Which drakes do y'all release in the beginning of the fight? We've been releasing all of them at the same time, and it's been really hard for our healers to keep everyone alive, especially the tanks switching on and off halfus.
Which drakes do y'all release in the beginning of the fight? We've been releasing all of them at the same time, and it's been really hard for our healers to keep everyone alive, especially the tanks switching on and off halfus.
We pop everything but Slate. Normally we kill Whelps > Time > Storm >Nether, then pop Slate and kill Halfus, leaving Slate up.
Release Time warden, Nether Scion and Storm rider on the pull. The whelps nullify the flame thing that Time warden slows down. Have the tank that begins on Halfus free timewarden once Halfus has been taunted off him. Have one tank tank whelps only and taunt Halfus. then spread the dragons out, 1 on each tank and taunt at 5 stacks.
We DPS Time Warden while putting AoE into Whelps. After Warden and Whelps are down we do Storm, then burn the boss.
Former raider of Accession [US-Stormreaver]
Is it even necessary to bring the whelps out if your raid is dodging the proto behemoth's fireballs?
We have 1 tank take Halfus while 2 hunters MD Nether and Storm while the offtank picks up Time, after the First drake dies they swap and after the 2nd drake dies we release the whelps.
We release nether, storm and the whelps. 1 dps on halfus for interupts to give tanks switch focus, other dps starts on whelps, drakes takes AOE aswell. When the whelps die, we release time warden and dps the first released drakes down one by one. We do not release slate at all, we only kill 2 drakes + whelps, then boss.
We got it this way after 5 tries on first night we tried halfus HC.
Also, we do this with 3 tanks and for the first part of the fight, we use bubbles and and of protections (+ cancelaura macros) to keep the mortal strike debuff as low and short as possible. By the time we used the available cd's in that, at least the whelps are down and things start to get easier. went really easy this way tbh.
There aren't much choices in that fight 10m, You need to release StormRider, to ease the dmg in the raid unless your raid healers are beasts from my experience its better to release the time Warden instead the whelps, the Nether Scion would be much more helpful than the Slate, so:
TankA Halfus, Tank B Nether. Tank C Time Warden, the same tank on warden can also take the Storm so you release 3 out of 5, Tank A and B have to switch halfus and Nether, and you burn the drake hitting harder, which i've heard it's the Nether, but I'm not sure. When the 1st drake dies, release the whelps and AOE kill them along with the 2nd drake. I suggest you use lust for the 1st drake.
We pull Stormrider, Scion and Time Warden. We dps down stormrider first. Then bring Scion and Time Warden next to Halfus. Myself (arms warrior) and our rogue (with blade flurry) attack halfus and thus cleave our damage onto scion (which gives us the damage bonus from halfus debuff). When scion drops we open whelps. DK aoe tanks whelps to gain threat while we down Time warden. When time warden is down we kill whelps then boss. We leave Slate sitting there looking pretty.
We 1 shot every week with this strat. It tooks us 4 attempts on day 1 of trying him with this strat and he went down.
It's mostly non-optional to release Time, Storm, and Nether on the pull. If you don't, you'll likely run into massive deaths in the first 10s. Not to say you won't if you do, but at least you have a shot if people are on their toes and heals can keep up. Whelps are moslty a non-issue and get released on the pull as well and the tanks just aoe fight for aggro on them. We've been doing it w/ 3 heals and 2 tanks, but I'd like to try to talk the RL into a 3rd tank to make the pull much smoother. DPS in my group is all 50k+ so that's never an issue. Wipes still occur on the pull if RNG goes bad and the tanks can't get rid of their stacks in time to swap.
In our 10 man we are running with a Blood DK tank, Protection Warrior tank and a Protection Paladin Tank. Holy Paladin, Resto shaman and a holy priest as our healers. We often release everything but the slate and have the protection paladin tank the Time, Storm and whelps. And the warrior and DK switch between the other two. We AoE down the whelps whilst DPSing the storm dragon, then really move on to what ever is lowest, often the time then the nether. We don't release the slate ever as on 10man it's not worth the extra healing needed.
Hope this helps
We do three tanks and release everything except slate on the pull.
Drakes are focused down one by one, whelps are never focused down. Cleaves, DK AE, etc kills them usually between the 1st and second drake.
We run with 2 tanks and 4 healers - once a few dragons are dead, some of the healers go DPS. (usually druids in our case).
We release Whelps, Nether Scion and Storm Rider at the start.
We pop Bloodlust at the start to quickly kill Nether Scion, he should be dead within 30-45 seconds or so.
Those who can AoE focus on the Whelps, others focus on Storm Rider. The Whelps usually die first, after they are dead, we release Time Warden. Once the Storm Rider is down, everyone focuses on the Time Warden and then on Halfus.
Your interrupters should use a focus target macro so no DPS is wasted on Halfus before the drakes are dead.
I've found its best to release all but slate at start, and I like using 3 tanks as it makes it much easier (1 tank gets storm+time+welps, and other 2 switch nether and halfus back and forth). This way no tanks are taking massive damage while taking low heals, so its a lot easier on healers. If you want to make the fight a complete joke, use 2-3 high aoe dps classes, and 1-2 combat rogues. Have the aoe classes focus on aoeing whelps down asap, and have the rogues on halfus with bladeflurry active. As soon as whelps die and he gets 100 percent dmg increase, they will be doing 200 percent dmg to halfus AND to whatever drake their bladeflurry hits. When another drake dies they do 300 percent to both. You get the picture. Basically any combat rogue who knows what they're doing can do 60k+ dps on the fight which makes it very easy, and eliminates any concern over enrage using 3 tanks :P.