Archives For Bastion of Twilight

Heroic Halfus is quite chaotic by comparison to the regular encounter, but is pretty easy once you’ve got a strategy down pat to dealing with all of the drakes at the same time.

  • Name: Halfus Wyrmbreaker
  • Raid: Bastion of Twilight
  • Phases: 2
  • Catch: You have to deal with all the drakes at the same time.
  • Tanks needed: 2ish
  • This guide is for the heroic encounter. Normal guide found here.

In order to properly handle the Malevolent Strikes debuff, we had 2.5 tanks.  Prot Warrior, Feral Druid, and a Feral Druid in DPS gear, but tank spec.

Here’s what we did:

  • Warrior tank pulls boss. Bear tank pulls the Storm Rider, Time Warden at the same time. Bear/Kitty tank pulls the Nether Scion.  Leave the Slate dragon alone.  If you try to have every single one down, you’ll lose to the enrage timer.
  • Heroism is blown at the beginning of the fight once threat is solid on the Nether Scion, DPS burns that down first.
  • Second target is the Storm Rider, burn that down, then the Time Warden.  When the time warden is at about half, release the Whelps, and focus DPS on Halfus.  If you have any range that can do “splash damage” to whelps, even better.
  • Burn Halfus.

The Furious Roars in the heroic encounter is brutal.  Not one can be missed.

Just like in the regular encounter, at 50%, Halfus enters phase 2 with the same abilities.  Once you’ve dealt with the drakes, you’ve hit the easiest part of this encounter.

What does a Hunter need to know?

Once the Nether Scion is down, and you’re moving to DPS the other drakes, it’s worth throwing out a Multi-Shot to do a little damage to everything that’s up.  When you switch targets, you’ll already be a little ahead.  When the whelps are released, main target Halfus, and add a Multi-Shot into your rotation, the drakes will die over time.  After that, it’s cake.  Just make sure you stay out of fire balls.

Hunter Loot from Heroic Halfus Wyrmbreaker

Having trouble? Ask questions in the comments, or check out Tankspot’s Video.

Good luck!

Strategy: Cho’gall

Morynne —  March 31, 2011 — 6 Comments

Cho’gall is the final boss in Bastion of Twilight.  He’s got 2 heads, and 2 very different personalities.  This fight is a raid-wiper.  Expect to spend many hours on him.  It’s significant to note that my guild does this a little differently than the strategies I’ve read to prepare for this, so bear with me.

  • Name: Cho’gall
  • Raid: Bastion of Twilight
  • Tanks Needed: 2
  • Phases: 2
  • Catch: Interrupts and AOE damage is key. You also have to watch a corruption bar.
  • This guide is for the normal encounter.

The Cho’gall encounter adds a mechanic where you have to watch your saturation of corruption.  Corrupted Blood happens whenever a player is hit by one of Cho’gall’s abilities. (fire puddles, getting hit by adds, etc.) As your corruption rises, you gain debuffs.  When you get to 25% corruption, you get Corruption: Accelerated, which needs to be dispelled as soon as possible.  At 50%, Corruption: Sickness happens, and basically you cause damage and corruption to everyone around you, so just make sure you’re facing away from people.  At 75%, Corruption: Malformation, which gives you a tentacle that starts casting shadow bolts at the raid.  And last but not least, at 100%, Corruption: Absolute, which means you can’t be healed, but you can dish out a lot of damage quite quickly.  You’ll know when this happens because your form changes.

Phase 1

Initial Positioning - Click to embiggen.

The encounter begins when you pull Cho’gall, and he will reasonably quickly start casting Conversion, which needs to be interrupted quickly so Cho’gall doesn’t get the Twisted Devotion buff.  This mechanic alone dictates how your raid is positioned.  Melee should be grouped reasonably close together, and the remainder of your raid/healers need to be grouped together.  Anyone who has an interrupt should be using it when the MC happens — the faster people get broken out, the more successful you will be.

Tanks will need to taunt back and forth when inflicted with Fury of Cho’gall.  Cho’gall will alternate between shadow and fire mini-phases throughout phase 1, so just be mindful of which one we’re dealing with.  Shadow is a lot of raid damage and will be intensive to the healers, where the fire mini-phase will drop puddles of fire all over the room.  As always, fire is bad, stay out of it.  Fire in this fight also increases your corruption, so it’s even more vital to stay out of bad stuff.

