Halion - Ruby Sanctum boss guide

Tactics for Halion the Twilight Destroyer - the final and only boss of the PC. Three-phase combat with transitions between the physical and twilight worlds and DPS balance through Materiality.

Ruby Sanctum
10N10HC25N25HC
⏱ Berserk: Berserk after 8 minutes (same for 10 and 25, in normal and heroic modes)

Review

Halion the Twilight Destroyer is a twilight dragon, Deathwing's commander, and the PC's only boss. Spawns in the center of the sanctuary after killing three lieutenants (Baltar, Savian, Zaritrian). The battle consists of three phases: the physical world, the twilight world and a mixed phase, where the raid is divided into two worlds. You need 2 tanks and 3-5 heals.

10 Normal11156000
10 Heroic15339900
25 Normal43500000
25 Heroic58600000
General tips
  • The main rule of combat is to balance the DPS between worlds in phase 3, keeping Materiality around 50%.
  • Distribute healers and tanks among the worlds in advance and designate who stays in physics and who goes into the portal.
  • Mark of Combustion and Mark of Consumption can be removed by both magic and curse - use all dispelers.
  • Don't tank Halion near the edge of the area in phase 2: Twilight Cutters circle around the center of the room, not around the boss.

Combat phases

Phase 1 Phase 1 - Physical World 100–75% HP

A couple of seconds after the pool, Halion places a wall of fire in a circle, locking the area. Standard dragon withfiery breath; putsBlazing Fire on the raiders and dropsMeteor strikes. Ends at 75%.

  • Fire Breath by tank
  • Blazing Fire (run out and dispel from the edge)
  • Meteor strike (raid switches sides)
Phase 2 Phase 2 - Twilight World 75–50% HP

Halion goes into the twilight world and opens a portal; the entire raid except the physical tank and its healer goes inside. The boss's physical body is invulnerable. Same mechanics, but shadow damage; is addedVeil of darkness (raid AoE) and two Twilight Cutter instead of meteors.

  • Dark Breath
  • Soul Absorption (the mark pulls towards the center)
  • Veil of darkness (shadow AoE)
  • Twilight cutters (move in a circle with the beam)
Phase 3 Phase 3 - Mixed (bifurcation) 50–0% HP

Halion exists in both worlds at the same time, portals to physics open. The raid is divided into two groups approximately equal in DPS. Turns onMateriality: skewed DPS drives the boss into another world and sharply increases the damage to the raid there. IfMateriality reaches 0% in one of the worlds - the boss will spawn and the battle will begin again.

  • Materiality keep about 50%
  • Each world has its own tank and heals
  • Miles at dusk, range in physics
  • Do not allow DPS to skew

Abilities

Twilight Precision
Other
Halion's passive buff: +5% chance to hit players and -20% chance to dodge targets. Therefore, tanks cannot avoid damage.
Action: It does not require any special reaction to be taken into account when calculating the survivability of a tank.
Fire Breath
Tank F.1
Cone breathing in front of Halion, deals ~17,500–22,500 fire damage to those standing in the cone (25 more painful).
Action: Only the active tank stands in front of the boss, the entire raid stands to the side.
Meteor Fall
Raid damage F.1
Falls to a point under a random raider after ~5 sec, deals large fire damage and shoots fire with a cross (X). On hardmode, the Living Inferno add and small Living Ember spawn, which must be killed as a priority.
Action: The entire raid shifts to the other side of the boss, miles to the front leg. On HM - switch to adds.
Blazing Fire
Debuff F.1
Debuff on a random raider: ~4,000 fire every 2 sec for 30 sec, with each tick adds a stack of Mark of Combustion.
Action: The carrier immediately runs to the edge of the area away from the raid, where he is dispelled.
Mark of Blazing Fire
Debuff F.1
Stacking Mark from Blazing Fire. When removed (by magic/curse or after 30 sec), it causes a Combustion explosion and a puddle of fire, the size of which depends on the number of stacks; throws away those standing nearby. On HM, the puddle gives a stacking debuff.
Action: Dispel as early as possible (less stacks - smaller puddle), the carrier stands at the edge and immediately leaves the puddle.
Dark Breath
Tank F.2
The equivalent of Fire Breath in the Twilight World: ~17,500–22,500 cone of shadow damage in front of the boss.
Action: The twilight tank keeps the boss with its nose away from the raid, the rest are on the side.
Veil of darkness
Raid damage F.2
Constant shadow aura over everyone in the twilight world: ~3,000 shadow damage every 2 sec (25 more). Because of this, at dusk they often place more bets on the heal.
Action: Hilam to keep constant AoE healing in the twilight world.
Soul Devouring
Debuff F.2
Twilight equivalent of Blazing Fire: ~4,000 shadow damage every 2 sec for 30 sec, adds stacks of Mark of Consumption.
Action: The carrier runs to the edge and dispels himself.
Devour Mark
Debuff F.2
Stacking mark; when removed, it creates a puddle of Consumption, which, unlike the fiery one, does not throw back, but PULS players towards the center. The size depends on the stacks. On HM, the puddle also slows down (Hand of Freedom is removed).
Action: It’s too early to dispel, the carrier is standing at the edge of the raid; do not crowd nearby due to attraction.
Twilight Cutter / Twilight Blade
Raid damage F.2
Two Twilight Pulsars (four on HM) spawn at opposite ends of the diameter and slowly spin around the center of the room, periodically connecting with a beam (~10 sec beam / 20 sec pause). The beam deals ~13,875–16,125 shadow per second - essentially instant death.
Action: The raid and the tank rotate synchronously with the beam in a circle, without falling under it. On the XM, four cutters cut the room into quarters - there is more movement.
Materiality
Other F.3
Key mechanics of phase 3. The indicator is a percentage of 50%. In a world where Materiality is higher, Halion deals and receives more damage; in another - less. At 0% or 100% in one world the boss will despawn (wipe). Regulated through DPS: we hit more actively in the right world.
Action: Keep it around 50%. If you see >50% in your world, reduce your DPS; <50% - increase.

