1. RS 25 HC General Guide For Beginners

    Note: Do not confuse yourself by Reading Other Roles, Focus on your Own Role!


    Mini Boss: Baltharus The Warborn
    Spoiler: Show
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss Facing Away from Raid.

    OT-1:
    > Hug Corner so you don't fly away on Knockback when Clone Spawns.
    > Taunt First Clone facing away from Raid but pay attention to Range of Healers.

    OT-2:
    > Hug Corner so you don't fly away on Knockback when Clone Spawns.
    > Taunt Second Clone facing away from Raid but pay attention to Range of Healers.

    MDPS & RDPS:
    > Always DPS the Original Boss and never the Clones.
    > Stay behind Original Boss & Clones or you'll die from their Frontal Cleave.

    Healers:
    > Stay behind Original Boss & Clones or you'll die from their Frontal Cleave.

    Mini Boss: Saviana Ragefire
    Spoiler: Show
    SETUP: 1 Tank. MDPS, RDPS & Healers Stack.

    MT:
    > Taunt Boss facing away from the Raid.

    MDPS:
    > Always DPS Boss from Behind.
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.

    RDPS:
    > Always DPS Boss from Behind.
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.
    > Hunters need to Dispel the Boss's Enrage or Tank will die.

    Healers:
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.

    Mini Boss: Char Scale Commander
    Spoiler: Show
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss away from other Adds as he Casts 'Rallying Cry' which buff the other Adds.

    OT-1:
    > Taunt 'Char Scale Assaulter's away from Boss. 30+ Yards Away.

    OT-2:
    > Taunt 'Char Scale Invoker's away from Boss. 30+ Yards away.

    MDPS & RDPS:
    > Just Focus DPS the Boss then kill the other Adds after.

    Healers:
    > Watch Range of OT-1 & OT-2.

    Mini Boss: General Zarithrian
    Spoiler: Show
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss facing away from the Raid.

    OT-1 & OT-2:
    > Taunt the Adds that Spawn away from the Boss to avoid AOE 'Fear' from Boss. They are a much smaller version of the Boss.

    MDPS & RDPS:
    > Just DPS the Boss.

    Healers:
    > Priests need to 'Fear Ward' MT before Boss casts AOE 'Fear' if not MT will lose Aggro.

    HALION
    Spoiler: Show
    SETUP: 2 Groups; Physical Group, Twilight Group.

    Physical Group - (2 Tanks, 9 RDPS, 4 MDPS, 2 Healers)
    Spoiler: Show
    MT: (Blood Dk is Preferred Heavily)
    > Taunt & Keep Boss at Dead Centre of Room and facing Perpendicular to the Raid & Always stay in the Physical Realm.
    > A Defense CD should be used after 'Meteor Strike' has been Casted & when Boss is about to use 'Flame Breath'.
    > Aggro 'Living Inferno' on Spawn.

    OT-1: (Prot Pala/Warr Preferred Heavily)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stay at Max Melee Range of Halion.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > Never enter a Portal with the Above Debuffs on you!
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Right after 'Meteor Strike', a 'Living Inferno' will Spawn, this is when you go to where the RDPS are and Wait there to Aggro the 'Living Embers' after the Spriests Pulls them to you.
    > Make sure to Tank 'Living Embers' at least 15 yards away from 'Living Inferno' as 'Blazing Aura' will constantly buff them up.

    MDPS: (1-2 Rogues are a Must)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stay at Max Melee Range of Halion.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > Never enter a Portal with the Above Debuffs on you!
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Avoid 'Flames' that appear after 'Meteor Strike'.
    > When 'Living Embers' gets Close to OT-1. Rogues need to 'Trick of the Trade' OT-1& Spam 'Fan of Knives' on 'Flame Embers'.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. If you see below 40% 'Corporeality' in your realm, you need to Decrease Dps. If you see above 60% 'Corporeality' in your realm, you need to Increase Dps.
    > 'Corporeality' just means if its Physical Body is present (100%) or not present (0%) in your realm.

    RDPS: (1-2 Hunters & 2 Spriests are a Must)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stay Stacked Together.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > Never enter a Portal with the Above Debuffs on you!
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Avoid 'Flames' that appear after 'Meteor Strike'.
    > Hunters need to use 'Misdirection' on MT when 'Living Inferno' Spawns.
    > Spriests need to use 'Mind Sear' on Halion to Pull 'Living Embers' that spawn in 'Flames' to OT-1 and use Fade when they get Close.
    > Spriests can use 'Mind Sear' on 'Living Inferno' to pull the 'Living Ember' Stragglers.
    > All RDPS must Focus Down 'Living Inferno' On Spawn then AOE down 'Living Embers'.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. If you see below 40% 'Corporeality' in your realm, you need to Decrease Dps. If you see above 60% 'Corporeality' in your realm, you need to Increase Dps.
    > 'Corporeality' just means if its Physical Body is present (100%) or not present (0%) in your realm.

    Healers: (Hard Casters Preferred)
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you or another player, remember to Dispel/Curse Removal the Debuff at the Edge of the Room. Never enter a Portal with the Debuff on you!
    > When 'Meteor Strike' is casted, Save your 'Instant Heal CDs' for MT when you run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Avoid 'Flames' that appear after 'Meteor Strike'.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid. Save your 'Instant Heal CDs' just before 'Twilight Cutter' for OT-2 as you'll be Moving.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.



