The Ironsong Tribe

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Portal Keeper Hasabel is a single-phase fight, but she will summon mini-bosses on three occasions, based on her current health.  These mini-bosses will appear on three different platforms, which can be accessed by portals.  Each platform has buffs and debuffs that will help players deal with abilities found on other platforms.

The portals also introduce new adds into the main encounter, which cause the fight to get harder.  

The main format of this fight is that the raid will be divided in two halves.  One half of the raid will remain on the main platform, while a portal team will go through each portal to deal with the mini-boss there.

The main platform team should have one tank, one or two healers, and about half the DPS.  The DPSers should be those with grouping abilities (like death grip), and cleave abilities to handle all the adds.  It should also contain some interrupters.

The platform team should have one tank, one or two healers, and the other half of the DPS.  The DPS should be those with good single-target DPS and interrupts.

Portals

The main platform has three portals that can be entered at any point during the encounter.  There is a red portal, a green portal, and a purple portal, and each takes you to a corresponding platform.  Even though you can go through these portals at any time there is little incentive to do so until the boss spawns a mini-boss on the corresponding platform, which happens at 90%, 60%, and 30% health.

PLATFORM: NEXUS (the main platform)

The tanks should position the boss near the purple portal, leaving the red portal clear for the portal team to enter when she reaches 90%.  The tanks should move Hasabel from one side of the platform to the other with each cast of Collapsing World (more on this below).  Keeping her at the edge also helps force the adds to spawn closer to the boss, as they can only spawn on one side of the room.

Reality Tear (anti-tank attack): Stacking debuff that does damage.  When it expires, it will inflict raid-wide damage based on its number of stacks.  

--> Tanks should swap the boss at every 4 to 5 stacks of Reality Tear.
--> If the portal tank is on a platform, the tank on the main platform may get a lot of stacks of Reality Tear.  This tank may need cooldowns to survive.

Collapsing World:  This spawns a large, 30 yard circle with a portal in the middle which detonates after a few seconds.  Does raid-wide damage, but players caught within the blast radius take additional damage and are knocked back.

--> Tanks will be move the boss from one side of the room to the other with each Collapsing World.

Felstorm Barrage:  Massive green lines on the ground that are 10 yards wide and go the length of the platform.  It does raid-wide damage, but anyone inside the line will take more damage and be knocked back.  

-->  Get out of these.

Catastrophic Implosion:  Cast if no players are on the main platform.  Heavy raid-wide damage and a stacking buff on the boss and mini-bosses.

--> Someone always needs to be on the main platform.

Transport Portal:  These portals summon adds.  New types of adds join the fight after each mini-boss is activated.  The portals remain open for 10 seconds before disappearing.

* Felblaze Imps (after the portal to Toroth has been opened):  They cast Fiery Detonation, which kills the imp and does moderate raid-wide damage and applies a raid-wide debuff that increases damage taken.  This cast can be interrupted!

--> Interrupt these as much as possible.  The can't be tanked.

* Feltouch Skitterer (after the portal to Rancora has been opened):  They cast Acidic Web at random players, which root them in place and do ticking damage.

--> These need to be picked up and tanked.  They are lower priority than the imps but still need to be cleaved down as the roots impair movement.

* Hungering Stalker (after the portal to Nathreza has been opened):  They cast Howling Shadows, which deals modern the damage and interrupts spell casting for 6 seconds.  This cast can be interrupted!

--> Hungering Shadows is the TOP priority for interrupts once the stalkers join the fight.


THE PLATFORMS

PLATFORM: XOROTH (90% health; RED)

At 91-92% the portal team should get closer to the RED portal to be ready for the mini-boss' spawn.  Save DPS cooldowns for this mini-boss.

At 90% health a portal to Platform: Xoroth will open up, and a mini-boss named Vulcanar will arrive through the portal onto the Platform: Xoroth, empowering it until he is defeated by the raid.  Players can access "Platform: Xoroth" using the RED portal on the main platform.

