[10H] Sha of Fear

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[10H] Sha of Fear

Postby Galiks » Thu Jan 03, 2013 2:38 pm

I'm just going to ignore phase 1, but any comments are welcome - this isn't a problem though.

Firstly, 2 or 3 heal?

Positioning and Pure Light Handling: While 2 healing, my healers seem to believe that most of the raid should be situated behind the boss, with themselves positioned on the left and right side of the boss and tossing the ball back and forth only between themselves. This seems risky to me with only leaving two people in the rotation, and those only two people are the only two healers which could get rough later in the fight when damage picks up.

Submerge and Waterspout: is it as simple as it seems? Run away from bad stuff under you? I assume for Submerge that everyone spreads and just doesn't stop moving, and Waterspout you intricately weave backwards away from the raid.

Huddle in Terror: Is it worthwhile to break this as much as possible with Pure Light, or should it just be healed through? I picked up Hand of Purity to help with it.

Upon Entering the Dread Expanse: Should all DPS cooldowns and potions be popped immediately here along with Bloodlust? I believe someone mentioned you are removed from combat initially to sneak a potion off - is this true? If not here, when should the DPS CDs be utilized?

Thanks fellaz
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Re: [10H] Sha of Fear

Postby Kishandra » Fri Jan 04, 2013 4:07 pm

We 4 healed 25 - 2 healing should be fine.

When you are ported into the dread expanse, the game gives ~2 seconds for everyone to fully load, then resets (most) cooldowns. Debuffs remain. Potions cannot be re-used. Generally the best strategy is to spam your dps cooldowns the instant your screen loads, with the exception of heroism.

Huddle in terror - for the first few huddles, it's worth it to break by tossing the ball around. By the time you have 4-5 dread spawns though, the raid is taking significantly more damage from ball passing than just allowing the huddles to tick out and actually has a higher chance to gib the huddle(s) not being passed to (passing the ball procs dread spines if it wasn't apparent.)

Submerge/shockwave - extremely easy to avoid, I have no idea why they keep adding kiddie mechanics in. But yeah, they are basically short breaks in the fight. Waterspout on the other hand is slightly more complicated, you just have to have people continuously moving while waterspout is being cast, and preferably not into the just-vacated-space of someone else.

Add management - it's fairly risky getting only 2 people to do it. If you end up in a situation where adds are split up enough, the healers may have to pass very rapidly to each other and end up with unhealable spine damage. I would suggest at least 3 ball passers - this way even if the adds are initially slightly split apart, they gradually get clumped up as they follow the ball in a circular pattern.

Take a feral druid. Or five.

Good luck.
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Re: [10H] Sha of Fear

Postby Rhiannon » Sat Jan 05, 2013 3:58 am

I assume the feral druid comment is regarding the ursol's vortex bug? It boggles my mind that blizz haven't hotfixed that after it being reported over a month ago.

Edit: I say that, and then check some druid forums and see that it's finally hotfixed as of yesterday.
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Re: [10H] Sha of Fear

Postby Kitmajere » Sat Jan 05, 2013 11:30 pm

Definitely 2 heal. We alternated spirit shell and either ancestral guidance or devo aura (depending on who got huddle) for the huddle in terrors.
For 10 man we passed the ball to clear all huddles. Ball passing was almost entirely handled by the healers in the pattern you indicated (getting the mobs to go through the boss is a huge up for boss dps/any cleave you have). An occasional emergency pass would go to a tank, and for waves of 5+ adds the ball would end up on a melee in the center of the group after huddle so that the adds could group up effectively. Learning how to pass so that adds are grouped up and going through the boss is the biggest thing to learn about the phase.
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Re: [10H] Sha of Fear

Postby Kishandra » Mon Jan 07, 2013 5:37 pm

The feral druid comment was merely because I felt ferals are very strong for phase 2 - I was consistently getting ~160-170k dps in phase 2, easily 10-15% higher than the next highest dps in our 25m raid.

Here's some advice for ball passing: take some time to find a spot in the dread expanse that is more or less equidistant from all add spawn areas. This way you have adds converge into a tight ring right before you toss the ball, which makes keeping them grouped up a lot simpler.
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Re: [10H] Sha of Fear

Postby Galiks » Tue Jan 08, 2013 2:11 am

Kishandra wrote:The feral druid comment was merely because I felt ferals are very strong for phase 2 - I was consistently getting ~160-170k dps in phase 2, easily 10-15% higher than the next highest dps in our 25m raid.

