Blood Pact: Beginning The Bastion of Twilight as a warlock

You might think that the Old Gods and the demons would get along. After all, both really just seem to want to kill everything on the planet. Apparently, you'd be thinking wrong. Strange, I know, but I guess there can be more than one reason to destroy a world, and these two butt heads over who should get to do it. Personally, I'm all for killing both -- well, killing those who refuse to become my slaves, that is.
Due to that whole "must destroy the world" shtick, we find now find ourselves face to face with yet another dungeon full of monstrosities to wipe clear. With as many of these cults and beasties as there seem to be, you'd think the races of Azeroth would just stop caring by now. This time, the diabolical threat is Cho'gall, the leader of the Twilight's Hammer, which has come a long way since its original incarnation as a clan of orcs. So far I know, it goes kind of like this: Old Gods want to destroy Azeroth, Deathwing works for the Old Gods, Cho'gall works for Deathwing; ergo, we must kill Cho'gall ... or something like that. It seems a little hokey in my book, but anything with that many eyes around its body cannot be cool and probably needs to die, anyway.
So let's get to killin'!
Halfus Wyrmbreaker
The fun or not-fun encounter. Week to week, this encounter has drastically varying difficulty depending on which adds are "active" that week. As a shout-out for their brilliant work, you should check out Theory: Halfus is not Random by Simca. Thus far, the predictions have been accurate to the letter, so it is a good way of knowing which combination of dragons you will face before actually getting there.
Halfus himself doesn't actually have any innate abilities aside from Furious Roar, which comes into play later; instead, what abilities he has is dependent on which dragons are active.
- Slate Dragon Grants Malevolent Strikes to Halfus. Once freed, he will occasionally stun Halfus via Stone Touch.
- Nether Scion Grants Frenzied Assault to Halfus. Once freed, he will use Nether Blindness on Halfus.
- Time Warden Grants Fireball Barrage to the Proto-Behemoth. Once freed, he will use Time Dilation to slow the fireballs.
- Orphaned Emerald Whelp Grants Scorching Breath to the Proto-Behemoth. Once freed, they will use Atrophic Poison on the Behemoth.
- Storm Rider Grants Shadow Nova to Halfus. Once freed, he will use Cyclone Winds on Halfus.
When those combinations are up, it pays to have three tanks if you can spare it. Any time that Time and Storm are both up, you need to active both of them right from the start -- you simply cannot wait until after one has died. Any time that you have Slate, Nether, and Time/Storm, then it helps a lot to release Slate and Time/Storm right from the start. You don't have to, but MS will stack ridiculously fast, so your tanks need to be on their toes.
Other combinations aren't nearly as bad. Provided you don't have any of the special cases mentioned above, the order of "threat" from the dragons is as follows: Time/Storm > Whelp > Nether > Slate. Nether and Slate only increase tank healing, which is fairly easy until phase 2 anyway, so they can usually be saved for last. Releasing Nether provides a much higher net reduction in tank damage than Slate does, which is why you usually want it released first when both are up.
Which spec to use for the encounter is based upon which adds are up as well. Affliction or destruction both work rather well, and demonology isn't all that bad on weeks when the whelps are up. Overall, though, destruction will probably be your best choice.
Taking down a dragon As soon as the fight is engaged, you need to release a dragon and have it tanked. There are only three dragons active any given week, and you want to kill two of them, with the third being released and off-tanked for the remainder of the encounter. Should you not have a third tank but have a combination that requires having two dragons active at the start, another option is to have one tank take both, blow Bloodlust at the start, and burn down one of the adds as quickly as possible.
The reason that the dragons are released, aside from their standard debuffs that they apply on the boss, they also hit Halfus with Dragon's Vengeance. This damage increase is very important; Halfus has a fairly tight enrage timer to contend with. As you take down the initial two dragons, here are a few things to remember.
- Keep your DoTs on Halfus. He's going to take additional damage from them, and you need that damage anyway.
- Keep your pet on Halfus. Again, the pet is going to do more damage to Halfus than the add, so it should stick on him like glue.