While Vulcan is alive, the portal will dear fire damage every 2 seconds to players on the MAIN platform (ability Empowered Portal: Xoroth).  This damage increases over time.  After he is defeated the damage continues, but it is reduced and does not increase over time.  It goes to the end of the encounter.

Vulcanar's abilities

Flames of Xoroth:  Deals moderate damage and applies a DoT to all players within 10 yards.  Can be interrupted.

-->  Always interrupt Flames of Toroth!

Supernova:  Exploding ground effect.  Marks a 6 yard circle on the floor, which explodes after several seconds.  Everyone caught in it suffers heavy fire damage and is knocked into the air.

--> Avoid these.

Unstable Portal:  Deals heavy raid wide damage and puts a stacking buff on Vulcanar that increases his speed and damage at every stack.  The buff lasts 12 seconds and the cast is uninterruptible.

--> Unclear whether these are interruptible -- interrupt if possible!

Everburning Flames:  This is one of the effects that helps on other platforms!  Here's how it works.  There are FOUR ORBS at the back of the platform.  Touching one applies a DoT.  When it expires, the orb falls to the ground and provides every player within 10 yards with a BUFF called Everburning Light which protects players from Mind Fog (see below).

--> At 34%, a preassigned player should run into the red portal and pick up an orb, then take the debuff through the portal portal within 10 seconds, when the orb will expire and drop to the floor.  This will allow the portal group to see through the Mind Fog when Lord Eligar spawns

-- OR -- 

--> A player can pick up an orb after killing Vulcanar and drop it next to, or inside, the purple portal ahead of time.  It should be placed out of the way so it isn't accidentally picked up by another player.  This will save a little time and DPS.

(Then, at 32%, the portal team will enter the purple portal and engage Lord Eligar.  All players must be within 10 yards of the Everburning Flames in order to be able to target him.)

PLATFORM: RANCORA (60% health; GREEN)

At 62-61% the portal team should head through the green portal.  Have an extra healer in this group.  This portal opens at 60% health.  A mini-boss named Lady Decision spawns on this platform, empowering it until she is defeated.  Players can get to her through the GREEN portal.

While she is alive, the portal will deal Nature damage to every player on the MAIN platform (ability: Empowered Portal: Rancora), which increases over time.  After she dies the raid will continue to suffer this Nature damage, but it will be reduced and does not increase in intensity over time.  This persists until the end of the encounter.

Lady Dacidion's abilities

Felsilk Wrap:  completely webs a player and inflicts damage.  The webbing must be destroyed to free the player.  

--> Break these immediately.  Stack the raid under the min-boss so cleaves can break the wraps.

Poison Essence:  Inflicted on players within 70 yards of the Rancora Platform, dealing 10% of their current health as damage.

--> If killing the mini-boss is taking a long time, healers can let players sit at low health (30-40%) to increase healing efficiency.

Unstable Portal:  Heavy raid-wide damage and buffs the caster with a stacking buff.  Can't be interrupted.

Caustic Slime:  Toughing any of the fel pools on the Rancora platform applies a DoT of the same name.  When Dispelled, it detonates (Caustic Detonation).  There are four slimes at the back of the platform.

--> Avoid the fel pools.

PLATFORM: NATHREZA  (30%, PURPLE)

At 34%, a player should go through the red portal to pick up an orb.  Take that through the purple portal within 10 seconds, when it will expire and drop of the floor.  This will allow the portal group to see through the Mind Fog when the mini-boss spawns.  OR have a player pick one up after killing Vulcanar and place it on the purple platform.  Just place it away from the portal so the portal team doesn't pick it up by accident.

So, the portal to this platform opens at 30% health.  A mini-boss named Lord Eilgar will arrive through the portal, empowering it until he is defeated.  Players can get to his platform using the PURPLE portal.  While he is alive, the portal will deal Shadow damage to players on the main platform AND will reduce their damage done.  This effect stacks.  After he is defeated, we'll continue to suffer Shadow damage, but the damage will be less and it doesn't increase over time, but it does persist until the end of the encounter.

