Basically, we want to spread DPS/heals evenly across the four quadrants of the room.
Periodically halondrus will do an earthquake attack that leaves behind 3 - 6 glowy spots on the ground that send out a ball towards halondrus.
Ranged can park themselves in front of a ball or use slight movement to juggle multiple balls if positioning works out. One ball per spawn cycle will be caged (the "soccer ball") and cannot be blocked until tanks zap it with an AoE laser form halondrus.
At 100% energy, halondrus draws us and the balls in until we burn through a damage shield.
Throughout the fight there's a simple split mechanic that echoes--split for the initial hit, then find a safe spot for the echoes, and a spinning laser thingy that you dodge. There is also a DoT that targets DPS that, when dispelled, leaves a puddle that gives ouchie to players but slows balls. DPS should stand in front of a ball and call for dispell.
At 78% and 44% HP, Halondrus moves arenas and we have to deal with the echoing split mechanic and a new knockback attack while staying in front of halondrus and DPSing. If you lag behind or get knocked off, you die. Fight repeats with more balls. Many balls on final phase.