Cho’gall will summon a Corrupting Adherent which will come out of one of the two side areas (where the trash was in the room).  This add will cast Corrupting Crash and Depravity.  Just from timing experience, I can tell you if your tanks are swapping back and forth correctly, the tank that starts the encounter will likely end up being the add-tank as well.  Both of the adds abilities will increase corruption, so it’s important to stay out of it.  Corrupting crash looks like Dazzling Destruction from the twin dragons, and it’s got quite a diameter on it.  Move quickly out of this.  Depravity just needs to be interrupted while you’re killing the add.

Adherent Corpse Positioning

Your add tank will be dragging the add to the side of the throne, and it’s important that there’s some logic to where the adds die, because from their corpses, lots of little oozes will spawn when Cho’gall casts Fester Blood. You will want to have these bodies all grouped up as much as possible, and from everything my guild tried, this strategy worked the best.  The first time an adherent dies, and Cho’gall casts Fester Blood, you’ll have 5 adds, the second time you’ll have 10 adds, etc. When Cho’gall casts this, get all of your AOE’s together and burn them down as quickly as possible.  The Blood of the Old God can be slowed and knocked back, so make sure you’re using anything you can to buy more time. If a Blood of the Old God reaches the raid, lots of corruption will be gained, so clearly important to avoid it.  Cho’gall continues to MC during all of this, so it’s important to stay on top of that as well.

Once all of the oozes are dead, Cho’gall returns to spewing fire and shadow throughout the room.  This cycle keeps repeating itself until 25%, when Cho’gall moves into Phase 2.

Phase 2

Phase 2 Positioning


During phase 2, Cho’gall stops MCing people, and he stops spawning Adherents… in fact, when he enters Phase 2, any Adherents that are up will despawn.  Getting to this phase is a DPS race, because you don’t want to enter phase 2 with oozes up — that nearly guarantees your raid to wipe.  Instead of all this, Cho’gall will use Darkened Creations, which will spawn 4 adds near him.  Depending on your positioning, they can be all clumped up, or spread around the room.  We’ve found that tanking Cho’gall as close as you can to a wall gives you a better chance to get the creations all clumped up.  If they are clumped up, you can easily AOE them down.  These creations; however, will cast Debilitating Beam, so interrupt them if you can.  This phase has a constant increase of Corruption, so make sure your raid is spread out so you’re not puking on each other.  Continue to dispell the Corruption: Accelerated debuff during this phase and keep on DPSing.  This phase will consume all of your DPS cooldowns, and health potions/ health stones, and he should go down without a problem provided the Creations are dealt with swiftly.

What does a Hunter need to know?

During Phase 1, and if you’re assigned to add duty, you should really be Survival.  The added AOE damage from Serpent Spread can make or break your raid’s add management in this fight.  When there’s no adds up, you need to be pushing as much DPS as possible on Cho’gall.  Save Rapid Fire for pushing into Phase 2, or if your raid has the DPS power, save it for during phase 2 when you really have to burn.

As a Hunter, your role is mainly with the adds during this fight.  First off, Misdirect the Corrupted Adherents to the appropriate tank and make sure the tank has it positioned correctly before it dies.  It’s worth glyphing Trap Launcher and Ice Trap, you’ll need both.  The DPS on the Adherent needs to be tight, so you may find yourself a bit focus starved when you get ready to AOE.  Save yourself a little bit of focus when you launch that trap, and give it a little extra range.  I tended to launch the trap when the Adherent was at about 20%, then Cobra Shot to regain some focus so you’re ready to Mutli-Shot your brains out until those adds die.  In my attempts, I found that Explosive Trap and Snake Trap cost more and do less damage than just Multi-Shot spam.

To handle MC’s, and assuming you’re Survival, Scatter Shot works.  If you’re doing this fight as Marksman, I’d imagine that Silencing Shot works just as well.  I’d recommend keybinding these abilities because you’ll need it pretty frequently.

During Phase 2, stay spread out, make sure you’re at least 6 yards away from people — it’ll keep you from puking on people causing additional unnecessary damage to the raid. Burn your cooldowns and make sure your rotation is as tight as possible on the boss when there’s no adds up.  If you’re lucky, all of the Creations will be grouped up, and you can DPS them and Cho’gall with Multi-Shot, but they should be your primary targets when they’re up.  One thing I did notice is that the Debilitating Beam did not seem to interrupt using Scatter Shot, so your best bet is to just work on DPS during this phase.

