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.
Living Inferno and Living Embers spawns after the Meteor Strike in the Physical Realm.
In the Twilight Realm, two beams rotate instead of one, splitting the room into four quadrants.
When Fiery Combustion or Soul Consumption is dispelled, the fire / shadow patch on the ground exists in both realms.
When removed, Fiery Combustion causes a knockback, and Soul Consumption pulls nearby players in.
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.
In Heroic, a Living Inferno and several Living Ember spawn from the impact. The Living Inferno deals AoE damage to all players within 15 yards.
Additionally, the Living Inferno increases the health and damage done by Living Embers.
The flames spread in an X-shaped pattern over a larger area, lasting for 30s.
It is recommended to bait the meteor together for easier dodging and effectively manage both the spreading fire and the adds.
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 knocking back nearby players. Additionally, it creates a fire patch on the ground that exists in both realms.
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
Halion should be positioned in the center of the room. Be careful of the Shadow Pulsar circling around the room.
They are inactive for 20s then connect together to create a lethal beam for 10s and so on.
Rotate the boss and your group to avoid getting hit by it.
If you are close to the center of the room it's easier to outrun the beams!
In heroic, 4 Shadow Pulsar rotate instead of one, splitting the room into 4 quadrants when they turn into 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 knocking back nearby players. Additionally, it creates a fire patch on the ground that exists in both realms.
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.