Ruby Sanctum Strategy: Halion Strat Plus Mini Bosses Saviana, Baltharus, and Zarithrian (PTR)

June 25, 2010 in Guides, News, featured by Bless

As we edge closer to Tuesday people should be getting more concerned about how to tackle the Assault on the Ruby Sanctum.  I have been going around the internet looking at Ruby Sanctum Videos, and researching all of the PTR Halion Strats for you guys.  lease take note that this Ruby Sanctum Strategy guide is based off of info that was fathered on the PTR, and could be subject to changes once the Ruby Sanctum goes live.

In the mean time Ruby Sanctum isn’t live, and it is imperative that we all get our guilds up to date on the strategies going into things.  The encounter itself doesn’t seem to really be that difficult, and in fact simply seems to be some fun content that your guild should all be pretty adapt to at this point in Wrath of the Lich King.  The fight is much like Sartharion  in the idea that there are three mini bosses which you encounter before taking on Halion so lets start off with breaking those guys down first.  Ill give a simple break down of the mini bosses before getting into a more detailed post on Halion.


Baltharus the Warborn Strategy Guide

Baltharus basically has 4 attacks which are a [Blade Tempest], [Cleave], [Enervating Brand], [Repelling Wave], and additionally spawns a mirror image of himself at 75%, 50%, and 25%.  You will want to mark Baltharus before the fight in order to not get him confused with his mirror image.  Have the main tank face Baltharus away from the raid while your off tank picks up the mirror images, and also faces them away from the raid. I have read several recommendations to have 3 tanks int he raid so not to overwhelm your tank, but I have also heard it suggested that your off tank could take Baltharus while your main tank takes all of the adds if you have the gear for it.  You will want to have all DPS position either on the left, right, or directly behind Baltharus to avoid the frontal attacks.  All DPS should stay on the real Baltharus through the entire fight as the mirror images will disappear once he has been defeated.

There is really no reason to freak out over any of his abilities as they are all easily healed through.  Other than the knock back and Whirlwind healers can simply keep a little bit of range and not be affected by anything which Baltharus will have to throw at you.

  • Main Tank:  Mark Baltharus, and then pick him up and face him away from the raid
  • Off Tank: Pick up any mirror images which appear and also face those away from the raid as well
  • DPS: Position yourself adjacent or behind Baltharus, kill him until he is dead
  • Healer: Get some range and don’t let anyone die

Saviana StrategySaviana Ragefire Strategy Guide

Saviana has 3 abilities as well which are [Conflagration], [Enrage],[Flame Breath]. Have the main tank pick up Saviana and face her off of the raid in order to avoid the Flame Breath. I haven’t been able to pinpoint any indicators of when Saviana will perform her Enrage or Conflagration abilities, but they are handled as follows. Every so often she will Enrage increasing her damage and attack speed. This can easily be removed by [tranquilizing shot] from one of your Hunters in the raid. The Conflagration ability will also occur randomly throughout the fight in which Saviana will fly up into the air and mark 5 players with the debuff Conflagration which engulfs the player in flames causing them to deal damage to surrounding players, so watch for the debuff and move away from other members of the raid if you find yourself with it on you.  Just remember the time to be looking for it is when she goes into the air.

  • Main Tank: Pick up Saviana and face her away from the raid
  • DPS: Position adjacent or directly behind Saviana
  • Healers: Keep people alive
  • All: Watch for Conflagration debuff and move away from raid if you are debuffed

Zarithrian StrategyGeneral Zarithrian Strategy Guide

Zarithrian has 2 abilities [Cleave Armor], [Intimidating Roar], and additionally will spawn adds on both sides of him during the fight. In this fight have main tank pick up Zarithrian initially while the off tank grabs any adds that spawn, you will want DPS to kill off any adds since they apparently dont have that much health, and deal splash damage as well.  Occasionally Zarithrian will cast the ability [Cleave Armor] which   stacks up to 5 times each stack taking away 20% of the targeted tanks armor.  In order to deal with this have the tanks switch off of Zarithrian each time the stacks reach 3.  The debuff lasts quite a while however he doesn’t cast it very often so it is quite manageable.

  • Main Tank: Pick up boss *switch with OT when debuff reaches 3
  • Off Tank: Pick up adds *switch with MT when debuff reaches 3
  • Dps: Attack Zaritharian switch to adds when they spawn
  • Healers: Keep people alive

Halion  <The Twilight Destroyer> Strategy Guide

Halion Strat

Before beginning the Halion fight it is important to note that you should split your raid into two teams each consisting of at least 1 tank and enough healers to keep each team alive. Additionally each team should be able to do  damage comparable to one another, because in the third phase of the Halion fight you will be forced to fight Halion between the Physical Realm and the Twilight Realm at the same time.  More information provided below.

Abilities

Phase 1: Physical Realm

  • Twilight Precision – Increases Halion’s chance to hit by 5% and decreases all players’ chance to dodge by 20%.
  • Flame Breath – Inflicts 17,500 to 22,500 Fire damage to players in front of Halion.
  • Meteor Strike – Inflicts 18,750 to 21,250 Fire damage to enemies within 12 yards of the targeted area. Takes about 5 seconds to land. Shoots X-shaped lines of fire after it hits the ground.
  • Fiery Combustion – Inflicts 4,000 Fire damage every 2 seconds for 30 seconds to a random raider. Every time Fiery Combustion does damage, it applies a stackable Mark of Combustion.

    • Mark of Combustion – Has no immediate effect on the target. When removed (by either magic-remover or curse-remover, or after 30 seconds) it causes a Combustion of size proportional the the number of Marks.
    • Combustion – Inflicts 2,625 to 3,375 Fire damage every second to targets that remain within the explosion area. Combustion has 6 yards radius. Also knocks nearby players back with Fiery Combustion.

