Bastion of Twilight Crib Sheet

Since my historical crib sheets still see some views I’m going to re-post the ones I wrote as pages and link them up.

Halfus Wyrmbreaker

  • 2 tanks, 3 healers, 5 dps.
  • There are 5 drakes (the whelps count as one drake) around the room Halfus is in.  They are friendly.  The combination for these changes every week so you will have to adjust your tactics each time you come here.  Each drake gives Halfus an ability.  If you release it that ability will be lessened in some way.  You will then have to kill it and Halfus will take 100% more damage per killed drake.
  • Release and kill your chosen dragons, then burn Halfus.  Drakes take around 1.5 seconds to become active and are activated by talking to them.  Assign people to activate them at chosen times.  Under 50% health Halfus casts Furious Roar which does some damage and knocks everyone over.  He casts it 3 times in a row.  Top the Halfus tank before this.  Ensure any drakes are dead before this.
  • The Proto-behemoth flies around above you.  Ignore it.
  • Healers – expect to use 90% of your mana getting the drakes down.  After that healing is pretty easy so don’t worry.

So what do the drakes do?

  • Storm Rider causes Halfus to cast Shadow Nova.  If you release the Storm Rider, the cast time of Shadow Nova is slowed and you can interrupt it.  Assign an interrupter.
  • Time Warden causes Proto-behemoth to cast Fireball Barrage.  If you release the Time Warden the Fireball Barrage will be slower so the raid can move out of the way.  Spread out to avoid the damage from these.
  • Slate Dragon causes Halfus to have Malevolent Strike (Mortal Strike) reducing healing on the tank per stack.  If you release the Slate Dragon Halfus will occasionally be stunned.  We don’t always bother with this dragon.  Your tanks will need to switch Halfus (and any other mobs) between them to let the debuff run off.
  • Nether Scion increases Halfus’ attack speed.  If you release the Nether Scion it reduces his attack speed, chance to hit and damage done.  This drake with the Slate Dragon means MS will apply more quickly.
  • The Orphaned Emerald Whelps cause Proto-behemoth to cast Superheated Breath (big fire damage).  If you release the whelps you reduce all the damage the Proto-behemoth does.

Now for the complicated part.  Your tactics will change depending on the combination of drakes available to you each week.

  • Generally speaking: Storm > Time > Whelps > Nether > Slate.
  • If Nether and Slate are both available, you need to prioritize these as the combination is dangerous.
  • If Slate is available you need to think about swapping the tanks on Halfus when MS is high and remember it will be almost impossible to taunt the whelps during a swap.
  • You can release just two dragons, release two and then a third, or release all three at once.  These tend to be the tactics used and you will rarely see less than two dragons being released or them being released one at a time.

Valiona and Theralion

  • 1 tank, 3 healers, 6 dps.
  • There are two ground phases and two transition phases.
  • During ground phase 1 you should spread somewhat and try to avoid Twilight Blasts (don’t spread too much).  Hug on the tank just before Blackout is cast and dispell only when hugged.  Then spread again.  Every so often the dragon will do a big fire cone.  Before casting she turns and purple lines appear around her.  Move out of her cone (run through her).
  • During transition 1 don’t stand on the purple swirly things (Dazzling Destruction).  Try to move as a group because you may get a Blackout during this.
  • During ground phase 2 (the other dragon) you need to stand four people at ranged and away from each other to ensure Engulfing Magic (stay away from others) and Fabulous Flames (get off the purple stuff) are always cast on ranged and not the melee group.  Everyone else hugs on the melee REALLY close.  Anyone targeted by  Twilight Meteorite needs to run to the melee group before it hits so damage can be shared (purple arrow on your head).
  • During transition 2 move to the middle.  A row of flame will be cast that will take up 1/3 of the room.  If it is on either side, stay in the middle.  If its in the middle move.  Standing in it will kill you.
  • If you suddenly find you can no longer see your raid then you have FAILED and are now in the Twilight Realm.  This means you took too much damage from something you could have avoided.  Instead of killing you the game is simply announcing your noobishness and giving you a second chance. To get out, avoid the purple adds and find a portal.  If you die in the Twilight Realm you fail twice.

Twilight Ascendant Council

  • 2 tanks, 3 healers, 5 dps.
  • This is a three phase fight.  In phase 1 and 2 you have two members of the Ascendant Council.  These phases end when one of the mobs goes below 25%.  In the final phase you fight the Elementium Monstrosity which has the combined remaining health of the four Council members.  You need to ensure you dps down both pairs of mobs evenly to minimise the health the Elementium Monstrosity has in phase 3.