    Twilight Group - (1 Tank, 5 MDPS, 3 Healers)
    Spoiler: Show
    OT-2:
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' Run to the Edge of the Room and get it Dispelled. Never enter a Portal with the Debuff on you!
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Avoid 'Flames' that appear after 'Meteor Strike'.
    > At 75% Hp, Pop a Major Defense CD then Enter Portal First and Tank Halion in the Twilight Realm Perpendicular to the Raid.
    > Pop a Defense CD when Boss is about to use 'Dark Breath'.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > When 'Twilight Cutter' is casted, Rotate Halion slowly so that the Raid is always facing the Side of Halion.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.

    MDPS: (2 Paladins & 1 Warrior are a Must)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stay at Max Melee Range of Halion.
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' Run to the Edge of the Room and get it Dispelled. Never enter a Portal with the Debuff on you!
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Avoid 'Flames' that appear after 'Meteor Strike'.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Paladins need to alternate 'Hand of Freedom' on Players after they got Dispelled of 'Soul Consumption' to remove their slows.
    > Warrior needs to keep 'Demoralizing Shout' up if OT-2 is a Death Knight.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. If you see below 40% 'Corporeality' in your realm, you need to Decrease Dps. If you see above 60% 'Corporeality' in your realm, you need to Increase Dps.
    > 'Corporeality' just means if its Physical Body is present (100%) or not present (0%) in your realm.

    Healers: (Resto Druids Preferred Heavily)
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' on you or another player, remember to Dispel/Curse Removal the Debuff at the Edge of the Room. Never enter a Portal with the Debuff on you!
    > Before 'Meteor Strike' is casted, Save your 'Instant Heal CDs' for MT when you run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Avoid 'Flames' that appear after 'Meteor Strike'.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid. Save your 'Instant Heal CDs' just before 'Twilight Cutter' for OT-2 as you'll be Moving.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.



    Final Notes: I hope you give this Guide a Chance despite the comments below as it has gone through massive Updates since then.
    Edited: June 2, 2022

  2. You will be miracle if you kill it with this setup.
    Missing vital information.

    Inside group consists of 6 mdps:
    2 of them are Retribution (Hand of Freedom). preferably leave dispelling for Retri too.
    1 is Frost DK (or Blood Tank with talons)
    p2 before going out warlock casts Curse of Elements

    Outside group:
    At least 1 hunter to MD Infenal
    At least 1 rogue to ToT Embers
    At least 1 shadow priest to collect Embers with Mind Sear as necessary(+Replenishment P3)
    At least 1 unholy DK

    You do not "focus" embers, instead everyone unleashes their "passive" AoE(cleave, explosive trap, starfall, immolation aura, dnd, etc). They will die well before 30secs are up for next meteor and you wont lose damage on boss. Specifically target embers only of something has gone wrong and they wont die before next meteor. P1 they will die very fast while everyone is outside. Also you do not kill Inferal or embers during "pushes"(finishing P1 and killing Boss in P3)

    It's better to leave 3 healers outside with this setup. Outside tank dies in majority ccases while you are running to other side, so instants, nitro boosts and anything you can talk and spread it so every movement is covered. Inside damgerous moments are debuff on healer during cutter. Can be dealt with 2 heals + retris.

    You will have more players outside to offset running and killing adds, while inside can steadily dps at full force.

    Do you have a vid or soemthing with 9 dps inside, I seriously want to see that. Inside they just go afk auto attack or what?
    Edited: February 23, 2021

  3. Spoiler: Show
    Note: Do not confuse yourself by Reading Other Roles, Focus on your Own Role!

    __________________________________________________
    Mini Boss: Baltharus The Warborn
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss Facing Away from Raid.

    OT-1:
    > Taunt First Clone facing away from Raid but pay attention to Range of Healers.

    OT-2:
    > Taunt Second Clone facing away from Raid but pay attention to Range of Healers.

    MDPS & RDPS:
    > Always DPS the Original Boss and never the Clones.
    > Stay behind Original Boss & Clones or you'll die from the Frontal Cleave.

    Healers:
    > Stay behind Original Boss & Clones or you'll die from the Frontal Cleave.
    __________________________________________________
    Mini Boss: Saviana Ragefire
    SETUP: 1 Tank. MDPS, RDPS & Healers Stack.

    MT:
    > Taunt Boss facing away from the Raid.

    MDPS:
    > Always DPS Boss from Behind.
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.

    RDPS:
    > Always DPS Boss from Behind.
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.
    > Hunters need to Dispel the Boss's Enrage or Tank will die.

    Healers:
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.
    __________________________________________________
    Mini Boss: Char Scale Commander
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss away from other Adds as he Casts 'Rallying Cry' which buff the other Adds.

    OT-1:
    > Taunt 'Char Scale Assaulter's away from Boss. 30+ Yards Away.

    OT-2:
    > Taunt 'Char Scale Invoker's away from Boss. 30+ Yards away.

    MDPS & RDPS:
    > Just Focus DPS the Boss then kill the other Adds after.

    Healers:
    > Watch Range of OT-1 & OT-2.
    __________________________________________________
    Mini Boss: General Zarithrian
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss facing away from the Raid.

    OT-1 & OT-2:
    > Taunt the Adds that Spawn away from the Boss to avoid AOE 'Fear' from Boss. They are a much smaller version of the Boss.

    MDPS & RDPS:
    > Just DPS the Boss.

