Rebels souls, deserters we were called. Chose a gun, and threw away the sword. Now these towns, they all know our names. Six gun sound is our claim to fame. — Bad Company
You’ve already watched the TankSpot video, you’ve read the brief strat write-ups on WoWHead, and maybe even dabbled in a bit of the lore. Going back over all of that is just going to be a waste of your time, and mineso here are my brief (not) impressions/opinions on the last raid of Wrath of the Lich King.
Overall, I was pleased with the new visuals and layout of the instance. It’s only one room so my expectations weren’t amazingly high, but they did a good job capturing the Red Flight’s theme that you see in Dragonblight.
The mini-boss concept is something that they’ve opened up in Wrath of the Lich King and I hope continues into Cataclysm. The dogs and the valkyr in Icecrown Citadel, along with the drakes in Obsidian Sanctum and Lieutenants inside Ruby Sanctum, break up the trash clear in a good way. They have mechanics that you actually have to worry about and give your DPS some time to actually ramp up and use their real rotations.
For healers, we get to glance back at the monitor during trash which is nice. So far in Wrath there has been no trash other than maybe Crimson Halls that required any sort of real attention.
Halion Phase 1
Being outdoors in an open grove, you immediately get the sense that you are going to need to use most of the area and do a lot of movement. The first step that I always try to take when setting up a fight like this is try and maximize the raid’s usable space, if possible. The fiery wall surrounding the fight area is a nice border you can park Halion’s side against. The breath and tail aren’t really a problem, and if a meteor or poorly placed “void zone” force movement, you can just walk along the outside rim.
Phase 1 is a big time joke. There is nothing in this phase of the fight that can kill you (even if you try). You can take a meteor to the face and still live. Why? I have absolutely no idea. If it was so important to move out of it, why make it take so long to land or even give much of a warning at all. As it stands, anyone that’s even barely paying attention will reduce the raid damage to nothing.
Conversely, a raid with lower DPS might have to deal with more meteors and void zones. Our raid comp ended up being 2 tanks (Warrior/Paladin), 5 Healers (Shaman/2xPriest/2xDruid), and 18 DPS (10 ranged, 8 melee), which is very DPS heavy. As we reached 75%, we were consistently getting 2 void zones and 1 meteor. Yawn.
Zone into the Twilight. Don’t touch the Dragon. He bites.
Hallion Phase 2
BloodlustHeroism as soon as everyone is phased in.
Going into this fight, you might ask yourself: “self, how the heck am I going to see the people to cleanse in the right spot while I’m running around dodging this big lazer!?” The answer is simple, just cleanse it right away. We tested fairly early on that the damage done by the void zones (both shadow and fire) in normal mode are easy to heal through for quick bursts.
Cleansing people immediately in the Twilight gives you these benefits
- Mindless. Your healers won’t have to think a lot about people’s position and whether it’s “safe” to cleanse. The debuff pops up on your grid and you just knock it right back down.
- Small void zone. An immediate cleanse creates a void zone that’s about 8ish yards across. Even if it’s dropped in melee, Halion’s hit box is so big that you almost don’t even notice it. They disappear in enough time
Phase 2 doesn’t last all that long (a trend from Phase 1).
Halion Phase 3
Shieldbubblebear Wall while people are zoning in/out and healers are making sure the Physical Realm team is safely ushered back upstairs.
If assigned, zone out into the Physical Realm. Don’t touch the Dragon. He bites.
Your raid is now split in two. We sent the melee upstairs (+hunter) and kept the ranged DPS downstairs. The Twilight Cutter is impossible to get hit by if you’re a ranged dps unless you’re standing right on top of an orb. Conversely the melee are always in danger of getting caught up in their rotation and being zapped.It’s also easier to just say “melee up, ranged down” and you don’t have to bother with pesky group assignments.
Physcial Realm (Top)
One Healer. One Tank. A little bit of fire. We started off with our healing split being 2 down (Me and a Druid) and 3 up (Druid + 2 Priests). We then went to 2 up, 3 down (Me/Druid/Priest), and by the time we killed him we determined that the top can be easily solo healed. Four healers, split between tank and raid, is good insurance for the Twilight Realm which is significantly…more involved than the Physical Realm.
