This fight has 3 phases. The first phase starts in the Physical Realm.
Phase 2 starts at 75%. A portal opens and everyone except a Tank and a Healer have to enter to fight Halion in the Twilight Realm.
When the boss reaches 50% health, new portals appear. Half the raid takes them to leave the Twilight Realm.
During phase 3, the fight continues in the Physical and Twilight Realm. Both groups must deal equal amounts of damage to Halion.
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In phase 1, every so often a Meteor falls and creates growing patches of fire. It is targeted on a random player.
Bait the Meteor by playing near each other and cross through Halion to avoid the fire.
The player targeted by the dispel mechanic has to run quickly towards the edge of the room.
EVERYONE
DODGE THE AOE AND
DON'T STAND IN THE FIRE
Summons a meteor targeting a random player's location. After 5s, the meteor hits, dealing substantial fire damage to anyone within 12 yards.
The flames spread in an X-shape over a large area, lasting 30 seconds.
It is recommended to bait the meteor together for easier dodging and to effectively manage the spreading fire.
IF TARGETED
MOVE OUT ASAP
AND GET DISPELLED
The debuff inflicts damage every 2s for 30s and applies a stack of Mark of Combustion when it ticks.
Upon removal, it explodes, dealing damage and creating a fire patch on the ground.
The size of the AoE is proportional to the number of stacks.
Quickly run to the edge of the room and get dispelled there!
TANKS
FACE HALION AWAY
FROM THE RAID
Halion breathes a frontal cone onto his target, potentially fatal to anyone except the tank.
Be careful when moving to get dispelled or when crossing the boss to avoid the fire!
Never position yourself directly in front of the boss!
Sweeps targets behind the boss, dealing damage and stunning them for 2s.
Don't stand near Halion's tail!
Throughout all phases, Halion maintains an aura that increases his chance to hit by 5% and reduces players' dodge chance by 20%
Sweeps targets behind the boss, dealing damage and stunning them for 2s.
Don't stand near Halion's tail!
Throughout all phases, Halion maintains an aura that increases his chance to hit by 5% and reduces players' dodge chance by 20%
At 75% HP, Halion opens a portal to the Twilight Realm. A tank and a healer must stay outside while the rest of the raid enters the portal.
Halion is immune to damage in the Physical Realm during this phase.
In the Twilight Realm, players deal with a dispel mechanic similar to the Physical Realm.
Some Shadow Pulsars circle the room, connecting into a lethal beam every so often.
EVERYONE
ROTATE THROUGH THE ROOM
TO AVOID THE BEAMS
Position Halion at the center of the room, and be cautious of the Shadow Pulsars circling around.
They remain inactive for 20 seconds, then connect to create a lethal beam for 10 seconds, repeating this pattern during the fight.
Rotate the boss and your group to avoid being hit by the beam.
Staying close to the center of the room makes it easier to outpace the beams!
IF TARGETED
MOVE OUT ASAP
AND GET DISPELLED
Similarly to the Physical Realm debuff, it inflicts damage every 2s for 30s and applies a stack of Mark of Consumption when it ticks.
Upon removal, it explodes, dealing damage and creating a shadow patch on the ground.
The size of the AoE is proportional to the number of stacks.
Quickly run to the edge of the room and get dispelled there!
TANKS
FACE HALION AWAY
FROM THE RAID
Similarly to the Physical Realm, Halion breathes a frontal cone onto his target, potentially fatal to anyone except the tank..
Be careful when moving to get dispelled or when rotating to avoid the beam!
Never position yourself directly in front of the boss!
In the Twilight Realm, Halion deals minor pulsing damage to all players.
Similar to P1
Sweeps targets behind the boss, dealing damage and stunning them for 2s.
Don't stand near Halion's tail!
Throughout all phases, Halion maintains an aura that increases his chance to hit by 5% and reduces players' dodge chance by 20%.
In the Twilight Realm, Halion deals minor pulsing damage to all players.
Similar to P1
Sweeps targets behind the boss, dealing damage and stunning them for 2s.
Don't stand near Halion's tail!
Throughout all phases, Halion maintains an aura that increases his chance to hit by 5% and reduces players' dodge chance by 20%.
When Halion reaches 50% health, Phase 3 starts. Half the raid needs to exit to the Physical Realm while the other half stays in the Twilight Realm.
Both realms remain identical to the previous phases but Halion gains an ability that requires the raid to balance their damage.
Try to keep Halion's corporeality at 50%.
Halion has now Corporeality influencing his damage dealt and taken in both realms. It fluctuates based on the amount of damage dealt.
For instance, if the Physical Realm group deals more damage than the Twilight Realm group, Halion will have:
Maintain a balance in damage output in both realms to keep Corporeality around 50%.
Portals remain open in both realms in case you need to make adjustments.
Halion has now Corporeality influencing his damage dealt and taken in both realms. It fluctuates based on the amount of damage dealt.
For instance, if the Physical Realm group deals more damage than the Twilight Realm group, Halion will have:
Maintain a balance in damage output in both realms to keep Corporeality around 50%.
Portals remain open in both realms in case you need to make adjustments.