One thing that can help a little bit is the addon "Shaoffearassist" It will put up an extra window during Sha that will divide the add platform that you are on into a pie chart, and will display where the dread shots will be for a while, showing "safe zones". Should be helpful to avoid extra dmg and getting feared. BUT, thats only part of it. We need to do a better job of getting orbs. Based on vids and forums posts, having 1-2 dedicated ppl deal with orbs isnt efficient enough, as we experienced last night. Even if you divide up the room in 1/2, because if we get that unlucky spawn, and both ppl are on the other side of the platform, we stand a good chance of getting feared and not getting to the orb and boom he can get 5-15% healed pretty quick. SO, we will divide the platform into quadrants.
Bear with me, the graphic isnt quite how I would like it.
E is the entrance/spawn point of where we will appear when we are transported. Tanks will primarily worry about the orbs on the circle where the crossbowman is, and any in the "immediate" vicinity of his circle. The 3 dps and healers will worry about the other 4 quadrants. "But Mehguy, if DPS are running around to orbs, we lose DPS". No... you wont, not enough to worry about. If you stay to your quadrant and help out, we will ensure no orbs get to him. We lost several attempts to him absorbing orbs and getting 5% of his health back EACH time. We cant afford that. You losing 1 cast, or maybe 2 isnt near as important as absorbing the orb. Again, each orb heals him for 5%, or 715,000 health. If you can justifiably let an orb go that is 5 yards away from you AND deal out that extra 715,000 dmg in the 1-2 casts it would take you to just absorb it, then by all means, prove me wrong. Otherwise, as they say in the military, "shut up and color" and pick up the orbs. When we do this, Ive seen it recommended to have the healer stay at the spawn so they can heal at the start... but realistically there isnt THAT much dmg at the start, so I would suggest the healer run straight through to the back area. Then have a dps stay put at the spawn, and 1 go left, and 1 right. When it comes to Death Blossom, tanks will need to use CDs to gather up orbs during it, as it is the most likely place he will gain health back. S.priest dispersion should work, and Elapsed can bubble himself or a dps to help, so we can keep dps on boss during that point while gathering orbs. We will lose DPS during blossom, but its imperitive we dont lose ALL of it, and that we get all the orbs still. Note that Death Blossom is straight physical dmg, if that helps you plan any of your dmg reductions for that part.
As for adds on the main platform with Sha, Ive seen a couple methods, but I think the one I'm recommending should help the most. Lets say grp 1 gets the cackle and gets sent to the left platform. At this point the remaining 3 DPS will ONLY worry about adds on the RIGHT side. If those adds are dead, just dps the boss. Reason for this is, once the group comes back from their platform, they will spawn on the same side as the platform they were sent to. So by the time they get back they will have 2-3 adds right in front of them, they will be immune to fear and (yes I checked) the damage from the breath, they will also have the extra dmg buff. So they can nuke down those adds really quick and can get back on the boss. Same will go if the group gets sent to the right platform. Remaining DPS with Sha will then worry about the adds on the left side and when cackle group comes back, finish off adds on the right side. Take note, your "Fearless" buff will ONLY last long enough for you stay out for ONE Breath of Fear. Even if you spawn right before he casts a breath of fear, it will not last for a 2nd one because its on a 30 second timer and "Fearless" is 30 seconds long.
The tricky part to this will be if a group gets sent to the platform behind Sha. If you look at a map, the platform is still slightly on the "left" side. So I'm inclined to have the DPS deal with adds on the right side still, if cackle group gets sent to the back platform. We can also play that by ear.
Blow heroism at the start, and then once he hits 20%. Preferably when a group comes back from the cackle platform so they have hero AND the extra dmg buff. Also, once we hit 20% ignore all adds and just burn.
After reviewing the "best attempt" vid that Plum posted, the add on the platform that he, elapsed, zerg, aeolyn and myself got sent to was healed 5 times overall (compared to the 3 I counted during the actual attempt). thats 25% health. Heals came at 42.5%, 38%, and then 3 at/after 5-6% during death blossom. Needless to say, had we gotten those 2 first orbs, he wouldve been dead right when death blossom started. Not going to say that it will be like that EVERY time. But orbs must be absorbed. If we can consistenly get to that point with no orbs absorbed he could be dead/at death right when death blossom is cast and we can just ignore it and kill him.
I like the notion of doing the lion's share of the add killing on one side so that the returning Cackles can get the other side.
I'd like to add to that.
Let us put the Warlock gate way out on one side beyond the adds. That way we don't have to waste time running out (and back) behind the shielding from the middle. I was pondering using Disengage to help my travel time, but that would only apply to myself. The gateway could seriously help get into the appropriate position to kill the shit out of some adds.