    Healers:
    > Priests need to 'Fear Ward' MT before Boss casts AOE 'Fear' if not MT will lose Aggro.
    __________________________________________________
    HALION
    SETUP: 2 Groups; Physical Group, Twilight Group.
    Each Group must have the same Amount of DPS. Calculate it before the Fight through Recount.

    Physical Group - (2 Tanks, 4 RDPS, 5 MDPS, 2 Healers)
    MT:
    > Taunt Boss at Dead Centre of Room and facing Perpendicular to the Raid & Always stay in the Physical Realm.
    > Taunt 'Flame Inferno' on Spawn.
    > Rotate Boss in a way that helps the Raid Avoid 'Flames' that spawn on the Ground right after 'Meteor Strike'.

    OT-1:
    > Taunt 'Flame Embers' that Spawn away from 'Flame Inferno' & Always Stay in Physical Realm.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.

    MDPS:
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > Focus DPS 'Flame Embers' then Halion.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. Just maintain an equal DPS as the Twilight Group.

    RDPS:
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > Focus DPS 'Flame Inferno' followed by 'Flame Embers' then Halion.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. Just maintain an equal DPS as the Twilight Group.


    Healers:
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you or another player, remember to Dispel the Debuff at the Edge of the Room.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.


    Twilight Group - (1 Tank, 5 RDPS, 4 MDPS, 3 Healers)
    OT-2:
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' Run to the Edge of the Room and get it dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, Enter Portal First and Tank Halion in the Twilight Realm Perpendicular to the Raid.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > When 'Twilight Cutter' is casted, Rotate Halion slowly so that the Raid is always facing the Side of Halion.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.

    MDPS:
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > Focus DPS 'Flame Embers' then Halion.
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' Run to the Edge of the Room and get it dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. Just maintain an equal DPS as the Physical Group.

    RDPS:
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > Focus DPS 'Flame Inferno' followed by 'Flame Embers' then Halion.
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' Run to the Edge of the Room and get it dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. Just maintain an equal DPS as the Twilight Group.

    Healers:
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' on you or another player, remember to Dispel the Debuff at the Edge of the Room.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.

    __________________________________________________


    Out of curiosity, on which realm do you play?

  4. You will be miracle if you kill it with this setup.
    Missing vital information.

    Inside group consists of 6 mdps:
    2 of them are Retribution (Hand of Freedom). preferably leave dispelling for Retri too.
    1 is Frost DK (or Blood Tank with talons)
    p2 before going out warlock casts Curse of Elements

    Outside group:
    At least 1 hunter to MD Infenal
    At least 1 rogue to ToT Embers
    At least 1 shadow priest to collect Embers with Mind Sear as necessary(+Replenishment P3)
    At least 1 unholy DK

    You do not "focus" embers, instead everyone unleashes their "passive" AoE(cleave, explosive trap, starfall, immolation aura, dnd, etc). They will die well before 30secs are up for next meteor and you wont lose damage on boss. Specifically target embers only of something has gone wrong and they wont die before next meteor. P1 they will die very fast while everyone is outside. Also you do not kill Inferal or embers during "pushes"(finishing P1 and killing Boss in P3)

    It's better to leave 3 healers outside with this setup. Outside tank dies in majority ccases while you are running to other side, so instants, nitro boosts and anything you can talk and spread it so every movement is covered. Inside damgerous moments are debuff on healer during cutter. Can be dealt with 2 heals + retris.

    You will have more players outside to offset running and killing adds, while inside can steadily dps at full force.

    Do you have a vid or soemthing with 9 dps inside, I seriously want to see that. Inside they just go afk auto attack or what?
    Thank you for your feedback. :) Will update the guide.
    But I have a question, you take 6 mdps inside the Twilight Realm and 0 Rdps because of Infernal?
    Edited: February 24, 2021

  5. Correct. Adding a few extra points here.

    Focus of infernal is critical and can easily wipe outside. 2 or even 3 hunters are commonly for outside composition to reduce rdps pulling infernal. Unholy DK and offtank must single target taunt any embers which somehow focus main tank as they will grow in size and kill the maintank if left untouched.
    It's really nice to have 2 pallys outside for the auras. This typically means that there's a hpala and prot pala outside.
    An attack power debuff should be applied in inside realm in the form of vindication (most preferred), demoralizing shout, or curse of weakness (least preferred).
    Inside tank should pop a major cooldown (e.g. IBF) when entering shadow realm, and at least one minor cooldown before breath + cutter rotation.
    A enhancement shaman may be substituted for the frost dk due to windfury totem. However, both of these are less preferable to blood DK, as enhancement shaman can be a very powerful outside dps.
    Outside dps and healers should not leave shadow realm if they get a combustion debuff. If they leave prior, they can detonate and wipe the raid.
    Btw, Having 2 boomys outside is never a bad thing.
    Rogues shouldn't tot the offtank when living infernal spawns, they should tot when living embers start to get close to the tank and spam fan of knives. They should be glyphed for fan of knives and tot.
    Tots and MDs need to go on MT on pull. Outaide threat can be a really sensitive issue and the extra initial threat gen can save a player from taking aggro and getting breathed.

    As you can see, this can quickly make a very unflexible composition. One raid comp could consist of:
    outside: 1 prot pala, 1 bear OT or prot war OT, 1 demo lock, 1 spriest, 2 boomys, 1 uhdk, 2 hunters, 1 enhance shaman, 1 hpala 1 holy priest or rsham, 1 rdruid, 2 rogues.
    Inside:1 blood dk, 1 feral, 2 retri palas, 2 warriors, 1 rshaman, 1 hpala.
    This leaves 2 open slots for DPS, which could be mages for outside or additional inside MDPS depending on how balanced your inside/outside dps is, or whether there are problems with inferno damage.