Twlight Realm (Bottom)
Healer tips for those that are new:
- If your tank is closely following the beam (like he should be), a good place to stand is right on the bosses front leg. This will keep you in range of him with some buffer if a void zone is dropped oddly, but will also keep your DPS healing targets within 40 yards.
- That being said, make sure you don’t get cleaved or breathed on, it’s easy to lose track of which way the dragon is facing while you’re running.
- The tank is your number one priority, do not focus on keeping raid members topped off 100% of the time. Make sure you are keeping them in a safe range, certainly, but this fight is over immediately if that tank drops. Dead raid members can be battle-rezzed (also: ankh, soul stone) and take the portal back down.
- Riptide and LHW are your best friend. Being soft-capped on your haste is a good thing here.
- Communicate with your tank and let him know if you’re out of range for any length of time. Even if it’s only for a little, Halion hits hard enough that an unlucky avoidance streak will equal a wipe.
- I found myself hitting my NS cooldown as soon as it came up and waiting on it for a quick burst when I was moving (prelude to Cataclysm and spirit-walking).
One thing to keep in mind if you choose to do a melee up, ranged down strat, Halion’s corporeality will dip under 40% quite often as the ranged DPS will be forced to move as a group much more often than the melee. Just have the Physical realm pause for a bit and let it come back up.
Stay out of the Twilight Cutter and you’ll have little problems. Like I said above, a competent healer can handle the Physical realm on their own. Even with the movement requirements in the Twilight, I never felt overly stretched. Though, after healing Putricide(HM) Phase 3, Halion phase 3 is a bit of a breather.
I made the comparison of raids to Theme Parks a few posts back, and that analogy holds true for Halion. Halion is a boss that’s all about making you feel like you’re about to die at any moment, but never actually does anything that will kill you. The void zones aren’t really void zones, you can run across one and live with just a couple heals (if any). The Twilight Cutter is dangerous but the extensive emotes and the slow movement mean you really have to leave your computer to be killed by it.
We obviously haven’t done heroic mode (yet), but I’ve read enough about it to know that there is a lot more potential in this fight. Heroic additions such as adds from meteors, void zones appearing in both realms, and two simultaneous twilight cutters means that if you didn’t have enough things to not stand in before, you can rest assured that you’re available space will be much tighter.
Anyways, as far as the normal mode version of the encounter goes, it was a fun and refreshing take on YADF*. Anything that splits the raid in half is always a challenge of balancing and coordination. You never quite know what is going on so it forces you to actively communicate and keep vent cleared. The vent clogging can get out a bit out of hand as the Twlight Realm will be talking a lot more than the Physical Realm.
The first two phases were just too short for even very average DPS. Because of this, you don’t really deal with any of the mechanics until the last phase and by that time, as long as your tanks stay upright you can limp home if needed. The meteor and void zone timers do not require your movement and positioning to be as strict as I thought they would. Things tend to disappear rather quickly.
I stayed in the Twilight Realm, but from what I heard over Vent, the Physical Realm is the trivial portion of the encounter.
On hard mode with the adds and additional damage/void zones, it will likely be the more complicated half of the raid. The disappointing thing about normal mode, sadly, was that we only got one upgrade (Caster DPS trinket). The other pieces were given to offspecs/side grades. We’ve spent a lot of time farming hard mode ICC, so that is expected, but it seems like we could have used this boss maybe 2 months ago whenever we were plodding along still with some 251 gear.
My question is: Why not have encounters in all of the Wyrmrest portals? Both Sartharion and Halion were incredibly enjoyable experiences top to bottom. It would end up being a set of 1 encounter dungeons that would form a pseudo-full instance. There were a lot of breaks in content throughout Wrath of the Lich King, adding fights for the Green (with Ulduar?), Blue(with ToC?), and Bronze (with ICC?) flights would have been really cool.
All in all, we notched another boss kill in about 6 attempts. By ICC standards it ranks on the low end of difficult fights, but nothing I didn’t expect. In the next couple resets I hope to get into hard mode (10 man and possibly 25) to see what’s in store to snag some i284s.
Bottom-Line: Very fun and engaging encounter, but lacks a real danger factor once you’ve seen how tame some of the mechanics really are. A nice punctuation mark on a successful expansion.
*Yet Another Dragon Fight