Thoughts on Ruby Sanctum
Posted: Wed Jun 30, 2010 9:30 am
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.
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.