- Make a macro that will target Halfus and cast Fel Flame when you need to move, instead of casting it on the dragon you are attacking.
- Unless you absolutely have to, don't bother assisting to take down the Emerald Whelps. Other classes/specs have far better AoE than you; focus Halfus instead -- except demonology. Destruction can toss out a Bane of Havoc on a Whelp, however.
- Self-healing and Nether Protection are really amazing when you have Whelps up -- more so if Time is up as well.
- Bloodlust should be used at some point during this phase.

Phase 2 Once Halfus drops down to 50% health, you've entered into phase 2. By this point, you should have two of the dragons dead, with the third being off-tanked (or possibly dying from splash damage). From here on out, Halfus will use Furious Roar, which will deal raid damage and knock players down every so often. This is why Bloodlust is used in phase 1 -- Furious Roar will interrupt a portion of the duration every time.
Always make sure that your DoTs are running for a Furious Roar. According to others, you can use instant-cast abilities between each knockdown on a Roar, but I have never had this be the case. No matter what I do, I have never, not once, been able to actually cast anything during a Furious Roar. It could just be me or lag or something to that effect, but take it as you will.
One thing you can do is move out of Fireball Barrage. Should one appear under you during Roar, you can move from it in between knockdowns.
Valiona and Theralion
This fight saddens me. For those not in the know, Theralion used to be so ... fabulous! Now he very much bleh. I can understand why they made the change, but I still disagree with it. The previous voice just made the encounter far more enjoyable. Although I'd probably wipe more with the old voice; I'd be falling out of my chair laughing too much to actually focus. At least it wouldn't be another Sindragosa.
Right, so, two dragons, one cup. No, no, that's not right; two dragons, one raid! And one room! Yes, that's it. At any given time, one dragon is on the ground being tanked, while the other is up off in La La Land picking daisies. Or they might be tossing horribly nasty spells at the raid, I don't really remember which -- but I'm so leaning towards daisies.
Valiona You always want to start with the sister dragon first. While Valiona is on the ground, you'll have a few abilities to contend with.
- Blackout Group in a predetermined location -- we use the tail -- then dispel the debuff.
- Devoring Flame Blizzard's new trick mechanic of the expansion. It's the same as the breath from the dragon on heroic Drahga Shadowdurner. Move out of it if you can; if you happen to be caught right in the middle of the turn with no out, your best bet is to actually run straight backwards away from the boss.
- Twilight Blast Hits random raid members and deals a small splash zone of damage; spread out to avoid additional damage.
- Dazzling Destruction Cast right before transitioning dragons; creates swirling pink vortexes on the ground that you need to run out of and avoid at all costs.
Aside from that, this is the mechanically boring phase of the fight. Nothing is really new nor that difficult to deal with.
Theralion During Dazzling Destruction, you want your raid to start clustering into two groups: ranged/healers and melee. Our raid group has all the ranged players cluster at the door where you enter, but your spot can be anywhere along the outer-ish edge of the map. The abilities in this phase aren't too difficult, either, but they do require a lot more movement and paying attention.
- Engulfing Magic Increases damage/healing done but causes the player to explode in an area around them for the same amount. It does proc off DoT ticks! Get out of the group if you have this.
- Twilight Meteorite A large meteor that targets a random raid member. The damage done is split between nearby players, so group up to avoid being one-shot.
- Fabulous Flames Targets a random raid member and breathes fabulous, pink-purple fire at them! Also leaves behind an area of flames; move out of this.
- Deep Breath Valiona flys past one-third of the room and covers it in flames. Call out the location and move from it.
The two major things to watch out for are Fabulous Flames and Engulfing Magic. Fabulous Flames is rather easy to deal with -- just move, but be sure that everyone moves as a group. There may still be a Meteorite flying at someone, and you want as many people to share that damage as you can.
Engulfing Magic is a different animal. It heavily increases your damage, but any damage that you deal is also dealt to those around you as well. Given that you'll have DoTs running on the boss at any given time, your group members are going to start taking damage right away, so you have to move fast. Demonic Teleport is nice, but since the group will be moving around the room, it is unreliable.
