Raid Composition
The fights within the 10-man version of the Ruby Sanctum require two tanks, two or three healers and five or six damage dealers. Additionally, the Halion fight requires at least two people, ideally the healers, able to remove either curses or magic debuffs. Because of this, paladin and shaman healers should ensure they have placed a talent point in, respectively, Sacred Cleansing and Improved Cleanse Spirit.
Baltharus the Warborn
Raid members other than the tanks should ensure they stay behind Baltharus the Warborn at all times to avoid dying, since he has a cleave ability. Additionally, this boss will periodically use Blade Tempest, a whirlwind-type ability, which players should move away from to avoid taking damage. All players should stay at a distance of more than 12 yards from each other due to Enervating Brand, an ability that reduces the damage dealt by one specific player and all other players within 12 yards of him while increasing the boss' damage dealt by the same amount. Once he reaches 50 percent health, the boss will create a copy of himself. The second tank should pick up this copy as quickly as possible, to avoid him aggroing onto and killing the healers. Damage dealers should continue killing the original copy of the boss, as the second copy will disappear once he dies.
General Zarithrian
General Zarithrian applies a stacking armor-reducing debuff to his tank; once this debuff has reached two or three stacks, the second tank should taunt the boss. He will also occasionally use Intimidating Shout, an unavoidable area of effect stun, and summon Onyx Flamecaller adds. These adds should be picked up by whichever tank is not tanking the boss at that moment and quickly killed by damage dealers.
Saviana Ragefire
Because of Saviana Ragefire's frontal cone breath attack, all raid members except the tanks should ensure they stand behind her rather than in front of her. She also periodically enrages, increasing her attack speed and causing her to inflict periodic fire damage to the entire raid. Druids, rogues and hunters can remove this enrage, although the raid can survive it with enough healing if nobody can remove it. She will also periodically fly up and cast Conflagration on some players. Affected players should move away from others to avoid damaging them; if the tank is targeted by Conflagration, the second tank should taunt Saviana from him.
Halion
Halion is a three-phase fight. Ensure all players run in at the same time when the tank pulls Halion, or some players may be permanently locked outside the fight area by the flame wall that appears a few seconds after Halion is engaged. Halion possesses the two standard dragon abilities, a frontal cone breath attack and a tail swipe. Players other than the tanks should avoid standing in front of him, and no players should stand behind him.
The first phase of this fight is fairly simple, with only two dangerous abilities. Halion will periodically drop a meteor on a random player. The area of the meteor's impact will be shown by a reddish graphic appearing on the ground; once the meteor hits the ground, four flame trails will extend from the impact area to the fire wall surrounding the fight area. Players should move away from both the impact area and the flame trails to avoid dying. Additionally, Halion will periodically cast Fiery Combustion on a random player. This ability deals minor fire damage to the affected player and applies a stacking debuff called Mark of Combustion every time it deals damage. Once Fiery Combustion is removed, a fire patch will appear under the player; the higher the amount of Mark of Combustion stacks on the player, the larger this patch will be. Players affected by Fiery Combustion should immediately run up to the wall surrounding the fight area and away from other players; once they have reached the wall, healers should immediately dispel Fiery Combustion.
The second phase of the fight begins once Halion's health reaches 75 percent. The boss will disappear and leave a portal to the shadow realm in his place. The entire raid, except one of the tanks and one of the healers, should take this portal; the second tank should be the first one to go in, immediately followed by the remaining healers and then by the damage dealers. There are two abilities to deal with in the shadow realm. The first, Soul Consumption, works identically to Fiery Combustion and should be dealt with in exactly the same way. The second ability, Twilight Cutter, is more complex. When entering the shadow realm, you will notice two shadow spheres slowly orbiting the area, positioned at 180 degrees to each other. Halion will periodically energize these spheres; when this happens, a beam will appear between the spheres, dealing damage to all players caught by it. The spheres will continue rotating while this happens, so all players inside the shadow realm will have to continue moving to avoid the beam.
The third phase of the fight begins once Halion's health reaches 50 percent. At this point, a portal to the physical realm appears in the shadow realm. Half of the damage dealers should take this portal and head back outside. In this phase, Halion appears in both the physical realm and the shadow realm. One tank, one healer and three damage dealers have to fight him outside, dealing with exactly the same abilities as phase one, while the remaining raid members have to fight him in the shadow realm, dealing with exactly the same abilities as phase two. Additionally, Halion will gain a corporeality meter, which determines how much damage he deals in each realm. If he takes more damage inside inside the shadow realm than in the physical realm, he will deal more damage in the physical realm and less in the shadow realm, and vice versa. The key to dealing with this phase is to keep the damage balanced in both realms, ensuring the corporeality meter stays as close to 50 percent as possible.
Heroic Difficulty
The heroic difficulty version of the Halion fight presents several differences. Patches left by Fiery Combustion and Soul Consumption will be active in both realms, reducing the amount of space players have available to avoid other abilities. Additionally, there will be four spheres in the shadow realm rather than two, and two Twilight Cutter beams forming a cross.