I dare say that if we can kill the adds effectively enough; the Fearless buff uptime could / should be used to damage the boss itself. That is something we would have to evalute after doing a few pulls, though, and seeing how the adds are going. It seems to me like killing the adds and the pagoda sequence are the hard parts of the fight, though. So I'm not sure how viable that use of Fearless would actually be.
The enrage timer on this boss is absurd. We have time to heroism twice with time to spare if the fight drags on.
One other thing to consider. I could potentially remove my Stampede glyph and save it for the pagoda panda. Through proper manipulation of my stable, I can stack the odds in favor of causing Stampede to deploy temporary pets that would inflict valuable debuffs on the panda. Like +magic and physical damage taken. Potentially very helpful since we will never know who is going to get cackled and which debuffs are coming with us.
Thats kind of the point with leaving people who are coming back with the fearless debuff to handle adds on their respective side. The buff lasts 30 seconds.. and hopefully you wont have too many adds to clean up. And the remainder of the buff be used for the boss.
Since Death blossom is physical the same time I bubble it I can BoP one or two dps (preferably just one so we can save that trick again for the next platform I'm on) and they can dps through it.
It isnt going to be drastically different. It just adds a soft enrage to the fight pretty much.
Kill Regail first (lightning, Asani (water) next then Kaolan last.
2 main things with Kaolan last, is ranged/healers wont get the buff from destroying corrupted water anymore. And he will drop a large circle on the ground where he is standing every 40 seconds. These "expel corruption" circles never go away and deal massive dmg if you are in them. Hence giving it a soft enrage. Video pretty much shows how we will be doing it... will keep corruption circles in a small-ish pile until Asani is dead, once he is dead, we will move Kaolan back towards the outside of the room to give us more room to drop the 'corrupted' circles and then when he drops the big expel circle, there is more play room for ranged to be able to move around. Just max range the boss as much as possible so you dont risk getting in that expel circle, push everything and we will win.. I really dont think this will take too long.
It looks like if we want this one we'll need everyone over 80k to pull it off. Seems like they had about 3.5 mins left when they killed Asani and moved onto Kaolan
Have some decent storms
Luminaire — Tue, 01/29/2013 - 20:27Have some decent storms coming to my area and have lost internet. Hoping it comes back by raid time.
PMS - Sha of Fear
Mehguy — Tue, 01/29/2013 - 13:07Couple of things to try. Should help us a bunch.
One thing that can help a little bit is the addon "Shaoffearassist" It will put up an extra window during Sha that will divide the add platform that you are on into a pie chart, and will display where the dread shots will be for a while, showing "safe zones". Should be helpful to avoid extra dmg and getting feared. BUT, thats only part of it. We need to do a better job of getting orbs. Based on vids and forums posts, having 1-2 dedicated ppl deal with orbs isnt efficient enough, as we experienced last night. Even if you divide up the room in 1/2, because if we get that unlucky spawn, and both ppl are on the other side of the platform, we stand a good chance of getting feared and not getting to the orb and boom he can get 5-15% healed pretty quick. SO, we will divide the platform into quadrants.
E is the entrance/spawn point of where we will appear when we are transported. Tanks will primarily worry about the orbs on the circle where the crossbowman is, and any in the "immediate" vicinity of his circle. The 3 dps and healers will worry about the other 4 quadrants. "But Mehguy, if DPS are running around to orbs, we lose DPS". No... you wont, not enough to worry about. If you stay to your quadrant and help out, we will ensure no orbs get to him. We lost several attempts to him absorbing orbs and getting 5% of his health back EACH time. We cant afford that. You losing 1 cast, or maybe 2 isnt near as important as absorbing the orb. Again, each orb heals him for 5%, or 715,000 health. If you can justifiably let an orb go that is 5 yards away from you AND deal out that extra 715,000 dmg in the 1-2 casts it would take you to just absorb it, then by all means, prove me wrong. Otherwise, as they say in the military, "shut up and color" and pick up the orbs. When we do this, Ive seen it recommended to have the healer stay at the spawn so they can heal at the start... but realistically there isnt THAT much dmg at the start, so I would suggest the healer run straight through to the back area. Then have a dps stay put at the spawn, and 1 go left, and 1 right. When it comes to Death Blossom, tanks will need to use CDs to gather up orbs during it, as it is the most likely place he will gain health back. S.priest dispersion should work, and Elapsed can bubble himself or a dps to help, so we can keep dps on boss during that point while gathering orbs. We will lose DPS during blossom, but its imperitive we dont lose ALL of it, and that we get all the orbs still. Note that Death Blossom is straight physical dmg, if that helps you plan any of your dmg reductions for that part.