Hunter Loot from Cho’gall

Still having trouble? Check out Tankspot’s video.

Good luck!

Remember those Council type fights? Black Temple, Icecrown Citadel, Blackwing Descent? Yeah? Guess what. Here’s another one.

  • Name: Twilight Ascendant Council, Elementium Monstrosity, Feludius, Ignacious, Arion, Terrastra
  • Raid: Bastion of Twilight
  • Tanks Needed: 2
  • Phases: 3
  • Catch: Council style fight, their abilities cancel out another’s. Any time one of the two bosses you’re fighting hits 25%, you will proceed into the next phase.
  • This guide is for the normal encounter.

The idea behind phases 1 and 2 are that the abilities of each boss cancel each other out, so just make sure you’re aware of what you need to do in each situation.

Phase 1: Feludius and Ignacious

Feludius has a single target ability called Hydro Lance, which hits a random raid member for around 85k damage.  This needs to get interrupted.  He also does a Water Bomb, which is a fountain-like ability that spews out towards the raid. If hit by these bubble-like bombs, you will become Waterlogged, reducing movement speed by 25%. To dispel this, you must move your character through Ignacious’ flame trail. Periodically through the fight, Feludius will cast Glaciate, which will freeze anyone who is waterlogged.  This is the big reason why your range want to be on Feludius.  The tank needs to run out when this is cast, because the closer you are, the more damage it does.  Heart of Ice is like the Storm Cloud on Hodir.  It’s a buff for anyone who comes in contact with it, and you can spread it to nearby raid members.  Realistically this does better buffed on your melee who are attacking Ignacious, as it drastically increases the damage done on him.

Ignacious‘ single target ability is Flame Torrent.  It’s a cone attack, so stay out of the front of the boss, and really should be tanked facing a wall.  Periodically, Ignacious will cast Inferno Leap and jump toward a raid member, knocking them back — then charging back toward the tank.  Behind him he will leave a fire trail — stay out of this unless you have the Waterlogged debuff.  This fire will get rid of it.  He will also cast Aegis of Flame, which is a shield on Ignacious, then he will start casting Rising Flames.  You have to burn through the Aegis in order to interrupt the ability.  Realistically, have every DPS switch to help break this shield.  The last ability is Burning Blood — which mirrors Heart of Ice.  Your range will want this one.

These two mobs need to be DPSed together down to 25%.  When one mob reaches 25%, they will port to the balcony and begin Phase 2.

Phase 2: Arion and Terrestra

Arion‘s first ability is Lightning Blast, which is a huge hit.  This can, and should be interrupted.  He will also Disperse to a random location in the room — so just be prepared for it.  He tends to Lightning blast right after a Disperse, so stay on your toes.  He will place a Lightning Rod on a random raid member — this is an AoE damage spell.  If you’re hit with this, make sure you get away from everyone!  His last ability is Call Winds, which summons a tornado in the room.  Typically there’s ~2 active in the room at a time.  By running into it, you will get the Swirling Winds debuff — which should be used to avoid Terrestra’s Quake ability.

Terrestra‘s arsenal starts with Eruption, which is a bunch of spikes that come out of the ground below the boss.  Your tank needs to move the boss out of this.  Periodically he will cast Hardened Skin on himself, which absorbs 50% of all damage done up to 500k.  When the shield goes down, Terrestra will lose 10% health.  His last ability is Gravity Well.  This creates a swirly pool on the ground that sucks you in and gives you the Grounded debuff.  This helps you avoid Arion’s Thundershock ability.  If you’re not grounded, you’ll take about 80k damage.

This phase always starts out with Quake, so make sure your raid gets the Swirling Winds debuff to avoid the damge.  The bosses will alternate between Quake and Thundershock, so make sure you’re picking up the right debuff after the last one goes off.

These two mobs need to be DPSed together down to 25%.  When one mob reaches 25%, Feludius and Ignacious will port back down, the 4 mobs will combine and begin Phase 3.

Phase 3: Elementium Monstrosity

This is a burn phase, and involves a little bit of kiting, and a lot of healing.  When the 4 bosses combine, their health pools (and remaining) are added together, and the goal is to have the Elementium Monstrosity spawn at or below 25%.