  6. Correct. Adding a few extra points here.

    Focus of infernal is critical and can easily wipe outside. 2 or even 3 hunters are commonly for outside composition to reduce rdps pulling infernal. Unholy DK and offtank must single target taunt any embers which somehow focus main tank as they will grow in size and kill the maintank if left untouched.
    It's really nice to have 2 pallys outside for the auras. This typically means that there's a hpala and prot pala outside.
    An attack power debuff should be applied in inside realm in the form of vindication (most preferred), demoralizing shout, or curse of weakness (least preferred).
    Inside tank should pop a major cooldown (e.g. IBF) when entering shadow realm, and at least one minor cooldown before breath + cutter rotation.
    A enhancement shaman may be substituted for the frost dk due to windfury totem. However, both of these are less preferable to blood DK, as enhancement shaman can be a very powerful outside dps.
    Outside dps and healers should not leave shadow realm if they get a combustion debuff. If they leave prior, they can detonate and wipe the raid.
    Btw, Having 2 boomys outside is never a bad thing.
    Rogues shouldn't tot the offtank when living infernal spawns, they should tot when living embers start to get close to the tank and spam fan of knives. They should be glyphed for fan of knives and tot.
    Tots and MDs need to go on MT on pull. Outaide threat can be a really sensitive issue and the extra initial threat gen can save a player from taking aggro and getting breathed.

    As you can see, this can quickly make a very unflexible composition. One raid comp could consist of:
    outside: 1 prot pala, 1 bear OT or prot war OT, 1 demo lock, 1 spriest, 2 boomys, 1 uhdk, 2 hunters, 1 enhance shaman, 1 hpala 1 holy priest or rsham, 1 rdruid, 2 rogues.
    Inside:1 blood dk, 1 feral, 2 retri palas, 2 warriors, 1 rshaman, 1 hpala.
    This leaves 2 open slots for DPS, which could be mages for outside or additional inside MDPS depending on how balanced your inside/outside dps is, or whether there are problems with inferno damage.
    oh ima update the guide accordingly. :)) Never really thought too much on the Infernal & Embers Aggro problem. I hope the guide is much better now :))
    Edited: February 24, 2021


  7. Out of curiosity, on which realm do you play?
    Oh Icecrown. :) Hope theres no judgement on that..

  8. If you really want to do a ruby guide you should probably cover what each class has to do, making a section for RDPS and throwing some generic information doesn't really cut it since , for example, 2 classes like spriests and hunter, while both being rdps, have 2 very different jobs.

    You wrote generic mechanic information like "> Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room." 6 times but didn't actually cover any important stuff like what to dps, when to use cooldowns, who to heal and what to do in certain scenarios. I've seen my fair share of disc priests shielding like they're waiting for the next infest or resto shamans inside spamming chain heals with 150-200k healing on the MT. This is the important information you need to cover, not rotating with the cutters and moving out with the debuff.


    MT: > Rotate Boss in a way that helps the Raid Avoid 'Flames' that spawn on the Ground right after 'Meteor Strike'.
    You don't rotate the boss at all. The group is in charge of moving out of the flame. In case there's flames on you (the main tank) you move forwards or backwards, avoid rotating the boss so you don't tailswipe everybody.
    And coming back to the point I made above, writing 3 lines on the MT section of the guide doesn't help anybody (especially if those 3 lines are "taunt the boss, taunt the inferno, rotate the boss). When does the MT use cds? Does he use them when people cross? Does he use them on breaths? Does he use them when the living inferno is on him? Does he not use them at all?

    OT: > Right after 'Meteor Strike', a 'Living Inferno' will Spawn, this is when you go to where the RDPS are and Wait there to Aggro the 'Living Embers' after RDPS Pulls them to you.
    Not exactly the RDPS that pulls the embers to you, it's shadowpriests in particular because of their "get out of jail free" card in the form of Fade.

    RDPS: (Hunters Preferred Heavily)
    It's always going to be 1 or 2 hunters depending on how experienced your MT is and what class he's playing (if it's a DK tank you don't even need any hunters in the last phase). You don't heavily prefer hunters, there's nothing special about them, you don't wanna roll with 6-7 hunters instead of a proper comp.


    > Taunt 'Flame Inferno' on Spawn.
    I know you edited this but I'd like to point out that Living Inferno is immune to taunt.

    Physical Group - (2 Tanks, 4 RDPS, 5 MDPS, 2 Healers)
    Twilight Group - (1 Tank, 5 RDPS, 4 MDPS, 3 Healers)
    You've edited these 2 as well. Genuinely curious where you've done these setups (which guild/realm/faction), these look amazing if they work. If you have any youtube video or a twitch vod of a kill using these setups please share, I'm sure I'm not the only one that's curious about it.

