[10H] Tsulong

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Re: [10H] Tsulong

Postby Rhiannon » Sun Feb 24, 2013 1:54 pm

I taunted with def stance + die by the sword + sw for third breath of first night phase and had our feral si + bs + ursoc + my safeguard for second night phase, the timer for third breath seems fairly reliable, didn't really have any issues at all doing it that way and with that many cds we were fine to taunt a few seconds early anyway. Our tank used sw for second breath, last stand + ironbark + my rallying for fifth.
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Re: [10H] Tsulong

Postby Chronos » Wed Feb 27, 2013 2:40 pm

Pretty certain t10 priest was hotfixed? Our priest got no procs when flashing boss, only when flashing players.
This boss knocked us on our ass. We either weren't killing dark of night adds fast enough or we had bad sunbeam location rng. How many of your dps are on dark of night? What percentage is he at after first night phase? How often do your tanks reset? How often do your dps/heals reset? How do you split dps for the fright spawns and unstable shas? Felt like we simply didnt have the dps for this fight (most ilvls at 495ish). Will edit with logs when home. Maybe gotta try this 1T deal for heroic too. Switching to Vizier :/
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Re: [10H] Tsulong

Postby Kai » Fri Mar 01, 2013 1:46 am

we usually have 3 range dps and 2 melee. if adds spawn close to the sunbeam, all dps should swap. ideally melees stay on the boss though. if a new sunbeam spawns on top of an add, probably just call a wipe. we've healed through it a couple of times, but mostly it just wiped us. note that if you have one or multiple shaman/druid/paladin healing, you'll need to stack up in order to heal through that. at least for me as a paladin if people aren't standing within 10yards, there's no way I can keep up with output. means people need to turn on their brains and dodge the nightmare stuff. during progress it's probably easier to just wipe up.
Ideally people should stay under 10 stacks. Definitely not more then 15. for the day phase, i assign each range dps to a third of the room but depending on spawns, they need to assist each other and melees help out if needed as well.
It's a lot aobut learning when to dps what, your ilvl should be ok for this.
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Re: [10H] Tsulong

Postby Darielle » Sun Mar 03, 2013 12:38 am

we usually have 3 range dps and 2 melee. if adds spawn close to the sunbeam, all dps should swap. ideally melees stay on the boss though. if a new sunbeam spawns on top of an add, probably just call a wipe. we've healed through it a couple of times, but mostly it just wiped us.


The adds --> Sunbeam is roughly like this

0:00 - Sunbeam
0:10 - Wave 1 adds
0:40 - Wave 2 adds
0:40 - Sunbeam
1:10 - Wave 3 adds
1:20 - Sunbeam
1:40 - Wave 4 adds.
2:00 - Day

If you let Wave 1 adds get to the Sunbeam around 0:35, the 2nd wave of adds will not spawn.
If you let Wave 2 adds get to the Sunbeam around 1:00, the 3rd wave of adds will not spawn, and you never have to deal with this.

http://www.youtube.com/watch?v=KDehroPxrcE

We chose to let Wave 2 hit in the first around, and we let Wave 1 hit in the second round. You can do either one, letting Wave 2 hit seems like the best solution to me if you can pull it off because it takes what is the absolute worst possiblity out of play (The third Sunbeam spawned on top of an add means 50 seconds without clearing).

It's really not THAT hard to keep up with as long as your cooldowns are chained appropriately. That means you can't afford people panicking and popping a Tranq immediately, or wasting Tranq alongside Dev Aura at 10 stacks while everyone dies a few seconds later, but it's definitely not a guaranteed wipe. After all, the upside to this is that you will do a ridiculously higher amount of damage to Tsulong himself, and that eases things for the rest of the fight.
Last edited by Darielle on Mon Mar 04, 2013 8:51 pm, edited 1 time in total.
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Re: [10H] Tsulong

Postby Chronos » Mon Mar 04, 2013 12:28 pm

Holy shit, thank you.
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Re: [10H] Tsulong

Postby Kai » Tue Mar 05, 2013 2:26 am

ridiculous higher dmg by skipping one wave of adds? let's not go overboard here. you get some additional damage, sure. it's easily healable too, have healed through adds spawn on top of the sunbeam a couple of times. but still, that's not something that makes or breaks the encounter.
our last kill tsulong took 132.561.172 dmg and 149.133.505 healing. you're saying ~20s of dps time eases the fight, sorry but that's exaggerating a lot. we don't even have all of our dps hit them, it's mostly just the range ( http://www.worldoflogs.com/reports/rt-t ... 650&e=3110 ). so that's maybe 3.5 dps getting 20s more time on the boss. that's just not gonna make a difference.
People need to learn what to dps when and healers need to sort their cooldowns correctly while your main tsulong healer needs to have the correct spec/glyphes/reforges (no spirit, for paladins no mastery etc). if you do that stuff correctly, dispell on time and don't let adds reach him, you won't have an enrage problem, guaranteed. and even if you screw some stuff up (like we typically do), it's not particularly close. have no one die, dispell terrorize no tsulong right when it hits and don't let unstable shas reach him and you've got it.

real key part of the fight is not to go mental and destroy your computer or other furniture when you wipe the third time in a row to dark of night spawning on top of a sunbeam anyway.
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Re: [10H] Tsulong

Postby Darielle » Tue Mar 05, 2013 12:47 pm

ridiculous higher dmg by skipping one wave of adds? let's not go overboard here. you get some additional damage, sure. it's easily healable too, have healed through adds spawn on top of the sunbeam a couple of times. but still, that's not something that makes or breaks the encounter.
our last kill tsulong took 132.561.172 dmg and 149.133.505 healing. you're saying ~20s of dps time eases the fight, sorry but that's exaggerating a lot.


You're doing it twice.
Combined on a progression attempt, that additional damage allows for working past mistakes, AND you're taking out half as many chances for the encounter to randomly hurt you. THe main benefit is that last part. Additional damage is just gravy, and it means that you do have leeway - even if you do happen to let an Unstable Sha hit, or someone die for a bit or die near the end, or a tick gets off, or your Day phase healers are making mistakes, at the absolute worst you're no worse off on timing but you still took out the point of RNG.

Even with only Ranged switching off to adds (typically those 2nd/3rd waves are most likely in some way compel melee to switch when adds spawn right next to Beam anyway), those ranged are spending their time attacking a fully debuffed boss. You're not just ignoring a wave, you're able to ignore at least some adds in the previous wave too (it's beautiful when there 2 spawning together far away, you just clear up close ones and let the far ones hit simultaneously). If you were getting Tsulong to 75/73% consistently, this should get you to 70%. "Only 3.5 dps" when a 10-man only has 5 or 6 isn't really a small thing.

The main benefit still being, if you're employing this, from that point on you're reducing the number of chances RNG will bite you in the arse. That's a real benefit that should speed up the kill process, and probably save at least a couple of wipes.
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