If you happen to be affliction, take off Glyph of Soul Swap for this encounter should you be using it. You can use Soul Swap to remove your DoTs from Theralion and prevent your group from taking additional damage while you move into position. Soul Swap is also useful should you have both Engulfing Magic and Twilight Meteorite, which can happen. Should this occur, do not cast anything else; remove your DoTs if you can and just sit with the rest of the group until the Meteorite hits.
Once you are in position after getting Engulfing Magic, you need to refresh any of your DoTs that don't have an auto-refresh mechanic. DoTs do not automatically update with player buffs, only enemy debuffs, so you need to recast your DoTs for them to benefit from the buff. Any DoT that does auto-refresh itself will adjust for the buff on your next refresh.
Note, the reverse is true as well. Once you lose the debuff, your DoTs will not adjust themselves until they are refreshed. Recast your DoTs just before the buff ends, and try to avoid using Fel Flames until they have ticked down a little bit. It isn't worth it for affliction to avoid using Haunt in order to keep Corruption buffed, so don't worry about that factor.
The kill These two phases keep repeating until the dragons die. A few additional tidbits:
- While Valiona is landing, you will usually get hit with another set of Engulf Magic and a Blackout. Those players with EM should remain outside the group while the rest stacks.
- The second time that Valiona takes off, she will often cast Blackout during Dazzling Destruction; be prepared for that, and split into your two groups after it is removed.
- Never try to run through the boss to avoid Devoring Flame. You take more damage the closer you are to the boss and risk taking too much damage to be healed through before making it. Only run through the boss if you are already at the mouth and can make it before the breath starts.
Be sure to tune in next week, when we mop up the rest of this rabble.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
Meta Feb 7th 2011 2:26PM
Not a single mention of Bane of Havoc on the Valiona/Theralion fight?
I am disappoint.
Tyler Caraway Feb 7th 2011 10:04PM
I suppose I should, but I feel that one is rather a given. :P
Andeleisha Feb 7th 2011 2:40PM
Okay I can't believe you are advocating for unglyphing Soul Swap on V&T! Yes, helping to avoid raid damage is helpful, but the DPS potential offered by this glyph is too enormous to be passed up! I'd much rather be quicker on my feet than lose so much damage.
Take a look at the top logs from Affliction warlocks on this fight. They do obscene damage primarily through the use of Soul Swap. Here is a link to the top Affliction logs on 25H: http://worldoflogs.com/rankings/players/Bastion_of_Twilight/Valiona_&_Theralion/25H/Affliction_Warlock/ If you click through to the point where you can see the number of Soul Swap casts, you'll see that they essentially cast it on cooldown.
Andeleisha Feb 7th 2011 2:41PM
It's also worth mentioning that Bane of Havoc currently double-dips from the 8% spell damage modifier, so make sure you put curse of elements on both targets.
Twill Feb 7th 2011 4:37PM
He advocates it for the healers. So your DoTs don't explode on everyone near you.
It is a DPS loss, but only for a few seconds of applying the DoTs on the other dragon
Andeleisha Feb 7th 2011 4:57PM
@ Twill
He is advocating unglyphing Soul Swap so that Soul Swap removes all your DoTs from the target. The intention is, as he says, to stop your DoTs from ticking and keep you from exploding and doing damage to those around you.
However, removing the glyph is a good deal more than a few seconds of DPS. The glyph makes it so that Soul Swap does not remove your DoTs from your target, but instead "copies" them. By Soul Swapping from one dragon to another, you spend two global cooldowns, but apply three DoTs, including Unstable Affliction, which has a cast time. You can use Soul Swap in this way throughout the entire fight, as both dragons will be in range, and almost double your damage. Unglyphing Soul Swap is HUGE DPS loss.
In addition, as later commenter noted, if your raid needs you to unglyph this to avoid wiping, you are doing something wrong.
