Why is dps so high on halfus




















Wyrmbreaker should be tanked in the middle of the room, to let the raid spread out all around him. Which drakes we activate depends on the partcular combination active in a given week: the Storm Rider is massively disruptive and will always need to be activated as soon as the fight starts; the Time Warden and Emerald Whelps will decrease your raid damage taken significantly, so activating one of them will simplify things enormously; the Slate Dragon or Nether Scion are probably lower priority because they can be handled with cooldowns and tank swapping, unless you have both, in which case activating the Nether Scion will make the stacking manageable so activate him first.

On the pull, the two highest priority Drakes will be activated and pulled to the boss. The whole raid will burn down the first Drake. Once one Drake is down, the third Drake is activated and pulled in, and the raid will burn down the second Drake. Once two drakes are dead, pop Bloodlust and focus DPS on the boss.

The third Drake will just be off-tanked. Tank-swapping can help to keep cooldowns available. The MT will not need any special help, because Halfus does not melee during this time. Distribute the drakes you release among the tanks. Whatever strategy you decide to employ, the beginning of the fight will be crucial.

There will be massive tank or raid-wide damage, depending on whether you decide to release both Time Warden and the Whelps, or only Time Warden or the Whelps. You should typically burn all cooldowns to ensure that your raid survives and that the drakes are killed as fast as possible. Here, we took advantage of the fact that, in man Heroic mode only, the drakes melee attacks are less damaging than in Normal mode, enabling a tank to safely take two drakes.

We started by burning down the Whelps because, with AoE damage, they go down faster than the other drakes. We let tank A rebuild a high amount of stacks. Meanwhile, the Whelps had died and the Time Warden had already lost a significant portion of his health pool.

Then, tank B taunted Halfus to enable tank A to drop his stacks they were high enough that it was hard to even keep him alive through Scorching Breath. Then, we killed Time Warden, and tank A and B entered a taunting rotation on Halfus to manage their stacks. Once all the drakes were dead, we simply burned down Halfus.

Note that it is sometimes better to just let the Whelps die to splash damage and just focus down a drake instead. This is particularly true if your raid can do a lot of AoE damage. All the tips and tricks described in this section apply to all difficulties of the fight. In Normal mode, you can certainly defeat the encounter without using them, unlike in Heroic mode, where they are pretty much mandatory. The Orphaned Emerald Whelp s can be split among the tanks, if you find that this can make their tasks easier.

A tank that is taking stacks of Malevolent Strikes Malevolent Strikes in Heroic mode will preferably use their cooldowns that increase healing received, such as Vampiric Blood modified by Glyph of Vampiric Blood for Blood Death Knights, or Frenzied Regeneration with Glyph of Frenzied Regeneration for Feral Druids, while they have a small amount of stacks. On the contrary, damage reduction cooldowns like Icebound Fortitude for Death Knights, or Shield Wall for Warriors, should only be used when the tank has more stacks.

Note that all those abilities, such as Last Stand , which give a temporary health point increase to the tank, count as healing. Therefore, their effectiveness is reduced by stacks of Malevolent Strikes.

If that ability is used when the tank has a lot of stacks, it is going to give a very reduced amount of extra health. Because Malevolent Strikes is applied to the tank only when Halfus lands a damaging melee attack, avoidance stats play a crucial role in this encounter, and so do avoidance cooldowns for example, the Dancing Rune Weapon ability of Blood Death Knights.

Whatever strategy a raid is using, it is important to keep in mind that healer mana is a very serious problem in that encounter especially in Heroic mode. Therefore, when possible some drakes combinations prevent that , it is recommended to have the tank with high stacks of Malevolent Strikes tank as little as possible, and have as little incoming damage as possible, because any damage a tank with stacks of Malevolent Strikes takes greatly amplifies the amount of healing needed to keep that tank alive, and they end up soaking mana from the healers.

Healers need to understand the first part of the fight is the hardest, and that it is normal to expend a lot of mana during it.

Atonement healing is a crucial part of this fight at least in Heroic mode for Discipline Priests. As soon as the first drake is down, Discipline Priests should start casting Smite at Halfus, healing the nearby raid member with the lowest health for the amount that Smite did on Halfus. Halfus takes increasing damage as the drakes die, so that healing method will become more and more effective as the fight goes on.

A Hunter can pull Halfus by misdirecting to his pet, located as far from Halfus as possible, to give time for Nether Scion to apply his debuff to Halfus. This prevents the tank from dealing with Frenzied Assault unmitigated by Nether Blindness. Once the first drake is dead, Fire Mages and Combat Rogues should start attacking Halfus exclusively. They will deal extra damage, because of Dragon's Vengeance.

Fire Mages can then spread high damage DoTs from Halfus to nearby targets on which they will do the same amount of damage using Impact. Similarly, Combat Rogues can use Blade Flurry to strike nearby enemies for the amount of damage they deal to Halfus. Unfortunately, the fight against Halfus is most intense at the beginning. Therefore, it cannot be explored or practiced, as everyone has to do their job fully, as soon as Halfus is pulled. Click here.