Phase 1

  • Phase 1 you have Feludius and Ignacious.  Tank them some distance from each other (not so far that a healer can’t reach both tanks and a ranged dps can’t hit both mobs).   Both mobs cast a magic debuff on players (Heart of Ice and Burning Blood) that does damage but increases their dps on the other target.  We normally just Dispel these.
  • All should stay away from Feludius apart from the tank and possibly the interruptor who should both run out during Glaciate (this does more damage the closer you are).  Hydrolance must be interrupted.  If you are Waterlogged you should run through the fire to remove it ASAP.
  • Ignacious charges leaving a row of fire before returning to his tank.  Move out of this unless you are removing Waterlogged.  He also has a shield called Aegis of Flame.  When he casts this all dps should switch to him and burn it down so they can interrupt the massive AoE damage he is doing (Rising Flames).

Phase 2

  • Phase 2 you have Arion and Terrestra.  A whirlwind will move around the room.  Coming into contact with this will knock you back and give you the  Swirling Winds debuff protecting you from Quake.  Also sparkly ground effects will appear randomly which suck you in and give you the Grounded debuff protecting you from Thundershock.  Both of these can kill you without the debuff.  Alternate the debuffs starting with Swirling Winds.
  • Arion should have ranged dps assigned to him.  He will jump all over the room.  Spread out as he does chain lightning.  If you get Static Overload (yellow arrow on your head) stay away from everyone else.  This means missing a debuff if necessary.
  • Terrestra casts Eruption (spikes on the floor) that can one shot you so move off of them.  He also takes very spikey damage due to his shield so watch his health carefully.

Phase 3

  • The Elementium Monstrosity appears.  This is a burn phase so use cooldowns.  Move off of fire on the floor (Lava Seed).  Kite the boss to keep him off of ice patches.  Spread for chain lightning which does more damage over time and leave the middle clear for your healers as this is a lot of healing.  Gravity Crush takes a player and suspends them in the air doing 120% of their health in damage, meaning they need spam healing.

Cho’gall

  • 2 tanks, 3 healers, 5 dps.
  • As the fight starts a Corruption bar will appear.  You want to enter phase 2 with everyone under 30% corruption.
    • 25% Corruption gives a magical debuff that will increase corruption taken. Dispell it ASAP.
    • 50% Corruption you start throwing up on people, stunning them.  Turn away from the raid.
    • 75% you grow a tentacle that starts shooting people.
    • 100% you do massive dps, but are unhealable.
  • Phase 1 part 1:
    • Tank A tanks the boss.
    • The raid hugs around Cho’gall’s feet.
    • After the first time, ranged should AoE down the little adds before they hit anyone (causing corruption).  You get 5 adds per big add killed spawning from the big add corpses (so group them).  Assign more dps as you get more adds.
  • Phase 1 part 2:
    • Once Tank A has the Fury of Cho’gall debuff, Tank B taunts Cho’gall.
    • Tank A goes and tanks the big add (Corrupting Adherent).  This tank should interrupt Depravity (causes corruption).  This add has a small hit box.  Kite him to a chosen spot away from the raid.  Kill it before Cho’gall casts Fester Blood (3-4 dps).  Plan for four of these.
    • The raid spreads out and moves out of Corrupting Crash (causes corruption).  The effect of these is bigger than their graphic so move far out of them.
    • The Adherent should conveniently die at the time Tank A needs to go and taunt the boss back.  The raid should hug again.
  • Ranged are best for killing both adds.  Hunters and Frost DKs for slowing them.
  • Flame’s Orders causes high tank damage.  Shadow’s Orders causes AoE raid damage.
  • Cho’gall casts Conversion (mind control) on 2 random targets.  This needs to be interrupted or the target disabled ASAP:
    • Paladin: Rebuke, Hammer of Justice, Avenger’s Shield
    • Priest: Psychic Scream
    • Mage: Counterspell, Dragon’s Breath
    • Druid: Skull Bash, Bash, Feral Charge, Solar Beam
    • Hunter: Scatter Shot
    • Warlock: Shadowfury
    • Death Knight: Strangulate, Mind Freeze
    • Shaman: Wind Shear
    • Warrior: Pummel, Shockwave, Concussion Blow
    • Rogue: Kick, Improved Fan of Knives, Gouge
  • At 25% phase 2 starts.  Move the boss to a wall and hug up.
  • Tank switches continue, but no adds or Conversion.  DPS the boss unless there are eye stalks up, then dps and interrupt them.
  • In phase 2 there is a soft enrage as your Corruption will gradually increase.
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