    Twilight Group - (1 Tank, 6 MDPS, 2 Healers)
    Would like to point out that this particular setup hasn't been the default one for at least 2 years. Yes, you used to 2 heal it inside but people started transitioning to 3 heals somewhere in 2019. Rumors say that halion's damage was buffed inside, not sure about this piece of information, never looked it up personally. You can still 2 heal it but it's not the standard anymore. Also by default you run 5 mdps, 6 only in case of really bad corporeality.

    outside: 1 prot pala, 1 bear OT or prot war OT, 1 demo lock, 1 spriest, 2 boomys, 1 uhdk, 2 hunters, 1 enhance shaman, 1 hpala 1 holy priest or rsham, 1 rdruid, 2 rogues.
    Inside:1 blood dk, 1 feral, 2 retri palas, 2 warriors, 1 rshaman, 1 hpala.
    I have no idea where you got this setup from and why you thought putting it as an example in a guide was a good idea. I've never seen something like this in my entire life.

    -bear OT: 2nd worst if not the worst adds tank. You only use bears or DK's as OT's if you have no other choice because of saved characters/people online/whatever other reason. Paladins and warriors are the best OT's.
    -enhancement shamans play inside. If you want melee haste for your rogues you get a DK tank outside, you don't specifically fetch an enhancement for outside. Every class can aoe the embers down, you don't need fire novas for it.
    -hpala+holy priest+rdruid is an incredibly bad healing setup for outside. Holy paladins and resto shamans are the best tank healers, they both can pull over 1 mil healing on the tank. 3rd spot is usually a slightly worse healer that has an external (usually disc, can be replaced with holy priest). Resto druid is a worse tank healer with no external cooldown, he's the perfect example of a healer that you really don't want outside. Standard setup is usually hpal+rsham+disc where you don't really want to replace the hpala or rsham. I can't remember if I've ever seen rdruid outside twice. I know I've seen it once because the rdruid was lagging and kept dying to cutters so they sent the disc priest inside instead, but I can't recall if I've seen it twice or only that one time. And I've done well over 500 rubies.
    -1hpala+1rsham inside: As I mentioned some paragraphs ago, ruby nowadays is done with 3 healers inside. Yea, this used to work and is doable today as well if they're 2 really good healers, but why would you put the only healer that doesn't lose any healing when rotating with the cutters (rdruid) outside and keep 2 hard casters inside? Rdruids and hpriests are arguably the best healers for inside.

    Won't comment too much on tanks since literally any tank combination works for both inside and outside but if you have a paladin and a DK it's usually the other way around. DKs are the best outside tanks because:
    -they don't rely on hunters when the Living Inferno spawns. You can fetch the inferno and keep agro on it without any MD's while paladins/bears/warriors all need at least one MD, preferably 2 and they don't have any method of generating any initial threat on the Inferno when's it's far away (except for faerie fire/heroic throw which are pepega spells, glyphed avenging's shield is fine but it's only 1 spell on a fairly high cooldown).
    -you have great cooldowns that you can rotate throughout the whole fight. You only need some external cooldown once.
    -you can keep yourself alive when the group is crossing without using any cds you need for the infernos. You have tap+deathstrikes for the white hits and AMS/sindy trinket for the breaths. Every other tank just has to close his eyes and pray they get some instant cast heals.

    Inside tank can be anything. Inside group needs mangle, melee haste, AP reduction on the boss and 2 freedoms. If the inside healers are really good you can even drop a ret and assign the holy paladin on one of the freedoms. AP reduction is provided by every tank except DK, so if you're going with DK tank you'll need at least 1 fury warrior to keep demo shout up. Inside group usually looks something like:
    - 3 healers
    -mangle bot (1) + melee haste bot (2)+ sunder bot (3) + freedom bot (4) + freedom bot nr2 or empty spot (5) + empty spot (6) --> this includes 1 tank+5dps
    if you have a bear tank, you drop the cat inside and go for 2rets+2warriors. If you have a dk tank, you drop the fdk/enha and go for cat+2rets+2warriors.If you have a pala/warrior tank, you go both cat+fdk/enha and you either take 1 ret and put the hpala on a freedom or you go 2 rets+1fwarr (he's gonna hate his life playing solo warrior but it is what it is)

    Inside tank should pop a major cooldown (e.g. IBF) when entering shadow realm, and at least one minor cooldown before breath + cutter rotation.
    If you're a DK sure. If you're a paladin you don't pop dprot, you ask for an external (sacrifice or PS) and go inside with wings to start building up threat fast. Never rely on people not dps-ing when they get inside or a rogue saving his tott on the 2nd meteor.

    .......outside: 1 prot pala, 1 bear OT or prot war OT, 1 demo lock, 1 spriest, 2 boomys, 1 uhdk, 2 hunters, 1 enhance shaman, 1 hpala 1 holy priest or rsham, 1 rdruid, 2 rogues........
    This leaves 2 open slots for DPS, which could be mages for outside or additional inside MDPS depending on how balanced your inside/outside dps is, or whether there are problems with inferno damage.
    You usually want at least one mage for arcane intellect and FM. Also a proper setup runs 2 shadowpriests and not 1 because of 2 main reasons:
    -if your shadowpriest dies because he didn't use Fade properly you're forced to pick him up or it's a 90% chance you wipe. With 2 spriests you have more room for error.
    -Mind Blast --> mind blast only offers replenishment on 10 people so you need 2 mind blast bots outside. Running only 1 shadow priest means a couple of people are going to have a terrible time when it comes to mana management.


