Ruby Sanctum is out, and at least in normal is pretty easy to do, especially in today's gear with a decent raid comp.
There are lots of strats that say things like kite the dragon in a circle, make sure people run away, etc...
Don't count on pugs to do this, and quite honestly, for most of the mechanics don't worry about it for normal mode.
Let me break this down for you.
All phases: it is a dragon, so it has the usual dragon things...tail swipe (stun, didn't even seem to hit for damage...just don't be a healer getting stunned, or stunned at a horrible time in twilight), cleave, breath
P1: physical realm
This is a tank and spank for the tanks and dps, simply avoid anything on the ground and you win. Heals, and/or casters, get to make use of dispells/decurses (anything except remove poison effects will cleans/dispell the effect). This will drop a circle on the ground that will also knock everybody in it away, the longer the dispell takes, the larger the circle. In normal mode, this doesn't need to be worried about, just drop it where you are as quickly as you can, even if you're melee on the boss. There will only ever be 2 of these drops out at a time, as the oldest fades just as a new one comes out, and it is easy to shift to another place to keep dps'ing. While all this is happening, a spot will be chosen for him to drop a meteor on (easily seen by the fire ground effects for several seconds prior), which will then land and spread fire from it. In 10m normal mode, this fire does almost no damage, so just make sure to move out of it quickly and not get hit by the meteor itself.
P2: twilight realm
This is the same as P1 as far as the dragon is concerned, but the mechanics of the area change. The main 2 differences are as follows. Instead of doing a knockback when dispelled, it is now a pull of those surrounding to the person dispelled. Instead of a meteor dropping, there are orbs that circle around the room (2 in 10 man, 4 in 25), and will charge up periodically. When they charge up, they form a beam between them that cuts the room in half. Simply don't get hit by the beam (it will 1 shot and then teleport you into the physical realm in the process).
P3: both realms
There is nothing special or different in p3, except that now you split up your group and the 2nd tank stops being bored. One tank, and half the dps (generally melee due to the constant movement required) will stay in the twilight realm while the other tank will go back to the physical realm with the other half of the dps. Generally the physical realm takes no damage except for the tank, but the twilight realm does, so if you're using 3 heals in a 10 man, you should leave the 3rd healer in the twilight realm. DPS should be fairly evenly split up here, but if it is not, you can adjust on the fly by sending somebody from one to the other (the portals stay up). This is so that the boss will continue to stay in both realms. Note: if one of the realms wipes, it doesn't wipe the other realm, but halion will start healing in about 10 seconds after nobody is attacking her in a realm much faster than you'll be able to damage her. If you're at 1% or 2%, send a sacrificial dps down to go hit halion a few times to prevent the heal from happening and still burn her down.
Collect loot.
This will take a few wipes for most pugs to understand each phase, but after that should quickly become a joke as all mechanics are simple, straight forward, and with the exception of standing in a meteor landing or the orb link, nothing is all that lethal. The 2 things that will often cause you to wipe are if the tank, or the tank healer, get killed by a beam in the twilight realm.
I found it to be a fun raid encounter, but at least in normal mode it isn't very challenging. This should let a lot of people gear up fairly easily. I'll be doing 25m (hopefully with some heroic attempts) tonight with my guild, so expect some more info then.
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