Ranged DPS  and healers need to be spread out around the room as much as possible due to the boss’ Electric Instability, which is effectively a Chain Lightning.  He will cast Lava Seed which detonate shortly after they’re scattered around the room.  This time, stay out of the fire.  Gravity Crush will randomly go out on a member of your raid, taking lots of damage, and fall damage.  If you’re an engineer, your Flexweave Underlay will save you.  The last ability is Cryogenic Aura, which is frost puddles on the ground.  The longer he’s in the room, the bigger they get (Frosty defile, anyone?).

What does a Hunter need to know?

During phase 1 and 2, stick to your assigned target unless asked to help get the other mob to 25%.  If asked to stop damage, STOP DAMAGE. During phase 2, make sure you’re picking up the appropriate debuffs.  In phase 3, DPS your little heart out, and watch your feet!

Hunter Loot from the Twilight Ascendant Council:

Still need more help? Check out Tankspot’s video.

Good luck!

Strategy: Valiona & Theralion

Morynne —  February 1, 2011 — 7 Comments

This fight is a very coordination and movement dependent fight.  You’re facing two dragons who are very unahppy to see you.  You will only fight one dragon at a time, but that doesn’t make the task any less daunting.

  • Name: Valiona & Theralion
  • Raid: Bastion of Twilight
  • Phases: 2
  • Catch: You’ll be transitioning between the two dragons throughout the fight.
  • Tanks Needed: 1
  • This strategy is for the normal encounter.

Each of these dragons has different abilities depending on if they are the “grounded” dragon, so I’ll go over their abilities when each is grounded.

Phase 1: Valiona

While on the ground, Valiona will periodically cast Devouring Flames, which is the worst of her abilities in this phase.

Theralion is airborn and is the one that is causing the most havoc.  He will cast Blackout on a random player and when dispelled, will deal ~300,000 split amongst players within 6-8 yards. He will also cast Twilight Blast on a random raid member and splashes to other players within 8 yards, including melee.

Right before the phase change, Theralion will cast Dazzling Destruction which is indicated by gigantic galaxy looking swirls on the ground. If you get hit by these you get sent into the Twilight Realm — which is bad.

So how do you handle all this?

Click to Embiggen. Placement at pull.

At the pull, your raid needs to be spread out on half of the dragon.  When blackout happens, your raid needs to collapse into the melee area, quickly get Blackout dispelled, and spread immediately back out.  Don’t get too comfortable though, you’ll have to keep moving.  Valiona will rear back and cast Devouring flames, run through the dragon, and set yourselves back up on the other side — same set-up, just the other side of the room.

This process will repeat a few times, then Theralion will cast Dazzling Destruction on the phase change.  Stay out of the arcane swirlies.  If you happen to get caught, just make your way as quickly as possible to the portal to get back into the normal realm.  It’s better if you don’t get caught though, so avoid it at all costs.

Phase 2: Theralion

Click to embiggen. Theralion initial placement.

When Theralion comes down, make sure first of all, that you’re targeting the right dragon.  Your placement should be similar to the one in the bad paint drawing to the right.

Theralion will cast Engulfing Magic on a random raid member which increases damage and healing done by 100%, but also deals that damage or healing to nearby allies – so it’s very important that the person hit with Engulfing magic gets out of whichever cluster they’re in.

During this time, Valiona is in the air and will constantly be casting Twilight Meteorite on a random raid member, indicated by a big arrow above their head. It splits its damage amongst nearby allies — thus making sure you do have groups stacked together.

When the phases are getting ready to change, Valiona will  cast Deep Breath which deals ~15k damage and sends the player into the Twilight Realm. She will cast this in one of 3 rows in the room and is predictable.

So how do you deal with this?

Click to embiggen. Handling Twilight Meteorite.

Well your melee need to be stacked, as do your range.  As you look at the room, you’ll see there’s a center square.  The most complicated part to this phase is managing the damage being delivered by the Twilight Meteorite.  Since your range are grouped, as are your melee, the damage will automatically be split, but your raid needs to be nimble.  They need to get out of the void zone as quickly as possible, and just stand at the edge of the one that is dropped.  The important thing is that everyone moves as a group.  When your range get hit, have them move to the left, when melee get hit, move to the right, staying grouped up.