Positioning

We tank Halion at one of the edges of the circle of fire, leaving maximum space for the raid. The raid is always on the side of the boss: miles at the back leg, casters and heals a little further, but not in the center or behind.

🛡 Tank
The active tank is the only one in front of the boss, holding cone breath from the raid. In phase 2, the twilight tank enters the portal first (Halion immediately aggroes, preferably CD) and keeps the boss in the center. The physical tank remains outside and picks up Halion in phase 3.
✨ Healer
The heels will spread out to the side. In phase 2 and in the twilight half of phase 3, healers are often placed more due to the Veil of Darkness; in physics, damage is mostly avoidable.
⚔DD
Miles are at the back leg, range is further along the edge. In phase 3, miles go to the twilight world (it’s easier to move from cutters), range goes to physics (in short, running away from Blazing Fire and meteors). Balancing DPS between worlds.

Role Tips

🛡 Tips for the tank
  • The twilight tank in phase 2 enters the portal first and immediately presses the protective CD - the heals may not have time to enter.
  • Don't drag the boss to the edge of the room in phase 2/3 - the cutters spin around the center, and it's easier to get under them at the edge.
  • DK tanks should not use Vampiric Blood - Halion will instantly burse.
✨ Tips for healer
  • In the twilight world, keep constant AoE healing due toVeils of darkness.
  • Be prepared to quickly finish off the tank afterFiery/Dark breath.
  • Remove Tags early: less stacks - less puddle; use both magic and curse removal.
⚔ DD tips
  • The carriers of Blazing Fire/Absorption immediately run to the edge away from the raid and drop a puddle where the raid does not plan to stand.
  • OnMeteor strike the entire raid simultaneously changes sides.
  • In phase 3, keep an eye on the numberMateriality and adjust your damage, don't kill the boss blindly.

Loot

SlotItemClassesNote
Accessory Sharpened Twilight Scale WarriorRogueHunterDeath KnightPaladin Trinket for physical DPS (attack power + armor penetration for use). 25HC, ilvl 284.
Accessory Fossilized Duskscale WarriorDruidDeath KnightPaladin Tank trinket (evasion + defense to use). 25HC, ilvl 284.
Accessory Charred Duskscale MageWarlockPriestShamanDruid Trinket for caster-DPS (spell power + speed to use). 25HC, ilvl 284.
Accessory Glowing Twilight Scale PriestPaladinShamanDruid Hiller Trinket (spell power + mana). 25HC, ilvl 284.
Ring Signet of the Twilight's Hammer MageWarlockPriestShaman Ring for caster-DPS (hit/crit/spell power). 25HC, ilvl 284.
Necklace penumbra pendant MageWarlockPriest Necklace for caster-DPS (spell power/hit/crit). 25HC, ilvl 284.
Ring Ring of Gradual Regeneration PriestPaladinShamanDruid Hiller Ring (spell power + mp5). 25HC, ilvl 284.
Back Cloak of the Burning Sunset MageWarlockPriest Cloak for caster-DPS (hit + spell power). 25HC, ilvl 284.
Wrists Full shade handrails RogueDruid Leather wristbands for physical DPS (agility/AP). 25HC, ilvl 284.
Wrists Bracers of the Astral Fugitive RogueDruid Leather wristbands for physical DPS. 25HC, ilvl 284.
Wrists Bracers of the Burning Night MageWarlockPriest Fabric wristbands for casters. 25HC.
Shoes The Approach of the Apocalypse WarriorDeath KnightPaladin Plate boots for physical DPS. 25HC, ilvl 284.
Shoes Footsteps of Omen WarriorDeath KnightPaladin Plate boots (tank/DPS). 25HC, ilvl 284.
Shoes Treads of Impending Resurrection PaladinDeath KnightShaman Plate boots for healing/casting. 25HC, ilvl 284.
Shoes Returning steps HunterShaman Chainmail boots for physical DPS/cast. 25HC, ilvl 284.
Belt Split Belt HunterShaman Chain belt. 25HC, ilvl 284.