One strategy many groups have adopted that avoids the problem of Engulfing Magic is to have melee stack on Theralion, while ranged and healers follow in a semi-circle, all ten yards apart from each other. They must be vigilant and move into the melee group when they are targeted with Twilight Meteorite to share the damage and avoid dying, but it removes Engulfing Magic as a threat entirely. As warlocks aren't the only class that has problems with this mechanic (and some, like Resto druids, have it much worse) this would certainly be my preferred strategy, which has the added benefit of allowing you to DoT up everything in sight :)
unfixed Feb 7th 2011 6:43PM
stupid question perhaps, but how do you click through to see spells used etc?
Tyler Caraway Feb 7th 2011 10:03PM
I agree that it is a DPS loss, and running probably isn't ideal; however DPS is never going to be your issue on this encounter.
On one hand, you can say that if you exploding in the raid with DoTs is causing people to die, then your raid fails.
On the other hand, you can say that if you cannot kill the boss fast enough, then your raid fails.
DPS is not a single player's job, there are plenty of those within the raid that can make up for the difference between not using Glyphed Soul Swap and using it. In an ideal situation, it would be used in order to maximize DPS -- because as a DPS, this is your job. However if you are having a healing issue, and most every issue in this encounter is a healing issue, then preventing what damage you can is worth far more than the moderate hit to damage that you take.
Affliction's single target damage is not that terrible, they do not need to use GSS in order to keep DoTs running on both bosses in order to deal a viable enough level of DPS that they are worth bringing to the encounter. Using GSS to maximize your damage is merely icing on the cake. If your guild is struggling to learn and down the encounter, then doing that little bit more to increase your damage is not going to help you down the boss; however doing something which can prevent raid damage will.
That phase of the encounter is fairly healing intensive, and you can have a lot of mechanics hit at the same time. Meteorite may not be bad, having your DoTs running during Engulfing Magic may not be bad, but having both hit at the same time can cause people to die. The same with being hit with Engulfing and Fabulous Flames at the same time. You can also have Meteorite and Engulfing at the same time -- what are you going to do then? Your only option at that point is to die; or have your healers blow their cooldowns in order to rescue the raid from taking the absurd amounts of damage that you'll be hitting everyone with (and even that may or may not work due to the spiky nature of Meteorite damage.)
Due to the amount of AoE damage that has the potential to do out, finding ways to reduce this damage is far more vital to actually killing the boss than increasing your damage by a fairly moderate amount.
Bobby Feb 7th 2011 10:27PM
Are you really trying to say that limiting your dps is a GOOD idea? The whole point to pushing dps is to actually complete hard modes properly. Advocating dropping dps because you're not smart enough to move when you have a debuff means you shouldn't be trying to push current content. Also, don't make excuses saying "It'll make the healers lives easier" blah blah blah. How to make a healers life easy on double dragon: Get the hell out of the raid when you have the caster debuff exploding on everyone.
Andeleisha Feb 8th 2011 6:32AM
@Tyler
Forgoing one of your most effective tools because you are doing "enough" DPS is simply nonsensical. The use of Soul Swap on this fight is an amazing mechanic only available to warlocks and while I think no one will disagree with you that blowing up the raid is bad, the situation simply does not warrant passing up this opportunity. Would it be bad if we had the terrible misfortune to be targeted with Engulfic Magic and Twilight Meteorite? Sure. But Resto Druids and Shadow Priests would be in the same situation, and the raid would deal with it. It's not THAT bad.
I'd also say that if your raid really IS wiping to you getting targeted to both of these things at once, I mean, I'd have something to say to your healers, but it probably would be better to just spec Destruction. A lot less DoT damage, great single target, Bane of Havoc is awesome, and really less of a headache all around.
(Target switching the two dragons every soul swap cooldown is unbelievably annoying.)