    ----------------------------------------------------------

    I appreciate the fact you wanted to do a guide and I know you did it with the best of intentions, but the guide together with some of the comments do more harm than good. Watch some streams, ask around and try to rewrite a proper version if you really want to help.
    Edited: February 24, 2021

    • Good catch on the mages. In my experience , I don't think there's been a single time where nobody offered to play a mage though lol.
    • I mean yeah I agree if you want to move DK tank outside and Prot pala/Enh shaman inside that's probably fine. If that is done, there's less burden on good hunter performance and MD timings. The tradeoff of no outside prot pala maintank is that if offtank or unholy DK fail to taunt off excess embers, there's no ardent proc to act as a cushion. My key point is the same: Both realms shouldn't be neglected of 20% melee haste. The example raid comp was moreso to show how restrictive the setup is compared to something like ICC.
    • in the example setup, 2 inside heals with a blood DK is IMO probably still OK due to the extra CDs the DK has. Personally, I feel like Warmane changed inside breath damage which is why my group uses an inside DK due to their AMS and self healing capabilities during cutter. Again, it's just an example though. Personally, I disagree that 3 healers must always be inside as I think that a well timed chain heal can cover most passive damage that inside DPS takes. Biggest concern with 2 heals inside is that a DPS that has a poor dispel could be hurting if he gets dispelled poorly. This is obviously mitigated by the fact that certain potential inside DPS have mobility elements to them such as Feral's dash, warriors intervene. Enhance shaman doesn't have this level of mobility and the ticking dot they have can put extra burden on the healers.
    • Regarding Offtanks, you're right that prot war is better but Bear tank in my opinion can IMO keep better aggro on embers which reduces the risk of a boomy using a premature starfall and dying due to pulling embers, or from DPS pulling embers away due to a poor ToT. However, I dislike a prot pala OT as if he gets repeated combustions, he will have a disappointingly slow walk to the wall and back to halion if he gets combustion. This can cause an unnecessarily long period where outside DPS are available to easily AoE down the embers which can mess with corporeality, or cause a wipe if AoE takes too long and OT is swarmed by too many embers.
    • You're right, mana issues can arise if there's only 1 spriest outside, but this is greatly mitigated by a well timed mana hymn + mana tide combo though which most top end guilds do. Plus, most ranged DPS have mana-recovering cooldowns at their disposal which are used with the hymn + mana tide combo, such as Aspect of Viper, Evocation, Innervates (to be used on healers), etc. Having 10 replenishment instances instead of all of outside under replenishment hasn't ever wiped us on a raid before or been so debilitating to DPS that outside DPS can't keep up with corporeality.

    Originally Posted by sprotess
    Inside tank can be anything; Rdruid is bad healer for outside
    • Inaccurate IMO. I'd hate to have a Prot war tank inside.
    • I disagree, I think outside rdruid aligns well with the example raid comp I gave. The prot pala outside has trouble surviving during breath-meteor on the outside while the tank healers move, and I think that the druid can go a good job giving him the heals he desperately needs while the rest of the healers move. He's also good at healing the combustion target, which generally takes more damage outside due to the RDPS generally getting more combustion stacks than an inside DPS would. If we assume we use a prot pala inside instead of a DK, I could easily see justifying moving the rdudu inside due fixing same issue with breath+cutters.


    I think we can argue comps to death, which is why I gave an example comp, not a core comp. Specific tradeoffs like 1 spriest vs 2, switching outside tank from prot pala to DK, or switching OT from Bear to Prot War can be done to reduce risk of mistakes, but the key point I'm trying to make, which I think we can both agree on is that RS25HC has a very restrictive raid comp with very little wiggle room.
    Edited: February 24, 2021 Reason: BBCode

  9. If you really want to do a ruby guide you should probably cover what each class has to do, making a section for RDPS and throwing some generic information doesn't really cut it since , for example, 2 classes like spriests and hunter, while both being rdps, have 2 very different jobs.

    You wrote generic mechanic information like "> Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room." 6 times but didn't actually cover any important stuff like what to dps, when to use cooldowns, who to heal and what to do in certain scenarios. I've seen my fair share of disc priests shielding like they're waiting for the next infest or resto shamans inside spamming chain heals with 150-200k healing on the MT. This is the important information you need to cover, not rotating with the cutters and moving out with the debuff.




    You don't rotate the boss at all. The group is in charge of moving out of the flame. In case there's flames on you (the main tank) you move forwards or backwards, avoid rotating the boss so you don't tailswipe everybody.
    And coming back to the point I made above, writing 3 lines on the MT section of the guide doesn't help anybody (especially if those 3 lines are "taunt the boss, taunt the inferno, rotate the boss). When does the MT use cds? Does he use them when people cross? Does he use them on breaths? Does he use them when the living inferno is on him? Does he not use them at all?



    Not exactly the RDPS that pulls the embers to you, it's shadowpriests in particular because of their "get out of jail free" card in the form of Fade.



    It's always going to be 1 or 2 hunters depending on how experienced your MT is and what class he's playing (if it's a DK tank you don't even need any hunters in the last phase). You don't heavily prefer hunters, there's nothing special about them, you don't wanna roll with 6-7 hunters instead of a proper comp.




    I know you edited this but I'd like to point out that Living Inferno is immune to taunt.




    You've edited these 2 as well. Genuinely curious where you've done these setups (which guild/realm/faction), these look amazing if they work. If you have any youtube video or a twitch vod of a kill using these setups please share, I'm sure I'm not the only one that's curious about it.



    Would like to point out that this particular setup hasn't been the default one for at least 2 years. Yes, you used to 2 heal it inside but people started transitioning to 3 heals somewhere in 2019. Rumors say that halion's damage was buffed inside, not sure about this piece of information, never looked it up personally. You can still 2 heal it but it's not the standard anymore. Also by default you run 5 mdps, 6 only in case of really bad corporeality.



