The Ruby Sanctum: Halion Guide

Posted by on Jul 3, 2010 in Guides, Raids | 4 comments

Blizzard opened Ruby Sanctum this week so it’s time for another strategy guide. Let’s focus on the final boss of the raid, Halion.

Phase 1

Like any dragon boss, Halion has a cleave and a tail swipe so you want to stand on the side of one of his hind legs and DPS from there. He will put a debuff on a random raid member called Fiery Combustion. The best way to handle it is to run and head for the outer wall, then wait for someone to dispel it from you (you can use Cloak of Shadows to remove it yourself). The reason behind this is because there’s a secondary effect that you don’t want to spread to the raid. Running to the outside wall minimizes the chances of doing that. Watch out for Meteor Strike as well. There’s a visual effect that looks like a ripple of fire that indicates where it’s going to drop. Avoid it, then stay out of the fire that spreads from it.

At 75% HP, he’ll go to phase 2.

Phase 2

Welcome to the Twilight Phase. Give your tanks a couple of seconds to pick him up (Tricks if it’s up, of course), then DPS the boss. The debuff to watch out for here is Soul Consumption. The same strategy applies; if you get it, run to the outside wall, have it dispelled (again, Cloak works), then resume DPSing.

The second thing to watch out for here is that there are two orbs orbiting the outside wall. At some point you’ll get a warning, followed by the appearance of a purple beam connecting the two orbs. This is the Twilight Cutter. Regardless of how might think of the color purple, this beam will kill you if you stand in it.

At 50% HP, Halion moves to phase 3.

Phase 3

There are now two versions of Halion, one in the physical realm (phase 1) and another in the twilight realm (phase 2). Your raid leader will you which phase to go to but the point here is that both versions have to have the same amount of HP as much as possible. So if physical Halion is at 48% HP, twilight Halion has to be the same or very close to it. Otherwise, he’ll regenerate. He retains his abilities in both phases, so aside from watching his health, both groups have to deal with the debuffs, the meteors and the cutters.

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Disjointed Thoughts On Current Activities

Posted by on May 25, 2010 in Commentary, death knight, Raids, Rogue | 3 comments

After playing around with all the talent trees, my DK finally settled on using Unholy as his DPS spec. I finally understood the rotation and, quite frankly, Glyph of Disease is simply a great glyph to have for people like me who have trouble maintaining diseases. I also switched my tanking spec to Blood since that’s going to be the spec of choice come Cataclysm. It’s working well so far.

I recently ran into this random heroic where I was tanking and our healer was a paladin. I died on the second pull, with the healer saying something like “OMG, you died so fast. I actually have to heal you.” Maybe he’s been running random groups with better geared tanks but that comment just pissed me off. Sure, my tanking gear isn’t great by any means but it’s good enough to run heroic 5-mans. There’s also the fact that he signed up as a healer. At the very least, he should be doing his job. He proved himself to be an ass by leaving the group after we pulled the first boss. Note that I’m saying after, meaning we haven’t wiped yet. Considering this was Utgarde Keep, you’d think he’d have the decency to stay and finish at least that. Anyway, end of rant.

TL;DR: Pally douchebag healer ruined heroic UK random run.

And by doing that, I just realized I’m on Reddit too often.

It sucks when everybody’s a Kingslayer and Sin’s not. Sometimes I wonder what I’m lacking that’s preventing me from killing the guy. It would be nice if I could score some heroic gear. Then again, when Ruby Sanctum hits the whole new loot table is going to come into play. I’m already wondering what the drops will be.

I have 3 alts that are above 60: a mage, a pally and a druid. I’ve been thinking about which one I should focus on and finally settled on the druid. The reason behind this is because it’s simply the class closest to being a rogue. I tried running a random with him and ended up really bad on trash pulls simply because I didn’t have an AOE attack. I managed to make up for it on the boss fights though so that’s a good thing. I’m just going to have to see if I can stick it out and actually get a third toon to 80.

That’s it for random musings. Raiding has plateaued for Sin so there really isn’t an update to post in that area. And lately I haven’t been the type to raid with more than one toon. The time constraints is really the killing factor.

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The Icecrown Citadel: Blood Queen Lana’thel

Posted by on May 15, 2010 in Guides, Raids, Rogue |

Blood Queen Lana’thel is a straightforward fight. You have three debuffs to watch out for, two of which you’ve probably seen before.