Lord Eilgar

Delusions:  Affects all HEALERS within 35 yards, reducing healing and absorbs by 100%!  2% of max mana is restored every second during this time.  It lasts for 10 minutes or until you are out of range.

--> Use this as a means of regaining Mana, and dispel it when you've reached a comfortable level.

Corrupt:  Stacking debuff that affects players within 20 yards, inflicting moderate damage and increasing all damage taken.

--> Interrupt this!

Unstable Portal:  Deals heavy raid wide fire damage, and buffs the caster's damage and cast speed.  This lasts 12 seconds BUT the cast is interruptible.


MIND FOG

Reduces view distance significantly, and prevents the targeting of enemies.  [It only affects players on the main platform -- unclear?].  Players affected by Everburning Light are UNAFFECTED by Mind Fog.  (In order to get this buff, we will need to enter the red portal, carry one of the Everburning Flames BACK THROUGH to the main platform and through the purple portal -- see above).

Cloying Shadows:  Affects all players on Platform Nathreza, reducing all healing received by 50% for 30 seconds.  Upon expiration it triggers Hungering Gloom, which inflicts moderate shadow damage to all players within 8 yards.  Plus, all healing received is reduced by 100% for 1 minute.

STRATEGY

The tanks should position Hasabel to either side of the room on the pull.  Keep her near the purple portal, leaving the red portal clear for people to enter when she reaches 90%.  Even if a Collapsing World occurs before 90%, the red portal area will be clear.  Thanks should perform a taunt swap every 405 stacks of Reality Tear.

Keeping Hasabel on the edge of the platform can be helpful in forcing adds to swap closer to the boss, as they can only spawn on one side.  Icy Veins recommends tanking Hasabel the edges and moving her from side to side with each cast of Collapsing World.

Ranged DPS and healers:  Keep a loose spread, staying at least 30 yards from the boss, to reduce movement from each Collapsing World and the ensure that Felstorm Barrage is not disruptive.  This presents as large green lines going across the arena -- avoid these.

A portal team should be assigned ahead of time.  It should have as many players as possible without compromising the ability of the players on the main platform to clear the add waves from Transport Portal.  Leave players with grouping abilities (e.g. Death Grip) on the main platform.  The main platform will also need enough interrupts to deal with Fiery Detonation, and later, Howling Shadows.

Recommendation:  send half the DPS through the portal, and one tank and healer.  The best single target DPS should go through the portals, while the strong cleavers should stay on the main platform.

Platform: Xoroth 

At 92-91% the portal team should head through the red portal so they are ready for Vulcanar's spawn.  The team should save their DPS cooldowns for Vulcanar so they can get him down as fast as possible, which greatly reduces raid damage and gets the raid back together as fast as possible.  Always interrupt Flames of Xoroth and Unstable Portal.  Establish a kick order for this.  Avoid Supernovas.

On the main platform, the raid will begin to deal with waves of Felblaze Imps.  Interrupt their casts of Fiery Detonation whenever possible.  Class with grouping, like DKs, are really helpful in stacking the imps up so we can cleave them down.  Imps are higher priority than Hasabel.

Platform: Rancora

At 62-61% the portal team should head through the green portal, ready to engage Lady Decdion.  Send an extra healer with this group.  If the portal group has low DPS, the healers can let players sit at low health (30-40%) to increase healing efficiency as Poison Essense deals damage based on current health. The Felsilk Wraps need to be broken immdiately.  Stack under the mini-boss so cleaves can help break the Wraps.  Avoid the fel pools as Caustic Detonation can be lethal.

On the main platform, Feltouched Skitters will join the imps pouring from the Transport Portals.  Unlike the imps, they have an aggro table and should be picked up and tanked.  They are lower priority than the imps, but still kill them quickly as their Acidic Web can be disruptive during Collapsing World and Felstorm Barrage.