    I have no idea where you got this setup from and why you thought putting it as an example in a guide was a good idea. I've never seen something like this in my entire life.

    -bear OT: 2nd worst if not the worst adds tank. You only use bears or DK's as OT's if you have no other choice because of saved characters/people online/whatever other reason. Paladins and warriors are the best OT's.
    -enhancement shamans play inside. If you want melee haste for your rogues you get a DK tank outside, you don't specifically fetch an enhancement for outside. Every class can aoe the embers down, you don't need fire novas for it.
    -hpala+holy priest+rdruid is an incredibly bad healing setup for outside. Holy paladins and resto shamans are the best tank healers, they both can pull over 1 mil healing on the tank. 3rd spot is usually a slightly worse healer that has an external (usually disc, can be replaced with holy priest). Resto druid is a worse tank healer with no external cooldown, he's the perfect example of a healer that you really don't want outside. Standard setup is usually hpal+rsham+disc where you don't really want to replace the hpala or rsham. I can't remember if I've ever seen rdruid outside twice. I know I've seen it once because the rdruid was lagging and kept dying to cutters so they sent the disc priest inside instead, but I can't recall if I've seen it twice or only that one time. And I've done well over 500 rubies.
    -1hpala+1rsham inside: As I mentioned some paragraphs ago, ruby nowadays is done with 3 healers inside. Yea, this used to work and is doable today as well if they're 2 really good healers, but why would you put the only healer that doesn't lose any healing when rotating with the cutters (rdruid) outside and keep 2 hard casters inside? Rdruids and hpriests are arguably the best healers for inside.

    Won't comment too much on tanks since literally any tank combination works for both inside and outside but if you have a paladin and a DK it's usually the other way around. DKs are the best outside tanks because:
    -they don't rely on hunters when the Living Inferno spawns. You can fetch the inferno and keep agro on it without any MD's while paladins/bears/warriors all need at least one MD, preferably 2 and they don't have any method of generating any initial threat on the Inferno when's it's far away (except for faerie fire/heroic throw which are pepega spells, glyphed avenging's shield is fine but it's only 1 spell on a fairly high cooldown).
    -you have great cooldowns that you can rotate throughout the whole fight. You only need some external cooldown once.
    -you can keep yourself alive when the group is crossing without using any cds you need for the infernos. You have tap+deathstrikes for the white hits and AMS/sindy trinket for the breaths. Every other tank just has to close his eyes and pray they get some instant cast heals.

    Inside tank can be anything. Inside group needs mangle, melee haste, AP reduction on the boss and 2 freedoms. If the inside healers are really good you can even drop a ret and assign the holy paladin on one of the freedoms. AP reduction is provided by every tank except DK, so if you're going with DK tank you'll need at least 1 fury warrior to keep demo shout up. Inside group usually looks something like:
    - 3 healers
    -mangle bot (1) + melee haste bot (2)+ sunder bot (3) + freedom bot (4) + freedom bot nr2 or empty spot (5) + empty spot (6) --> this includes 1 tank+5dps
    if you have a bear tank, you drop the cat inside and go for 2rets+2warriors. If you have a dk tank, you drop the fdk/enha and go for cat+2rets+2warriors.If you have a pala/warrior tank, you go both cat+fdk/enha and you either take 1 ret and put the hpala on a freedom or you go 2 rets+1fwarr (he's gonna hate his life playing solo warrior but it is what it is)



    If you're a DK sure. If you're a paladin you don't pop dprot, you ask for an external (sacrifice or PS) and go inside with wings to start building up threat fast. Never rely on people not dps-ing when they get inside or a rogue saving his tott on the 2nd meteor.



    You usually want at least one mage for arcane intellect and FM. Also a proper setup runs 2 shadowpriests and not 1 because of 2 main reasons:
    -if your shadowpriest dies because he didn't use Fade properly you're forced to pick him up or it's a 90% chance you wipe. With 2 spriests you have more room for error.
    -Mind Blast --> mind blast only offers replenishment on 10 people so you need 2 mind blast bots outside. Running only 1 shadow priest means a couple of people are going to have a terrible time when it comes to mana management.


    ----------------------------------------------------------

    I appreciate the fact you wanted to do a guide and I know you did it with the best of intentions, but the guide together with some of the comments do more harm than good. Watch some streams, ask around and try to rewrite a proper version if you really want to help.
    I really appreciate your invaluable feedback Sprotess. But this is a general guide for RS 25 HC meant for beginners. Its not meant to be a composition Guide. I have made changes upon reading your comments. Such as Tank Defensives and Composition Requirements rather than Preferred Compositions. I hope its much better now. :))


  10. Note: Do not confuse yourself by Reading Other Roles, Focus on your Own Role!


    Mini Boss: Baltharus The Warborn
    Spoiler: Show
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss Facing Away from Raid.

    OT-1:
    > Taunt First Clone facing away from Raid but pay attention to Range of Healers.

    OT-2:
    > Taunt Second Clone facing away from Raid but pay attention to Range of Healers.

    MDPS & RDPS:
    > Always DPS the Original Boss and never the Clones.
    > Stay behind Original Boss & Clones or you'll die from their Frontal Cleave.

    Healers:
    > Stay behind Original Boss & Clones or you'll die from their Frontal Cleave.

    Mini Boss: Saviana Ragefire
    Spoiler: Show
    SETUP: 1 Tank. MDPS, RDPS & Healers Stack.