The first debuff is called Essence of the Blood Queen, AKA the vampire bite. It usually goes to the second player in her threat table but I’ve seen it go to someone else so don’t quote me on that. The queen will bite someone in the raid and give him or her this debuff. Assuming it goes to you, you will have sixty seconds of pure DPS bliss: damage is increased by 100% and cause no threat for 60 seconds. Of course, it’s still a debuff, so here’s the catch: once that minute is over, you will receive Frenzied Bloodthirst. Your action bar will be replaced by a single button. Find another DPSer, target him or her, then hit the button. This will make you bite that person, dropping Frenzied Bloodthirst and bringing back Essence of the Blood Queen. Your bite target will also have Essence. You and your victims will eventually pass this to the rest of the raid. If you don’t bite someone, you’ll get MCed.

The second debuff is Pact of the Darkfallen. This one draws a red line that connects certain members of the raid, causing damage during its duration. Close the gap to get rid of it. The final debuff is Swarming Shadows. It’s like Jaraxxus’ fire debuff except it’s purple. You can use Cloak of Shadows to remove it even before it drops a trail. Otherwise, you’ll leave a trail of fire while it’s on you so run but try to keep your movement as tight as possible so you don’t end up making a mess in the room.

At some point during the fight she’ll go up in the air. You’ll get feared while she AOEs the raid. There’s little that you can do at this point except to hit Cloak of Shadows and hope you time it right. Once she lands, it’s back to her old cycle, minus the bite.

The gimmick of the fight, DPS-wise anyway, is managing the bite. If it doesn’t go to DPS, or to DPS ASAP, she’ll still be alive by the time everyone gets bitten.

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On The Cataclysm Raid Changes

Posted by on Apr 29, 2010 in Commentary, Raids |

I should be raiding, but I have no power at home due to a nearby blown transformer. Some birthday week this is turning out to be. Anyway, moving on.

You’ve all heard about the Cataclysm raiding changes by now. The most glaring one is the loot and lockout integration of the 10- and 25-man content. This means that the 10-man version of Cataclysm raids will drop the same items from the 25-man. And once you commit yourself to the 10-man, you can’t do it again on the 25 due to the shared lockout. Blizz says that the 25-man version will simply drop more loot.

This begs the question: what is the incentive for 25-man raiding? I can think of two things: better loot and “easier” fights. The first one is self-explanatory so we’ll skip that. What I mean with fights being easier is that there’s more room for error. If you lose one or two DPS during a Festergut-25 fight, it doesn’t automatically mean a wipe. If the same thing happens with the 10-man version then you can say hello to a higher repair bill.

The upcoming changes just removed the first incentive. The loot is going to be the same, which leaves us with the second. I don’t think potentially easier fights are strong enough reasons to still do the 25. It then takes us to the incentive that Blizz presented. They say that more loot will drop in the 25, so the next question is how much more is “more”? ICC 25 bosses currently drop 3-4 items. Given the current itemization scheme, you’re not really fighting against 24 people for them. If you’re a tank, your chances of getting a drop are 50%, because your only rolling against the other tank. If you’re a healer, it’s you versus 4-5 other players. The chances to win are lower if you’re DPS since there’s more of us in the group, but that also varies per class. If you’re cloth, well, I tend to laugh in your general direction when it comes to winning rolls. Trying to win against 5-6 people? Seriously, good luck with that.

Now, compare those numbers with the 10-man. There are 2 drops per boss. For tanks, it’s still 50% since you’re only rolling against the other tank. For healers, it’s you against two other people, maybe. For DPS, the chances are definitely a lot better. The point here is obvious, and has blatantly been from the moment the changes were announced: given the way things are right now, no one is going to run the 25-man raids when Cataclysm hits. With that said, what’s your guild going to do?

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The Icecrown Citadel: Rotface

Posted by on Mar 2, 2010 in Guides, Raids |

Before we start talking about the boss, note that the room itself is a part of the fight because a quarter of it will get flooded with slime. I’m not sure if it’s random as I’ve never paid attention to the timing, but you can tell if it’s about to get flooded by looking at the pipes. When ooze starts flowing out from them, the floor below is going to get slimed. Stay away from it.