I feel like you are speaking very logically, but you haven't actually played as a warlock on any of these encounters in a real life raid situation. Later in the comments you argue about the use of AoE and DPS prioritization on Halfus, and you are just wrong. Are the dragons secondary targets? Yes. Does Destruction have shitty AoE? Yes. But if you think that you would ever be ALLOWED to ignore them based on either of those criteria, you have just never done this fight with your tank calling out interrupts and your healers screaming for mana and your raid leader yelling at you wondering why the dragon isnt dead YET. If you know your raid can handle it for you to stay on Halfus full time, go for it, but this early in the expansion we have to put the DPS where it is needed even when it isn't ideal for us. And I have yet to kill Halfus when my Raid Leader was happy with the speed at which the drakes died. Deal with it. Sure you are going to less DPS because your AoE sucks but it is better for the raid if the adds die faster and you have to do it.
In addition, while Bane can be an amazing tool here, this is another situation where I think Affliction is probably the better spec due to Soul Swap. It is a lot easier to justify to your raid leader the loss of a few GCDs on a slow dying dragon for big return on Halfus, and man, Soul Burn Seed of Corruption + Jinx is great.
@Unfixed
I'm not an expert at World of Logs, its a really really confusing place but when you can make it do what you want it to, it is great.
There are two ways you can click through to see Soul Swap casts. I am using the first US parse to avoid language barriers.
You can Analyze/Damage Done/[Warlocks name]/Damage by Spell
http://worldoflogs.com/reports/7ayna5n5clmom8nl/details/31/?s=0&e=500
which shows you the total amount of spell damage done by the warlock, the number of times they cast certain spells and how much they hit/ticked for.
OR you can Analyze/Damage Done/Damage Done + By Spell + Source = [Warlocks name] + Target [Pick a Dragon]
http://www.worldoflogs.com/reports/7ayna5n5clmom8nl/analyze/dd/spell/?source=31&s=0&e=500&target=18
This shows a graph of the fight and shows you how much damage each spell was doing at a particular time. It is really easy to see where Soul Swap was used, it isn't always this spell.
Also, disclaimer: there are probably better/more efficient/less confusing ways of seeing the information you want, but that was how I did it.
Tyler Caraway Feb 8th 2011 10:53AM
I have not done than as a warlock, obviously, however I have done them and I do know the things that have caused us to end in a wipe.
No matter how fast I move, when I have a Solar Eclipse running (thus both Sunfire and Insect Swarm dealing very high damage, and I keep both dragons DoTed constantly) and Starfall ticking off all at the same time and I get Engulfing Magic -- people will die. The damage that I am able to deal to a raid via merely uncontrollable DoT ticks is rather absurd, and our healers simply cannot keep up with that.
For this reason, I watch my Engulfing Magic timers, I won't re-apply my DoTs if it's coming up within around 5 seconds, I won't use Starfall either, and if I do get it, I remove Starfall immediately as I run out. All of these things reduce my personal DPS; yet it saves my raid quite a significant amount of damage.
When dealing with a mechanic such as this, you do have to think about it logically and not in terms of personal damage output. Is using the Glyph of Soul Swap a DPS increase? Yes. Should it be used? Potentially no. The gain here is merely one of personal standing on the meters; which, although I like to shoot for the highest possible position, I regard as secondary to actually downing a boss.
Is the situation going to be that your raid is in grave danger should you use GSS? Probably not, but the potential exists. You have additional DoTs running, you have no method of controlling said DoTs, and you cannot control additional sources of raid damage.
If myself, as a balance druid, and an affliction warlock both get Engulfing Magic -- it's going to strain our healers. Same goes for any combination of heavy DoT/HoT specs. Toss in a Fabulous Flames or Meteorite landing within the same short time span, and there's a very large potential for people to die.
The damage increase from using GSS is significant enough to warrant using it, I concede that point; however almost never is damage actually going to be the reason that players wipe on this encounter. That is why I argue that choosing to lower your damage potential slightly in favor of increasing survivability chances is the better option. Were this a DPS race encounter where the damage you dealt had a more significant impact on whether or not your raid wiped; then I would lean more towards increasing damage. That isn't the case with this encounter.
