Page 1 of 1

Thoughts on Ruby Sanctum

Posted: Wed Jun 30, 2010 9:30 am
by Pocky
Here's what I noted from the Ruby Sanctum:

Trash
* Packs of three or five, with two pairs guarding the third miniboss
* The commanders have a Battle Shout that increases the damage all nearby trash does based on the number in an 8 yard range of each other - this guy should die first
* Hooded guys (invokers) have an interruptible AoE knockback called "Flame Wave" - I think these guys should die second
* The guardians (spinny-staff guys) have a stun

The first miniboss we fought (the spinny-staff guy):
* Having two tanks is a big help, may be a necessity, as he splits into two at a certain point in the fight.

The second miniboss we fought (drake):
* A rogue with the anti-enrage poison or a hunter with Tranquilizing Shot is really, really helpful.
* When she flies up into the air, everyone needs to spread out to prevent AoE deaths. The resulting Conflagration can be "Every Man For Himself"ed out of, but is likely not 100% necessary.

The third miniboss (behind the walls of fire, requires the first two minibosses to be defeated):
* He summons adds every so often, who should be killed quickly to prevent them from casting their AoE abilities. They can be CCed. (Trap, stun, etc.)
* He puts a stacking armor removal buff on the tank that equals 100% loss of armor at five stacks, so the tanks should swap off, probably at 4 stacks.

Halion, the dragon himself:
* Phase one, everyone spreads out. He drops meteors on the ground that can be avoided, but they leave cross-shaped fires ala Marrowgar. He also puts a debuff on a random character (probably not the tank) that leaves a void zone when it clears (via demagic, decurse, or 30 seconds). The longer it takes to get removed, the bigger the resulting explosion and void zone.

* Phase two at 75%, everyone but a tank and a healer goes inside a portal that appears. Inside, the raid will fight (Andy, please feel free to chime in here) Halion, shadow version.
>> There is a constant DoT on everyone
>> The debuff changes from an explosion to a gravity pull, but with the same size mechanic as the outside
>> There are two shadow spheres orbiting the fight. Every 30 seconds, they will shoot a beam between them, cutting the circle in half. The tank inside needs to rotate Halion so that the raid and the tank don't get hit by this beam, as it will one-shot them. This beam lasts for 10 seconds.
>> This phase supposedly lasts to 50%. We did not get that far, I'm afraid.
>> AoE heals seem to be a big help

* Phase three at 50% (this is now based on what I've read)
>> Half the raid pops back out into the physical world (ranged seems to be preferred for avoiding meteors and such)
>> Damage needs to be balanced between the two groups, as the more damage one version takes, the greater their resistance will become; there will be some way of showing this in the interface (Corporeality). This number should be as close to 50% as possible to keep the damage balanced.
>> All of the previous phase activity continues.

If anyone who was there has any commentary, please feel to chime in.

Re: Thoughts on Ruby Sanctum

Posted: Wed Jun 30, 2010 11:45 am
by Camyu
Phase 1 of Halion, MT and healer goes to one side of the fighting platform, while the rest of us are on another side. The pull seemed easier that way because we want Halion to be positioned close to the edge of the platform but not facing the rest of the raid.

For phase 2 of Halion, it is important to let the tank go inside the portal first before any dps does, because Halion saw Camyu first one time, and breathed on me, and I died instantly.

It is also important that once the tank gets inside, to rotate Halion 90 degrees clockwise, so that he won't be facing the portal entrance, and so other people that follow in won't get breathed on. After 30 seconds, the first beam will come up, and the tank needs to rotate Halion along with the beam so that the boss is almost parallel with the rotating beam that lasts 10 seconds. But of course, the tank needs to be careful and not be too close to the beam itself. Because dot + beam + breath will probably kill a tank. Yes, Halion also does a breath, and so, really no one other than the tank should be in front. This is also why rotating with the beam is important. Because if done correctly, the rest of us should always have enough space of almost a half circle to move about.

I believe for phase 3, we discussed having a demagic/decurser in both groups but we didn't get that far to see if that was necessary.

BTW, there is a one-time lead-in quest #1 that you can pick up from Rhonin (I think) in Violet Citadel, that you can turn in at the top of Wyrmrest Temple for a few gold. You then pick up lead-in quest #2 from Krasus at the top of the Temple, which will require you to go inside Ruby Sanctum. You turn in this quest to an NPC inside Ruby Sanctum who is at a giant tree, where a mini boss is. After collecting about 16 gold, he will give you a one-time quest to kill Halion, which will award you 5 emblems of frosts. I do believe, however, that you don't need to pick up those lead-in quests, and can still pick up that 3rd quest.

Re: Thoughts on Ruby Sanctum

Posted: Wed Jul 07, 2010 9:50 am
by hung
Some pure numbers observations from logs and other stats:

Boss HP/DPS requirement: Halion has roughly the same HP as Sindragosa (~11.1 million HP), and same enrage timer (10 mins). I don't think we usually run up against the enrage on sindragosa (if we die, its to the phase 3 mechanics, not to enrage) but remember that we won't have the 25% dps buff in RS.
Good news: there's no target switching involved. Except for the phase transitions, we should have 100% dps uptime.
Bad news: shadow phase dps is always on the move, so range dps is gonna be low.
Requirement: raid dps needs to be over 18.5k DPS (11.1 million/600 secs) which is a mere 3k per dps slot. Not a stringent requirement, but remember that phase 2 & 3 requirements will lower raid dps substantially.

Boss dmg/tank&heal requirements: Halion melee'd salessa for 11k a hit (roughly 3k dps throughout the fight on both tanks). 11k hits is what salessa was taking from Rotface 25~!!! In fact, 3k dps on two tanks is consistent with most ICC25 bosses (ICC10 is closer to 2k dps on both tanks).
Good news: most tanks will agree that rotface 25 actually doesn't hit that hard for a 25 man raid boss.
Bad news: for 3/4th of the fight (phase 2 & 3) the raid is split, so each tank gets only 1 healer ~!!! (1.5 healer if we bring 3 healers). Did I mention we won't have the 25% buff?

Bottom line: this fight is going to push our healers & tanks very hard, especially as our progression has been subtly assisted by the ever increasing passive buff. As a guild have we been relying on the buff as a crutch a little? That said: this fight is NOT harder mechanically than LK10 (even if you factor in the 20% buff we had when we downed him). I have no doubt that a carefully composed raid of all mains will be able to do it.