Now, about the boss himself. Rotface is mostly a tank and spank except with a lot of movement. At the start of the fight, DPS away. He’ll cast Slime Spray at some point. Aside from the cast bar, you’ll know he’s going to do it when he suddenly turns away from the tank. The simple rule is this: if he’s looking at you, things are going to get ugly if you stand still. Move to his side, get behind him, etc. Just don’t be in front of him when he sprays.

The only debuff you have to watch out for is Mutating Infection. Like most debuffs, it’ll cause damage, but that’s not what you should worry about. When the it expires, it will spawn a Little Ooze that’s stuck on you until you merge it with another Ooze. What you should do next depends on the following:

If there are currently no Oozes other than yours, you’ll have no choice but to wait it out until someone else gets the debuff and spawns another Little Ooze. Bring them together and they’ll merge into a Big Ooze.

If there’s a Little Ooze on another player, bring them together so they’ll merge into a Big Ooze.

The Big Ooze is tanked/kited by your raid’s off-tank. If you get a Little Ooze and there’s a Big Ooze present, bring yours to it so they can merge.

When the Big Ooze gets enough stacks (I think it’s five), it will animate as if it’s boiling and then explode. There’s an emote announcing this so just watch out for it. Your off-tank should be able to call this out as well. When the Big Ooze explodes, it will send a bubble of slime to each raid member. It arcs in the air so there’s travel time involved, giving you a few seconds to move out of the way. It will land in spots where players were at the point of explosion. Simply put, the Big Ooze goes boom, get out of the way and make sure you end up in a spot where nobody else was during the explosion.

Here’s a little trick for this fight. While you have to run during the explosion, you don’t necessarily have to run away from the boss. Picture the fight: the boss is being tanked in the middle of the room. The explosion occurs. Everybody turns 180 degrees and runs. Your main tank does not have this luxury. Instead, he starts walking backwards, kiting the boss. You can follow him or her as he does this as long as you make sure you move along a path that no one else was on during the explosion. This is easier to execute if you’re attacking the boss from the side and not directly behind him. Why? Because when your tank moves backward, you don’t end up moving forward and running along the path he or she was just on. You just move sideways.

I’m not sure if Feint will help minimize the damage from the explosion but give it a try and let me know.

TL,DR:

Stay away from the slime-flooded area. Don’t get hit by Slime Spray. Merge the Little Ooze with another Little Ooze or the Big Ooze, whichever case applies. Watch for the explosion and move away from the raining slimes.

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The Icecrown Citadel: Festergut

Posted by on Feb 25, 2010 in Guides, Raids |

Festergut is a DPS race. He’s got a 5-minute enrage timer that you have to beat.

Again, for melee DPS this is mostly a tank and spank fight. Stand behind the boss and hack away.

Aside from the 5-minute timer, the other gimmick to the fight is Pungent Blight, an AOE spell that will one-shot everyone in the room. Surviving the ability will depend on how many stacks of Inoculated you have on you.

Festergut will put Gas Spores on random raid members (2 on 10-man, 3 on 25) prior to casting Pungent Blight. The spores cause a 12-second debuff and then explode. Anyone nearby will get Inoculated eventually (it causes another debuff first). He will cast the spores three times, which means you can get Inoculated three times, before casting Pungent Blight.

As you can tell by now, spreading the spores is vital to the raid. On 10-man, you’ll have a ranged group and a melee group. DBM will mark the two members who get the spores with skull and X. Your raid leader will likely designate which mark stays with melee and which mark runs to ranged. Pay attention to that part because you want to know when you’ll be running to ranged if you get the spore on you. For example, if your RL says X goes to ranged and you get marked X, then you’ll have to stop DPS, get to the ranged group and stay there until the spore explodes. You have 12 seconds to do all that. On 25, it’s the same, except that there are 3 spores and DBM marks the third raid member with square.

Still on the spores, the last thing to remember is that a tank can get a Gas Spore as well. This can screw up your assignments. Imagine the same scenario above where X runs to ranged. What if the tank is marked X? Obviously, he can’t go to the ranged group since he’s tanking the boss. Be ready to adjust accordingly.

Finally, Feint is your friend. When the boss starts casting Pungent Blight, get Feint up before he finishes and you’ll get hit with less damage. It’s even possible to survive with only two stacks of Inoculated because of it. And no, Cloak doesn’t work. Not in my experience anyway.

TL;DR:

Get 3 stacks of Inoculated. Bring the spores to the correct group when you get them. Use Feint to minimize the damage from Pungent Blight.

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