I would also not agree with your assertion on Halfus. Clearly there are guilds that allow multiple players to sit on Halfus for the entire encounter, otherwise we wouldn't see the damage parses that we do from many of them. Given that the evidence suggests that a destruction warlock would yield higher DPS via using BoH on an add and DPSing Halfus; I do not see how healer mana even comes into the issue.
Healer mana is constrained by the encounter length as a whole, not merely the first minute; Halfus will have to die eventually, and if using this method yields a player their highest DPS potential, then why not? There are two methods for doing Halfus: releasing the drakes one at a time, or two upfront, and then one.
When you do two upfront, you should be using Bloodlust right at the start. In a 25-man raid, having one person putting out more DPS on Halfus than on the add won't make that significant of a difference in how quickly they die. I could see an arguement for using BoH on one add while killing another add at the start -- especially in a 10-man group -- yet this contradicts your previous statement.
It is okay to potentially increase raid damage in order to increase your personal DPS on T/V, but it isn't okay to increase personal DPS at the potential cost of additional raid damage on Halfus. Why? The drakes will die either way, your DPS will increase; so why shouldn't it be done?
It again comes down to risk/reward. How much longer with an add live if you use BoH on the add and DPS Halfus instead? How much will that increase tank/raid damage? It's all a balancing act; I contend that the scales in this encounter tip towards increasing damage because Halfus -is- a DPS race of an encounter whereas T/V is not.
Bobby Feb 8th 2011 11:44AM
I'm really not understanding why you find it so important to cut your damage for the debuff. It LITERALLY takes a maximum time of 2 seconds to (first) react and then get max distance needed to not damage people. We have a resto druid in our raid that keep's most of the raid HOTed at all times and we rarely (if ever) have an issue with people taking any serious damage from it, let alone be killed. The only reason this debuff could be a slight problem is if:
A. You have ping over 600ms
B. You have a brain with a ping higher than 5s
So, if you think you're being very competent by stopping all your damage for 5-10 seconds, you're actually making it worse on healers mana because you keep extending the fight. Suggesting all dps to stop for this trivial debuff is rather idiotic.
Andeleisha Feb 8th 2011 11:48AM
If the drake being alive did not affect healer mana, we would simply release them and not bother killing them at all. You seem to be contending that at their worst, the dragons merely need to die before Halfus hits 50% and begins really driving us crazy with stuns. If the dragons were this unimportant, then everyone would do what you are advocating warlocks should do: essentially let the dragon die to splash damage. I am just not seeing how this is possible. Killing the dragons is the hump to get over. Especially when you have something like Malevolent Strikes that require your tanks to taunt back and forth, having a second dragon to deal with is extremely trying for tanks and healers both. And, while healer mana can be used at any point during the fight and getting Halfus to die quicker is in everyone's best interest, mana does not deplete in a linear fashion. The fact of the matter is that more damage is going out when there are more drakes alive. They will be using more mana per second at that point than at any other time, and since they can only cast so many heals per second, you want to reduce the time spent in a phase where RNG will wipe you. Once the dragons are dead, mana recovery is much easier and there is a good deal less raid damage.
And finally, I will concede that if you are having that much trouble dying to Engulfing Magic, don't use Glyph of Soul Swap. I think if you can't use the glyph, you shouldn't bother playing Affliction because Destruction gives yields higher single target damage anyway and is much easier to maintain during movement heavy fights. I will say however, that I am shocked you have so many problems with Engulfing Magic. In early weeks, our Resto Druid was often slow to move and did a good deal of damage to the raid before he got out of range, but he never wiped us, even in Tree Form. We eventually adjusted our strategy, which made the entire phase much less prone to spike damage -- provided everyone was paying attention to the meteor. I think what I am saying is that removing the Glyph of Soul Swap is really the least ideal way to deal with the mechanic, and you lose a lot more than you gain.
Phandeth Feb 7th 2011 2:42PM
As Destro, I always pop Nether Ward as I try to scramble out of Devoring Flame. I suppose since it's shadow damage, non-Destro's can pop Shadow Ward too.
