

More about the group composition is discussed in the phase three strategy section. Each group requires a tank, healers, and DPS. It is best to pre-arrange this before the fight so everyone knows where they are going. Once Halion is lowered to 50% additional portals between the physical and twilight realms open and both realms must be dealt with at the same time, creating phase 3.ĭue to having to essentially fight two of Halion in phase three the raid group needs to be divided into two groups. At 75% health Halion opens and enters a portal to the twilight realm at which point a portal to the twilight realm opens and phase two starts. The fight starts in the physical realm for phase one. In addition players need to contend with three different phases in order to defeat Halion. In addition the space you have to deal with Halion becomes limited once the fight starts as a fire wall appears around the circular center area to prevent players from spreading out too far. Halion has several abilities and mechanics that need to be dealt with. The final boss in the Ruby Sanctum is the dragon Halion.

Rinse and repeat until Genreal Zarithrian is dead. The fight just revolves around clearing adds and agro trades. The debuff is not applied that often though so it is not too hard. This is so that they can be healed through the fight. Throughout the fight the main tank and off tank need to trade agro on the General any time they reach three stacks of cleave armor. As the fight continues more adds will be spawned, have the tanks pick them up and DPS down them repeatedly as they have an AoE damage effect. When this happens the General will spawn two adds that the off tank should grab and DPS kills them off quickly before focusing on the General. The fight starts when the main tank agros the General, and pulls him to the side. Intimidating Roar A 4 second terror affect for anyone nearby. The Saviana fight is relatively trivial with just three very basic mechanics to worry about as follows:Ĭleave Armor Reduces the enemies armor by 20%, stacks up to 5 times. If the off tank can not handle the incoming damage, the guilds main tank may want to take add duty here and have the off tank on the boss. The tank and melee though should position themselves so that they are not thrown too far away from the group, it is safe to DPS him from the side as long as you do not enter the front arc.ĭPS needs to stay on Baltharus and work his health down, while the off-tank picks up and holds the duplicates that spawn away from the real boss and facing away from the raid. Healers and ranged DPS should not be affected by his knockback since they will be far enough away. Tank Baltharus facing away from the group and anyone that can be at range should stay at range. Start this fight by marking Baltharus so that everyone remains sure which is the real one. Repelling Wave Knocks back anyone nearby a long distance, over 100 yards, and does fire damage. Once marked it applies the 2% debuff/buff every 2 seconds for 10 seconds. It reduces the targets damage, and anyone within 12 yards of the target, by 2% and increases Baltharuss damage by the same. Wow raid comp numbers.Blade Tempest Hits everyone in his front arc for damage from his weapon.Ĭleave Hits the tank and three additional targets in his front arc.Įnervating Brand This marks a random player and starts siphoning power from them to Baltharus.