Phase 2: Twilight Realm

  • Twilight Precision – Increases Halion’s chance to hit by 5% and decreases all players’ chance to dodge by 20%.
  • Dark Breath – Inflicts 17,500 to 22,500 Shadow damage to players in front of Halion.
  • Dusk Shroud – Inflicts 3,000 Shadow damage every 2 seconds to everyone in the Twilight Realm.
  • Shadow Pulsars – Summons two Shadow Pulsars at the two ends of one the fighting area’s diameters. The Pulsars slowly circle the area, beaming a Twilight Cutter for 10 seconds, then resting for 20 seconds, then beaming another Cutter.

    • Twilight Cutter – Inflicts 13,875 to 16,125 Shadow damage every second to players touched by the shadow beam.
  • Soul Consumption – Inflicts 4,000 Shadow damage every 2 seconds for 30 seconds to a random raider. Every time Soul Consumption does damage, it applies a stackable Mark of Consumption.

    • Mark of Consumption – Has no immediate effect on the target. When removed (by either magic-remover or curse-remover, or after 30 seconds) it causes a Consumption of size proportional the the number of Marks.
    • Consumption – Inflicts 2,625 to 3,375 Shadow damage every second to targets that remain within the explosion area. Combustion has 6 yards radius. Also pulls nearby players to its center with Soul Consumption.

Phase 3: Split

  • Twilight Precision – Increases Halion’s chance to hit by 5% and decreases all players’ chance to dodge by 20%.
  • Corporeality – Halion takes and and does more damage in the realm he takes less damage in. At 0% and 100% Corporeality, Halion does and takes 400% extra damage in one of the realms, and no damage in the other.
  • Physical Realm – Halion continues using his abilities from phase 1 when fighting players in the physical realm.
  • Twilight Realm – Halion continues using his abilities from phase 2 when fighting players in the twilight realm.

Halion StrategyPhase 1 Physical Realm

Halion will instantly summon a ring of fire around him which will define the combat area for the remainder of the fight.  Have your main tank pick up Halion and move him to the edge of the fire in order to give your raid more maneuvering room. Have the Tank face Halion away from the raid in order to avoid any frontal attacks.

The first phase should be something we are all accustomed to by now, every so often Halion will cast Fiery Combustion on a “ranged” player which will cause 4000 damage every 2 seconds for 30 seconds as well as begin to stack Mark of Combustion on the player which can be removed with a decurse or magic removal.  Once either the Mark of Combustion reaches 30 seconds or it is removed the player will explode causing fire damage and a knock back to players within range of them. The range of the explosion is dependant upon how many marks of consumption are on the player when it is removed.  In addition the player will lay consumption around himself after the explosion which inflicts 2,625-3,375 shadow damage every second, the radius of the Consumption is dependant of how many Marks of Consumption are on the player when Fiery Consumption is removed. The trick is to have the debuffed player run away from the raid once they have the debuff and to remove it as quickly as possible to limit the radius of the Consumtion.

There will also be a Meteor Strike ability  that targets a player in the raid and drops a meteor out of the sky and producing a flaming X on the ground which needs to be avoided.  Players can identify when a meteor is about to land by the consecration like feature which appear on the ground about 5 seconds before the meteor strikes.

Once Halion reaches 75% a portal will spawn which looks exactly like the portal from the Twilight Sanctum and all players should enter it beginning phase 2 in the Twilight Realm.

Phase 2 Twilight Realm

Halion should be positioned in the middle once you enter the Twilight Realm, be sure to keep him in the center during this phase in fact think about the rest of this fight as a balance game. Have the tank on the front side of Halion while the rest of the raid is behind him. The twilight phase is very similar to phase 1- instead of flame breath Halion will cast Dark Breath which will still place a stackable Mark of Combustion debuff on the “ranged” raid memeber, but this instead of a knock back on the Combustion the effect will suck players in towards the explosion area.

This time their wont be any Meteor Strike however he will cast to shadow Pulsars which will appear exactly opposite of each other on the edge of the combat area. These orbs will make what looks like some sort of electrical connection dividing the combat area in half and slowly start circling around the combat area.  The Raid will have to move around the area being careful not to cross the beams.  If a player does cross the beam he will be inflicted with massive amounts of damage, in addition to a brutal verbal bashing by his raid leader.

Once Halion reaches 50% inside the Twilight Realm a portal back to the physical realm will appear.

Phase 3 Corporeality Phase

Once the portal back to the physical realm appear signaling the beginning of phase 3 the raid will be split up into two teams.  One team will enter the portal returning to the same scenario as phase 1 while the other team remains int he twilight realm continuing with Phase 2.  You should split your teams equally with at least 1 tank on each side and balancing your healers and DPS as necessary to do comparable damage while still being able to maintain sufficient healing.

Halion needs to be DPS’d at an equal rate on both sides, if one realm starts to kill Halion quicker than the other Halion will become increasingly stronger on the other side.  Ideally you want to stay at about the same rate with little variance. The portal back and forth will remain open so you can make any on the spot corrections as needed.

Her is a break down of the Corporeality-

  • Corporeality < 50% – Halion does and takes more damage in the Twilight Realm. He does and takes less damage in the physical one.
  • Corporeality = 50% – Halion does and takes normal damage in both realms.
  • Corporeality > 50% – Halion does and take more damage in the Physical Realm. He does and takes less damage in the twilight one.

You should try to keep Halion’s corporeality between 40% and 60%.

If you would like to view the loot table for the Ruby Sanctum you can check it out here.

Ruby Sanctum Loot Table