.

    Any help would be appreciated.

  9. #9
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    We just killed Heroic Halfus10 tonight with total 25 attempts total using 2 tanks, 4 dps, 4 healers.
    1 Resto Druid, 1 Resto shaman, Disc priest and a ilvl 345? Holy Paladin (main is ret) using a 318 healing relic lol

    Pulled Scion, Storm, Whelps at start with hero/lust/warp. Burned down the whelps first. Once whelps were down, DPS worked on Scion while Time warden was released. Tanks would swap taunts but the first taunt would be delayed. We would bop off the MT when he had 9-10 MS Stacks. This would continue on until 2 drakes + whelps are dead.

    Then once at that point, its down hill. Make sure everyone is topped for furious roar and push as much dps as possible. We were about 2-3 seconds off from enrage. GL!

  10. #10
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    Quote Originally Posted by Odaeus View Post
    We just killed Heroic Halfus10 tonight with total 25 attempts total using 2 tanks, 4 dps, 4 healers.
    1 Resto Druid, 1 Resto shaman, Disc priest and a ilvl 345? Holy Paladin (main is ret) using a 318 healing relic lol

    Pulled Scion, Storm, Whelps at start with hero/lust/warp. Burned down the whelps first. Once whelps were down, DPS worked on Scion while Time warden was released. Tanks would swap taunts but the first taunt would be delayed. We would bop off the MT when he had 9-10 MS Stacks. This would continue on until 2 drakes + whelps are dead.

    Then once at that point, its down hill. Make sure everyone is topped for furious roar and push as much dps as possible. We were about 2-3 seconds off from enrage. GL!
    Would it be worth doing 10man heroic without any classes that can break stun for furious->nova? We have no DKs or mages or stuff so we were thinking of just waiting till 4.0.6 for them to reimplement free action potions.

  11. #11
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    Orc racial + reduce stuntime meta works for interupting after the furious roar. So just needs a orc melee then.

  12. #12
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    We have no orcs and we're oceanic so the 300ms would negate any effect of that lol.

  13. #13
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    Like it has been mentioned before, for 10 man
    2 tanks 4 healers, 4 dps.
    Trying this without humans/mages/something else that can break a stun is a suicide, at least I think it's too much rng to push for it. What you can do is try to rotate the free action potions to avoid the last stun in the chain.

    For 25 man <NOT RIGHT OR WRONG, JUST DIFFERENT!!!!>
    Our first kill we did with 8 healers, but with a little different strat, We released time+storm+nether first, killed time->released and killed whelps->killed storm ->killed halfus after releasing the last dragon. So its Halfus+2 dragons in the last phase.

    Now after a couple of resets we are doing it with 7 healers(still 3 tanks), pulling whelps+storm+time+nether at the start, killing whelps->time->storm, releasing slate and once again having only Halfus+2drakes in the last phase. This way we still get the kill 40-60 seconds before the enrage but with less dragons in the last phase our tanks die less, which has been a major wipe factor for us.

    As for interrupts, the lockout's don't work like you expect them to on Halfus, as in he does the cast strictly on a timed basis and not when it's school becomes available. This allows you to put a single interruptor(we used an enh shama) to /focus halfus and interrupt him while being at a distance from him and dpsing the high prio target. You still need a racial rotation or a mage to do the interrupts in last phase after the stuns.
    Razzoc of Kill Loot Repeat , Sylvanas EU

  14. #14
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    We brought 4 tanks, 6 healers and 3 smiting priest, providing both reasonable dps (20k) and healing (12k hps). But we was very low dps (~650k), especially on the aoe part - running only one mage and two warlocks, no frost dk.. This way we only downed whelps and one drake, leaving one out for the whole fight.

    Having four tanks frees your drake tanks up not to stack up the mortal strike debuff and that's very vital for the roar phases. Even with at least a powerword barrier down (-30% damage taken) i barely survive one drake beating on me. Any advice on this?

    I really have the feeling that stacking mages seems advisable, especially compared to the fastest kill (under 3 minutes, doubling our raiddps with 5 healer, 3 smiting priests and 4 tanks). Those mages basically kill the drakes on their own via ignite spreading while the rest off the raid sits on Halfus himself.

  15. #15
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    Does releasing the whelps decrease all damage from the behemoth? I know it reduces the fire breath but what about the fire balls that the Time Warden usually slows? The reason I ask is because I notice in alot of 10 man vids they leave the Time Warden down and release the whelps 1st.

  16. #16
    Has anyone tried interrupting the casts or channels that the proto behemoth does? Or are they shielded or are we just simply out of range to do so?

    Also, has anyone tried levitating the raid to lessen the fireball barrage damage?

  17. #17
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    Hi,

    Please allow me to present my conclusions for Heroic Halfus Wyrmbreaker on 10-man mode. On our first attempts on Halfus we used two tanks and four healers, neither were discs. While we did get a few good tries in and it certainly did feel managable, we later tried having a resto Druid respec to bear and had our two priests spec discipline and progressed further immediately.

    In a nutshell, one tank picked up Halfus and the Nether Scion, semi-kiting Halfus for the first 10 seconds. The other tank released Storm Rider and had whelps MDd to him. The third tank, the freshly specced bear, released the Time Warden and tanked him. As soon as all released dragons were active, we grouped up in the middle of the room like suggested in Aliena's video. The first tank called for a Hand of Protection from a Paladin to clear his stacks when they had reached 8-9, then asked the bear to taunt Halfus at 4-5 stacks. The bear repeated the same process - having his stacks cleared, then asking the next tank in line to taunt. The damage dealers burned the whelps then whichever dragon had the lowest hp. Heroism was used for the first tank swap, since that's when damage taken was the highest contra healing done the lowest.

    We never bothered releasing the Slate Dragon and we actually killed att dragons we had released. Perhaps we would have seen better results if we had actually used our three tanks to tank one NPC each, but it worked out flawlessly once we got the pull down.

    TL;DR: We found 3 tanks 3 healers to be superior to 2 tanks 4 healers in the 10-man version. Discs were useful but definately not mandatory. Hand of Protection simplified the tanks' jobs by a huge lot, practically making things happen more slowly and felt overall more controlled. Even if you only have one HoP it's more than enough.

  18. #18
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    Is there any reason that you killed the Time drake before any others? I know why it was released obviously, however some posts I've read on other sites say the nether Scion hits hardest of the drakes.

    Also were you really close to the enrage timer, or could you afford another drake kill before gettign to Halfus - do you feel the extra 1/2 healers compensated for each tank having a drake/halfus through the rest of the fight and the roars?

    Were you using Hand of Protection rotations in the roar phase on the drake tanks?

  19. #19
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    Isn't time warden more important to release than the whelps on 10 heroic? the unavoidable fire barrages would do like 40k while the proto breath would do 10k after resists instead of 5k normally.

  20. #20
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    Given the change to when Halfus gains the debuff, we're considering killing a third drake* for 25 Heroic. Any suggestions on which one?

    *Whelps, Time Warden, and then one other

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