    MT:
    > Taunt Boss facing away from the Raid.

    MDPS:
    > Always DPS Boss from Behind.
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.

    RDPS:
    > Always DPS Boss from Behind.
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.
    > Hunters need to Dispel the Boss's Enrage or Tank will die.

    Healers:
    > When a Debuff 'Flame Beacon' is on you, Isolate yourself from Everyone.

    Mini Boss: Char Scale Commander
    Spoiler: Show
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss away from other Adds as he Casts 'Rallying Cry' which buff the other Adds.

    OT-1:
    > Taunt 'Char Scale Assaulter's away from Boss. 30+ Yards Away.

    OT-2:
    > Taunt 'Char Scale Invoker's away from Boss. 30+ Yards away.

    MDPS & RDPS:
    > Just Focus DPS the Boss then kill the other Adds after.

    Healers:
    > Watch Range of OT-1 & OT-2.

    Mini Boss: General Zarithrian
    Spoiler: Show
    SETUP: 3 Tanks.

    MT:
    > Taunt Boss facing away from the Raid.

    OT-1 & OT-2:
    > Taunt the Adds that Spawn away from the Boss to avoid AOE 'Fear' from Boss. They are a much smaller version of the Boss.

    MDPS & RDPS:
    > Just DPS the Boss.

    Healers:
    > Priests need to 'Fear Ward' MT before Boss casts AOE 'Fear' if not MT will lose Aggro.

    HALION
    Spoiler: Show
    SETUP: 2 Groups; Physical Group, Twilight Group.

    Physical Group - (2 Tanks, 9 RDPS, 3 MDPS, 3 Healers)
    Spoiler: Show
    MT:
    > Taunt Boss at Dead Centre of Room and facing Perpendicular to the Raid & Always stay in the Physical Realm.
    > Aggro 'Living Inferno' on Spawn.
    > A Defense CD should be used after 'Meteor Strike' has been Casted & when Boss is about to use 'Flame Breath'.
    > Rotate Boss in a way that helps the Raid Avoid 'Flames' that spawn on the Ground right after 'Meteor Strike'.

    OT-1: (Blood Dk is preferred Heavily)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stay at Max Melee Range of Halion.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Right after 'Meteor Strike', a 'Living Inferno' will Spawn, this is when you go to where the RDPS are and Wait there to Aggro the 'Living Embers' after RDPS Pulls them to you.

    MDPS: (1-2 Rogues are a Must)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stay at Max Melee Range of Halion.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > When 'Living Embers' gets Close to OT-1. Rogues need to 'Trick of the Trade' OT-1& Spam 'Fan of Knives' on 'Flame Embers'.
    > Make sure to AOE down 'Living Embers' only after they come to OT-1.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. Just maintain an equal DPS as the Twilight Group.

    RDPS: (1-2 Hunters are a Must)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stack with Other RDPS.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you, Run to the Edge of the Room and get it Dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Hunters need to use 'Misdirection' on MT when 'Living Inferno' Spawns.
    > Use AOE to Pull 'Living Embers' that spawn in 'Flames' to OT-1 and use a Defensive CD when they get Close Then Focus DPS 'Living Inferno'.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. Just maintain an equal DPS as the Twilight Group.

    Healers: (Holy Paladins & Resto Shamans Preferred)
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > If Debuff 'Fiery Combustion' or 'Soul Consumption' is on you or another player, remember to Dispel the Debuff at the Edge of the Room.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, you'll enter the Portal at the Centre of the Room to the Physical Realm.



    Twilight Group - (1 Tank, 6 MDPS, 2 Healers)
    Spoiler: Show
    OT-2:
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' Run to the Edge of the Room and get it dispelled.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, Pop a Major Defense CD then Enter Portal First and Tank Halion in the Twilight Realm Perpendicular to the Raid.
    > Pop a Defense CD when Boss is about to use 'Dark Breath'.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > When 'Twilight Cutter' is casted, Rotate Halion slowly so that the Raid is always facing the Side of Halion.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.

    MDPS: (Paladins/Frost-Dks/Enhance Shammy Preferred)
    > Avoid the Outer Edge of the Room and Head and Tail of Halion. Stay at Max Melee Range of Halion.
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' Run to the Edge of the Room and get it dispelled.
    > Paladins need to use 'Hand of Freedom' on Players that got Dispelled of 'Soul Consumption' to remove their slow.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > Make sure to AOE down 'Living Embers' only after they come to OT-1.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.
    > Halion gains a new Buff called 'Corporeality'. Just maintain an equal DPS as the Physical Group.

    Healers: (Resto Druids Preferred)
    > Never ever go near the Head or Tail of Halion and stay away from the outer Edge of the Room.
    > On Debuff 'Fiery Combustion' or 'Soul Consumption' on you or another player, remember to Dispel the Debuff at the Edge of the Room.
    > When 'Meteor Strike' is casted, run through the Body of Halion away from the Big Orange Marker on the Ground all the way to Halion's Other Side.
    > At 75% Hp, you'll enter the Portal at the Centre of the Room to the Twilight Realm after Tank enters.
    > Pay Attention to 'Twilight Cutter' Cooldown through Deadly Boss Mods & the Shadow Orbs Positions at the edge of the Room which will channel the 'Twilight Cutter' that you must Avoid.
    > At 50% Hp, Do not enter the Portal to the Physical Realm.
    crap like this needs deleted. seriously. idk why staff refuses to delete garbage from the forums.

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