So, Surprise! Ruby Sanctum is up and running. I distinctly remember reading that it was not coming out yet, but I guess I was wrong. So story time, My guild and I were kinda doing our thing. I in particular was leveling enchanting in RFC, when in vent someone says Rocket Surgeons is in Ruby Sanctum. At this point our GM decides to go check it out, after hearing her rave on how pretty it was I hit my bubblehearth macro and made my way there. A few of our guildies started joining our little raid we had to get in. Before we knew it we had 3 healers 2 tanks and a few dps. Us being us we grab another DPS out of the guild and decide to give it a shot. 30 mins before we are scheduled to get back to Lich Ling here we are, The Ruby Sanctum. With not a clue what to expect we jump in. First thing we observed about the instance is trash is hard, okay well not hard just hit a little harder than expected. The second thing we observed 2/3 of the mini bosses are really easy, the third not so much without a tremor totem. After a couple wipes on the 3rd mini boss it is time for us to head to poke the Lich King and so ends our first experience in Ruby Sanctum.
Ok now that I have bored you to death with story time, We shall talk about the fights in ruby sanctum.
Trash:
First off is: The Charscale Assaulter.
These little bugger do not hit particually hard is you are a tank but kinda hurt a little if your are a melee getting its cleave or shock wave, so best point this guy away from the group.
The next mob you have is: The Charscale Commander.
This guy I would recommend having one of your tanks tank him away a bit. He has an MS effect and a commanding shout from hell, seriously 25 percent damage increase to all ally in 8 yards of him. All the mobs getting this effect rather hurts, its not unhealable but with the MS effect i can make it a bit sticky.
Now we get to the: Charscale Elite.
He doesn't really hit that hard and does a short stun nothing to bad by far the least threatening mob here.
Lastly we have: The Charscale Evoker.
As we know caster mobs are here just to piss us off. This on is no different. He has a scorch ability that does a bit of fire damage on a single target, no biggie. The thing that makes this mob dangerous is is Blast wave, It does a rather large chuck of damage to a lot of people an knocks them back. Keep an eye on your melee here.
Now to the Mini Bosses:
Saviana Ragefire:
Tank and spank, she will enrage every now and then, just traq shot or heal though the aoe she does. And she will fly in the air and conflagrate a couple people, they will be marked heal them up and keep them away from the group and all will be good.
Baltharus the Warborn:
More or less a tank and spank. He blast waves to annoy your melee and healers. And well will split though out the fight, Just hunter's mark and kill the original and OT the clones.
General Zarithrian:
This guy is really kinda hard is you don't have a shaman, really easy if you do. He does an aoe fear that lasts 4 seconds, bring a shaman and tremor totem them. He also summons adds Tank and have a couple dps kill them, They do a blast wave it hurts but can be interrupted. Other than that just DPS him down.
To the main Event Halion:
This fight is broken into 3 phase each accessible by dropping his health to 75 and 50 percent health. It is a relativity easy encounter if so I have been told, that really only requires a bit of gear and a lot of situational awareness. So If you have the raider who can never seem to move out of fire, you may want to sideline them for this one.
Phase 1:
In phase one the first thing he will do is summon circle of fire around the encounter, limiting your space to fight and not letting you run away when things go bad *looks at Sarth*. The next thing you will notice, if you have not already that he is a dragon. Meaning he has a frontal cone flame breath and a tail swipe. He will summon meteors on random locations, move away from them. When they hit they will launch 4 spokes of fire across the circle, so yet again move out of the fire. Next thing is mark of combustion, it will place the mark on a target. The target should move way from the raid and have the mark dispelled, because it will leave a rather large patch on the ground.
Phase 2:
Upon taking Halion to 75 percent he goes into the shadow realm, you are to follow him. Good news, the meteor of fiery death is gone, bad new it is replace by a Death Beam. 2 orbs will circle the raid every 30seconds they will launch a Death Beam lasting 10 seconds between the two of them rotate the entire raid, boss included to avoid being hit. Along with the Death Beam and the usual dragon like abilities you will now have more of Consumption, which is the same thing as mark of combustion except now the big patch tries to pull you in rather than push you way. Pish him to 50 percent to move to phase 3.
Phase 3:
When phase 3 starts send a tank, a tank healer, and ranged though the portal. Keep you melee, MT, and raid healers inside the shadow realm. The fight becomes 2 fights at once, Phase 1 in the physical realm and phase 2 in shadow with the boss being in both. The trick here is you have to keep damage even on the both fights. You do this because un even damage effects his corporeality in either realm, forcing him to be in or out of 1 of the realms more. Its hard to explain so here is the breakdown I got from wowhead:
This is how his buff works:
50%
Deals and receives normal damage.
40% and 60%
Damage dealt increased by 15%.
Damage taken increased by 20%.
AND
Damage dealt reduced by 10%.
Damage taken reduced by 15%.
30% and 70%
Damage dealt increased by 30%.
Damage taken increased by 50%.
AND
Damage dealt reduced by 20%.
Damage taken reduced by 30%.
20% and 80%
Damage dealt increased by 60%.
Damage taken increased by 100%.
AND
Damage dealt reduced by 30%.
Damage taken reduced by 50%.
10% and 90%
Damage dealt increased by 100%.
Damage taken increased by 200%.
AND
Damage dealt reduced by 50%.
Damage taken reduced by 80%.
0% and 100%
Damage dealt increased by 200%.
Damage taken increased by 400%.
AND
Damage dealt reduced by 70%.
Damage taken reduced by 100%.
50%
Deals and receives normal damage.
40% and 60%
Damage dealt increased by 15%.
Damage taken increased by 20%.
AND
Damage dealt reduced by 10%.
Damage taken reduced by 15%.
30% and 70%
Damage dealt increased by 30%.
Damage taken increased by 50%.
AND
Damage dealt reduced by 20%.
Damage taken reduced by 30%.
20% and 80%
Damage dealt increased by 60%.
Damage taken increased by 100%.
AND
Damage dealt reduced by 30%.
Damage taken reduced by 50%.
10% and 90%
Damage dealt increased by 100%.
Damage taken increased by 200%.
AND
Damage dealt reduced by 50%.
Damage taken reduced by 80%.
0% and 100%
Damage dealt increased by 200%.
Damage taken increased by 400%.
AND
Damage dealt reduced by 70%.
Damage taken reduced by 100%.
And thats it! Enjoy your loots!
Any other questions on this encounter, see tankspot.com for videos.
Lastly, Sorry for lack of updates it has need a rather busy last couple of weeks. I should be on a normal schedule now and updating Wednesday and Sunday.