As for adds on the main platform with Sha, Ive seen a couple methods, but I think the one I'm recommending should help the most. Lets say grp 1 gets the cackle and gets sent to the left platform. At this point the remaining 3 DPS will ONLY worry about adds on the RIGHT side. If those adds are dead, just dps the boss. Reason for this is, once the group comes back from their platform, they will spawn on the same side as the platform they were sent to. So by the time they get back they will have 2-3 adds right in front of them, they will be immune to fear and (yes I checked) the damage from the breath, they will also have the extra dmg buff. So they can nuke down those adds really quick and can get back on the boss. Same will go if the group gets sent to the right platform. Remaining DPS with Sha will then worry about the adds on the left side and when cackle group comes back, finish off adds on the right side. Take note, your "Fearless" buff will ONLY last long enough for you stay out for ONE Breath of Fear. Even if you spawn right before he casts a breath of fear, it will not last for a 2nd one because its on a 30 second timer and "Fearless" is 30 seconds long.
The tricky part to this will be if a group gets sent to the platform behind Sha. If you look at a map, the platform is still slightly on the "left" side. So I'm inclined to have the DPS deal with adds on the right side still, if cackle group gets sent to the back platform. We can also play that by ear.
Blow heroism at the start, and then once he hits 20%. Preferably when a group comes back from the cackle platform so they have hero AND the extra dmg buff. Also, once we hit 20% ignore all adds and just burn.
TLDR? Too bad, go back and read it.
PMS - Sha of Fear 2
Mehguy — Tue, 01/29/2013 - 13:30After reviewing the "best attempt" vid that Plum posted, the add on the platform that he, elapsed, zerg, aeolyn and myself got sent to was healed 5 times overall (compared to the 3 I counted during the actual attempt). thats 25% health. Heals came at 42.5%, 38%, and then 3 at/after 5-6% during death blossom. Needless to say, had we gotten those 2 first orbs, he wouldve been dead right when death blossom started. Not going to say that it will be like that EVERY time. But orbs must be absorbed. If we can consistenly get to that point with no orbs absorbed he could be dead/at death right when death blossom is cast and we can just ignore it and kill him.
Sha of Fear thoughts
Aeolyn — Tue, 01/29/2013 - 14:33I like the notion of doing the lion's share of the add killing on one side so that the returning Cackles can get the other side.
I'd like to add to that.
Let us put the Warlock gate way out on one side beyond the adds. That way we don't have to waste time running out (and back) behind the shielding from the middle. I was pondering using Disengage to help my travel time, but that would only apply to myself. The gateway could seriously help get into the appropriate position to kill the shit out of some adds.
I dare say that if we can kill the adds effectively enough; the Fearless buff uptime could / should be used to damage the boss itself. That is something we would have to evalute after doing a few pulls, though, and seeing how the adds are going. It seems to me like killing the adds and the pagoda sequence are the hard parts of the fight, though. So I'm not sure how viable that use of Fearless would actually be.
The enrage timer on this boss is absurd. We have time to heroism twice with time to spare if the fight drags on.
One other thing to consider. I could potentially remove my Stampede glyph and save it for the pagoda panda. Through proper manipulation of my stable, I can stack the odds in favor of causing Stampede to deploy temporary pets that would inflict valuable debuffs on the panda. Like +magic and physical damage taken. Potentially very helpful since we will never know who is going to get cackled and which debuffs are coming with us.
Thats kind of the point with
Mehguy — Tue, 01/29/2013 - 15:08Thats kind of the point with leaving people who are coming back with the fearless debuff to handle adds on their respective side. The buff lasts 30 seconds.. and hopefully you wont have too many adds to clean up. And the remainder of the buff be used for the boss.
Since Death blossom is
Elapsed — Tue, 01/29/2013 - 13:24Since Death blossom is physical the same time I bubble it I can BoP one or two dps (preferably just one so we can save that trick again for the next platform I'm on) and they can dps through it.
PMS - Protectors Elite
Mehguy — Tue, 01/29/2013 - 12:33please watch
http://www.youtube.com/watch?v=-ooPIbmdHEg
It isnt going to be drastically different. It just adds a soft enrage to the fight pretty much.
Kill Regail first (lightning, Asani (water) next then Kaolan last.
2 main things with Kaolan last, is ranged/healers wont get the buff from destroying corrupted water anymore. And he will drop a large circle on the ground where he is standing every 40 seconds. These "expel corruption" circles never go away and deal massive dmg if you are in them. Hence giving it a soft enrage. Video pretty much shows how we will be doing it... will keep corruption circles in a small-ish pile until Asani is dead, once he is dead, we will move Kaolan back towards the outside of the room to give us more room to drop the 'corrupted' circles and then when he drops the big expel circle, there is more play room for ranged to be able to move around. Just max range the boss as much as possible so you dont risk getting in that expel circle, push everything and we will win.. I really dont think this will take too long.
It looks like if we want this
Elapsed — Tue, 01/29/2013 - 13:36It looks like if we want this one we'll need everyone over 80k to pull it off. Seems like they had about 3.5 mins left when they killed Asani and moved onto Kaolan