It’s very important that when someone gets hit with the Engulfing Magic that they get out of the raid, because surely it will cause a wipe knowing the amount of damage thrown out on those around them.  If you’re not in range to DPS, too bad.  Stay out.  It’s better that the remainder of your raid stays alive, versus your place on the meters.

When the phase is about to end, Valiona will take a few passes over the room with her breath, just make sure you get out of it.  It goes in a straight line, and she doesn’t repeat areas until she’s covered the room.  If you get caught in the fire, you’ll be taken into the twilight realm, so avoid it.

Once you’ve gone through the Theralion phase and dealt with the fire breaths, you’ll be back in the Valiona phase, rinse, repeat. /win

What does a Hunter need to know?

Throughout all the phases, make sure you stay light on your feet.  Aspect of the Fox may end up helping you on this during Valiona’s ground phase.  During Theralion’s ground phase, make sure you stick with the group and move according to directions.   The most annoying part of this phase is the transition between dragons — and figuring out where you’re going to group up as ranged.  Once you get the flow of things, it’s not so bad.

If you’re a worgen hunter, Darkflight can be invaluable on this fight to not only get to your group for the Theralion phase, but also to get out of the Valiona breath.  Nitro boosts are also a good addition, but be aware that they can malfunction.  In a pinch, Swiftness Potion works, but your potion should likely be saved for the extra DPS boost from an agility potion.

Hunter Loot from Valiona & Theralion:

Still need more help? Check out Tankspot’s Video. (note: their strategy is slightly different than mine, clearly use whatever works for your raid.)

Good luck!

Strategy: Halfus Wyrmbreaker

Morynne —  January 29, 2011 — 4 Comments

Evidently the Twilight’s Hammer thinks it’s a good idea to let an ettin handle their dragons.  I’m not so convinced.  He’s effectively the gatekeeper for the Bastion of Twilight.  If you can’t get this guy down, you need to find a different raid to do.

  • Name: Halfus Wyrmbreaker
  • Raid: Bastion of Twilight
  • Phases: 2
  • Catch: This fight changes based on the drakes you have access to.
  • Tanks needed: 2
  • This guide is for the normal encounter. Heroic guide found here.

Upon entering the room for Halfus, you’ll see 5 drakes scattered around the room, two of which are unresponsive, and don’t do anything for you in your encounter.  The remaining three give Halfus different buffs through the fight.  If you free them, they will also debuff the boss that will at least partially mitigate the buffs they are giving him.  If you free them, you’ll have to kill them.

So let’s talk about the drakes…

The order that you free the drakes is greatly dependent on your group makeup, and which ones you have available.  I really don’t recommend freeing the Nether Scion and Slate Dragon at the same time because of the healing debuff to the boss’ melee swings, but also makes them stack twice as fast.  Time Warden and Emerald Whelps are another bad combination because of the sheer amount of raid damage going out.

For each drake that you free, you’ll debuff the boss with Dragon’s Vengeance, giving you a damage output advantage, and helping you against that 6-minute enrage timer.

Phase 1

This is really the hard phase — Halfus only has the abilities that the drakes give him, and the Proto Behemoth flying around will shoot fireballs at your raid.  This is where you’ll be freeing drakes, killing them, and DPSing the boss.  There can be a lot going on in this phase, so it’s important to be vocal on vent with the strategy — and be very familiar with the drakes abilities that you’ll be releasing.  If your raid has decided to take 2 drakes at once, you’ll want to use Heroism/Bloodlust/Time Warp/Ancient Hysteria here.  This phase lasts until Halfus is at 50%.

Phase 2

At 50%, you’ll want all the drakes dead.  Halfus will start using Furious Roar frequently through the remainder of the fight, typically 3 times in a row.  Every roar will stun you for 2 seconds, so make sure you’re focusing on your instant abilities.  This is your burn phase, so make sure you’re using your cooldowns and DPSing as hard as you can.

What does a hunter need to know?

As drakes are being released, make sure you’re ready to misdirect them to the correct tank.  If you’re dealing with Whelps, make sure you’re using Frost Traps to help keep them grouped up for AOE’s.  As always, stay out of the fire on the ground.  DPS the correct drake, burn the boss when you can.  During phase 2, DPS your brains out.

Hunter Loot from Halfus Wyrmbreaker:

Still need more help? Check out Tankspot’s Video.

Good luck!