Here's some advice for ball passing: take some time to find a spot in the dread expanse that is more or less equidistant from all add spawn areas. This way you have adds converge into a tight ring right before you toss the ball, which makes keeping them grouped up a lot simpler.


Is there any easy way to decipher that location, or is it trial-by-error as you go? Do you get spawned upon teleporting in at the center?
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Re: [10H] Sha of Fear

Postby Kishandra » Tue Jan 08, 2013 12:38 pm

Trial and error. I always sprint after the boss so I'm not sure if you get spawned in the middle, but our first pull on Sha is always a wipe - we get our 15% buff for phase 1 & then spend 3-4 minutes narrowing down where the convergence spot is. I'm fairly sure it's not directly on top of spawn - our ball passers couldn't possibly be stupid enough to not realize that, could they?
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Re: [10H] Sha of Fear

Postby Kitmajere » Tue Jan 08, 2013 6:37 pm

When you spawn in the room you can see a circle on the minimap, and we tank Sha in the center of that, which seems to be the add converge spot. It's very close to where you enter the room.

Early/unequal slows (such as accidental ones from the tanks) can really fuck with adds converging, so do watch that as you get to 4-5+ adds.
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Re: [10H] Sha of Fear

Postby Galiks » Fri Jan 11, 2013 2:21 pm

Kitmajere wrote:When you spawn in the room you can see a circle on the minimap, and we tank Sha in the center of that, which seems to be the add converge spot. It's very close to where you enter the room.

Early/unequal slows (such as accidental ones from the tanks) can really fuck with adds converging, so do watch that as you get to 4-5+ adds.


This was clutch. Killed it the other night pretty quickly - very easy end tier boss. Thanks for replies! Kill video here if anyone is interested as a progression reference: http://www.youtube.com/watch?v=xiHIPau0nG0
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Re: [10H] Sha of Fear

Postby timoseewho » Sat Jan 12, 2013 5:44 pm

Is it the norm to ignore the adds on the main platform in P1?
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Re: [10H] Sha of Fear

Postby Galiks » Sun Jan 13, 2013 12:04 am

timoseewho wrote:Is it the norm to ignore the adds on the main platform in P1?


You don't get Lei's Haste buff until you enter Phase 2 for the first time (Sha at 66%), so pretty much you kill them and handle the fight normally until you enter P2 once, and then ignore them every time. I believe the buff lasts for 12 hours, so every time you progress on the fight on a new night you need to get to Phase 2 the long way again.
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Re: [10H] Sha of Fear

Postby timoseewho » Sun Jan 13, 2013 3:19 am

Galiks wrote:
timoseewho wrote:Is it the norm to ignore the adds on the main platform in P1?


You don't get Lei's Haste buff until you enter Phase 2 for the first time (Sha at 66%), so pretty much you kill them and handle the fight normally until you enter P2 once, and then ignore them every time. I believe the buff lasts for 12 hours, so every time you progress on the fight on a new night you need to get to Phase 2 the long way again.

Oh thanks!
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Re: [10H] Sha of Fear

Postby timoseewho » Fri Jan 18, 2013 4:43 pm

Can the adds in P2 be slowed? Do the adds also always spawn like 1-2-2-3-3-4-4-5-5..? Also is 2-tank and 2-heal still the way to get Lei's Hope for the first time (not sure if there's a funky or more efficient way to get it the first time around)? Thanks!
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Re: [10H] Sha of Fear

Postby Kitmajere » Mon Jan 21, 2013 4:08 pm

Adds in P2 can definitely be slowed.
We always did 2T/2H, since that's how you get sent to platforms, which is the hardest part of P1. We also always ignored adds in P1, even though it makes for some fun dodging towards the end of it on the main platform. The platform dps check is tough w/o Lei's Hope (or at least was when we initially worked on the fight) even if you're perfect about healer-tank orb eating, so things like healers dpsing, using BoP so casters can stay out for death blossom, saving dps cds/pots for the platforms, etc are very useful until you get the buff. When you first learn the fight, optimize for P1 and then once you get to P2 the first time swap talents/glyphs etc for that.
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Re: [10H] Sha of Fear

Postby timoseewho » Mon Jan 28, 2013 11:48 pm

I haven't really done the math, but from most videos on 10-man, the ball was passed to clear the huddles all the way up to the 7-add wave. Is that what most of you guys are doing? We've only gotten to the 4/5-add, and still passing to clear huddles.
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