Gorth Feb 7th 2011 3:08PM
Mrhm- I actually think that you should switch to adds and keep Bane of Havoc on Halfus- the adds need to die ASAP (the whelps are easiest, honestly- pop rain of fire and maybe an engineering bolt gun, but honestly, whatevs) and the sooner that happens, the better. Due to Dragon's Vengeance, you'll still meet the Enrage timer even if you swap to adds. *shrug*
Tyler Caraway Feb 7th 2011 10:29PM
The adds are secondary in nature on the Halfus encounter. Killing them reduces the healing strain, but it doesn't provide you any tangible benefits beyond that; which is why you never kill the third drake.
Dragon's Vengeance is applied as soon as you release a dragon, not when it dies, therefore Halfus will take increased damage the moment that you release one. I do not know if Bane of Havoc dips from Dragon's Vengeance if it is placed on Halfus, and I coudl not find anywhere which mentioned the mechanic nature of the spell to theorize if it would. This is why I asked for clarification on the matter.
However -- if BoH doesn't benefit from DV when placed on Halfus, then there is really no reason at all to put it on him and then DPS the add. In this situation, you could either deal 150/200/250% damage to Halfus, and 15% of that to a dragon, or you could deal 100% damage to a dragon and 15% of that to Halfus.
In essence, say you have two dragon's released, causing Halfus to take 200% damage. Your Conflag would normally hit for 100,000 (because I like round, easy numbers.) Hitting Halfus with Conflag would deal 200,000 damage and then 30,000 to the dragon; for a total of 230,000 damage done.
If BoH -does- benefit from DV when placed on Halfus, then, yes, by all means DPS the dragon (the damage would be the same either way.)
Whichever you choose is rather irrelevant though. So long as two dragon's die before 50%, then your raid is not in any danger whatsoever. The only reason that burning an add down faster might matter would be to get the third dragon released for their debuff on the encounter; which generally won't make much of a difference regardless.
Your third dragon is almost always going to be either Slate or Nether (the only time it won't be either of those two is when you have Time, Whelps, and Storm, in which case the third would be Whelps.) Slate is a fairly insignificant reduction in incoming tank damage; not to mention unpredictable. While beneficial, not having it out for a few seconds longer isn't going to cause a wipe -- and if it does, then you have mechanical/gear issues which you switching off of Halfus will not solve.
The dragons themselves will fall rather quickly; more so if you use Bloodlust to kill them. Whether or not BoH benefits from DV is rather moot; there's still little actually gained from DPSing the dragon directly when you can deal significant enough damage to it via BoH. And if BoH doesn't benefit from DV, then there is no reason not to DPS Halfus.
The only set up in which I would agree that being on the dragons as Destruction is worth the gain would be on Time/Slate/Nether or Storm/Slate/Nether and that's only because the Slate/Nether combination is the only one in which the Halfus tank should be taking significant enough damage to warrant it being an issue.
Jestin Feb 7th 2011 3:30PM
"Blizzard's new trick mechanic of the expansion. It's the same as the breath from the dragon on heroic Drahga Shadowdurner."
That's because it's the same dragon from Drahga Shadowburner :)
Chokaa Feb 7th 2011 4:09PM
Who has two thumbs and feels like a noob?
Chokaa Feb 7th 2011 4:11PM
Rest of comment got ate
This Guy!
I can't beleive I never noticed that before! Thanks for pointing that out!
wow Feb 7th 2011 3:56PM
Halfus, if you want to cause your healers more trouble then its perfectly acceptable to DPS halfus and bane the adds, but I would advise against it.
There are 2 times that your group is most likely to wipe on halfus, when the drakes are up, and during furious roar. You as DPS have control over one of those, you SHOULD be using that control to minimize the time the the drakes are up.
My personal suggestion would be to bane of havoc halfus, and roll DoTs on all 3 drakes for some fairly insane damage, if your having trouble put havoc on another drake.
If you need to unglyph soulswap to avoid killing your raid with engulfing magic your doing it wrong. I'm also fairly certain the game won't target someone with twilight meteorite AND engulfing magic.