This guide applies to patch 4. Health Pool Halfus Wyrmbreaker's health pool is the following: in man normal difficulty: Enrage Timer There is a fixed, 6-minute, enrage timer. Halfus Wyrmbreaker By default, Halfus has the following abilities: A melee attack, which hits for about 15, damage every 1. Proto-Behemoth Halfus' side-kick, the Proto-Behemoth , has only one ability by default: Fireball , which he casts at a random raid member every two seconds.

A drake interacts with the fight in three ways: An active drake provides a buff to Halfus or his Proto-Behemoth for the entire duration of the fight i. That buff persists through the death of the drake. A drake is released when a player right-clicks it, which triggers a 1. When released, a drake gives Halfus or his Proto-Behemoth a debuff which aims at mitigating the effect of the buff the drake gives , which will last until the fight is over so, it persists through the death of the drake.

A released drake needs to be tanked because it deals melee damage every 1. When a drake is killed by the raid, it gives Halfus a stack of Dragon's Vengeance. Some combinations, however, require you to free all three drakes. Tank Swapping Required Among the 10 possible combinations, 6 those with Slate Dragon require tank swapping to deal with stacks of Malevolent Strikes building up every time Halfus lands a damaging melee attack.

The difficulty of this tank swapping does not stem from its execution, which is simple, but from the number of drakes that need to be released: Indeed, when the raid only needs to release one drake at a time, one tank takes the boss, the other takes the drake. In that case, the only difficult part is when a tank swaps from Halfus to a drake because they will take reduced healing while tanking the drake.

When the raid needs to release two drakes simulataneously, this complicates matters for the healers and the tanks. First, the amount of tank damage is increased, making the fight more intense for healers and tanks. Second, the tank swapping becomes more complicated because, in addition to taunting the boss from each other, the tank with the least stacks of the healing debuff must make sure they are the one tanking either Halfus and a drake or the two drakes.

To get through that sort of situation, the tanks and the healers need to heavily rely on their respective cooldowns, hoping that the DPS raid members also using all their arsenal of cooldowns will kill the first drake fast enough. Also, once the drakes are down and Halfus hits his final phase, he will shout 3 times.

Each shout stuns the raid for 2 seconds. On the 3rd shout, you can blink and break the stun early. Blog at WordPress. Archive for halfus wyrmbreaker. Halfus Wyrmbreaker Posted in The Bastion of Twilight with tags fire , halfus , halfus wyrmbreaker , mage , raiding , wow on January 29, by Masscis Halfus Wyrmbreaker.

Not sure which of you out there I beat Greedfall! It took a month and a bit, which has to be some kind of record for me. This is going to be a quick post about some changes coming to Redhawks Gaze. First off, I have a new site and web address. I have moved the blog to Wordpress. In the absence of the raid DPS necessary to accomplish this, tanks can now more easily interrupt Shadow Nova, but beware of Shadow Novas going off during a tank swap. The damage from these is punishing, and can wipe your raid if even one goes off considering the other AoE and heavy tank damage going out.

DPS Your task in this encounter is actually fairly straightforward: kill the first and second dragons and whelps before they can kill your tank. DPS on Halfus hardly matters, especially initially. Give your tanks time to position all of the drakes. Your first target is going to be Stormrider. Depending on your class, you may also be responsible for releasing one of the drakes I always release Nether Scion and blink, as noted. Our rogue usually releases the whelps and then uses Tricks to direct them towards the OT.

Classes with the ability to do incidental cleave, DoT AoE damage to whelps and other drakes are invaluable here. One thing to note though is if you are using a method that allows for direct damage on Halfus and splash damage on the dragons, be careful.

I usually swap around targets after the first drake is down to make sure to not push Halfus too far while still gaining some benefit from his debuff. Other than that, be aware of the kill order, watch your aggro and be prepared to use any threat drops you have available to you. Help with Shadow Nova interrupts if at all possible; I use the following macro:. Healers This is not a kind fight to healers, especially initially.

Everything is happening simultaneously here. You have two tanks, both taking heavy damage. They are also trading a debuff that makes them unhealable. On top of that, you have an incredible amount of raid damage happening in the form of fireballs hitting the raid. Make sure healers are assigned to specific roles, and plan to use any cooldowns you have to keep the tanks and raid alive in this crucial first phase.

Another option is to just assign one healer to a specific tank. I conferred with one of our guild healers for this section of the guide, and he wanted me to mention that a four-healer strategy is highly recommended and will help with the significant raid damage going out until Time Warden is released.

You will, of course, need to have the DPS to compensate for the loss of one healer, and if you have the option of something like an Atonement priest, by all means use it. They do DPS and healing. Also, as a healer, use any mana regen abilities early on. Our paladin, Sinpree, describes H Halfus as a pretty basic fight from a healing perspective. The biggest thing is maximizing mana regen at the beginning and making sure you put out the HPS to keep everyone alive, and then leaving yourself enough mana to finish the fight.

Heroic Halfus can seem like a very complicated fight with so many things happening.



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