Platform: Nathreza

At 34% health, a preassigned player should run into the red portal and pick up one of the fire orbs (Everburning Flames), then take the debuff through the Purple Portal within 10 seconds, when the orb will expire and drop to the floor.  This will allow the portal group to see through the Mind Fog when Lord Eligar spawns.  In the PTR the raid could just stand on the boss and kill him, but this is probably no longer he case.

Alternatively, a player can pick up an orb after killing Vulcan and drop it next to or inside the purple portal ahead of time.  The orb should be placed out of the way so it is not accidentally picked up by another player.  This is a good trick and saves a little time and DPS.

At 32-31% the portal team should enter the purple portal and engage Lord Eilgar when he spawns.  All players must e within 10 yards of the Everburning Flames in order to be able to target him.  Always interrupt Corrupt.  Delusions will only target Healers -- use this debuff as a means of regaining lost Mana, and dispel it when you've reached a comfortable level.

On the main platform, Hungering Stalkers will join the Imps and Spiders.  These can also be tanked and cleaved down.  Their cast, Howling Shadows, is the highest priority for interrupts.

The Final Burn

When all three portals have been cleared, the entire raid should return to the main platform and burn Hasabel as fast as possible.  Raid damage will be VERY high due to the debuffs as well as three types of adds.

Tank Concerns

The main concern is the damage from Reality Tear stacking very high will the portal group (and other tank) is dealing with a mini-boss.  Cooldowns will be needed after a couple stacks, as the damage ramps up fast.

The tank on the platform will take predictable, sustained damage but should not be taking lethal spikes of damage.

Healing concerns

This fight is a healing check, with constant ticking damage through the entire fight, waves of adds, and unavoidable mechanics.  Periods of highest threat:

* Multiple casts of Fiery Detonation going off in succession
* Taks with high stacks of Reality Tear while the portal group is off the main platform
* When a high stack of Reality Tear expires and tribes a big Bursting Darkness
* The Portal damage when the platforms are activated

Useful tips

* Keep tabs on Hasabel's health so the portal group gets to the platform on time and kills the mini-boss fast
* Felstorm Barrage casts:  they may insta kill players when combined with the ticking damage
* Interrupting casts of the mini bosses, the imps' Fiery Detonations, and the Spiders' Howling Shadows.

Bloodlust

When the portal group returns from defeating Eilgar.
Differences on heroic:

All the numbers are bigger, and there is one mechanics change:  the Felblaze Imps which spawn from the Transport Portal now cast Fiery Detonation:

* Fiery Detonation has an 8 second cast time.  When it goes off it deals a LOT of burst damage to all players (1.2 million) within 100 yards, AND cause all players hit to take 50% more damage from subsequent Fiery Detonations for 6 seconds.

* Fiery Detonation will kill the imp, but the damage it deals to the raid is very dangerous and so Fiery Detonation must be interrupted.

* Note: the Imps don't all spawn at once, they spawn over the course of 10 seconds, so the Fiery Detonations are staggered.  

Strategy to deal with the imps

The Imps' Fiery Detonations MUST be interrupted.  We need stuns, interrupts and CC here.  The imps have priority over Hasabel.

Strategy ideas:

* Positioning:  keep the boss at the edge of the platform, facing the edge.  This forces the adds to spawn nearby / underneath the boss, which helps with keeping them grouped up and with cleaves/AoE.

Gorefiend's Grasp:  the imps can all be affected by mass yanks like Gorefiends' Grasp (Death Grip is good here too, though it only affects one imp).  One strategy is to have a DK spec for Gorefiend's Frasp, yank the imps together, which will interrupt them, then we can AoE / cleave / interrupt them more before they get another cast off.

* If you have them, consider speccing for AoE stuns.

* Use whatever stuns, interrupts, and CC you have.  Melee as well as ranged need to do this too -- leave the boss and interrupt, stun, and kill the imps.

* We can survive one, or perhaps two, detonations, but not much more than that.