1. #1
    Deleted

    Heroic Tsulong (10m) Night phase RNG - is there a magic trick?

    Hello everyone,
    we are on our second night on H-Tsulong and we have a hard time surviving the night phase with any regularity. In particular, we have two problems with managing Dark of Nights:
    - RNG spawns of Sunbeam on top of or right near a Dark of Night kills about one third of our tries. The following explosion usually kills a melee. We can not think of a way to interfere with the spawns, and we have very few "bump" effects in our comp (and even with them, sometimes there's just no time to cast *anything* before the sunbeam explodes).
    - Even when the explosion doesn't kill anyone, our healers can not heal through the dot till the next Sunbeam (this problem may be specific to 10m). I don't understand how a "let the sunbeam explode strategy" can work (except for the last Sunbeam before Day phase).

    For reference, here's our comp
    Prot Warrior

    Holy Paladin
    Restoration Shaman
    Holy Priest

    Windwalker monk (Melee, taunts during one Shadow Breath)
    Enhancement Shaman
    Assassination Rogue

    Arcane mage
    Survival hunter
    Affliction Warlock

    Thanks in advance for any idea or suggestion.
    Last edited by mmoc01ce35e594; 2013-02-13 at 02:01 PM. Reason: spelling

  2. #2
    Quote Originally Posted by Enzo90910 View Post
    - Even when the explosion doesn't kill anyone, our healers can not heal through the dot till the next Sunbeam (this problem may be specific to 10m). I don't understand how a "let the sunbeam explode strategy" can work (except for the last Sunbeam before Day phase).
    We were testing this last night. The way the strategy works is you kill all the adds except for one, managing it with snares and stuns and such that it reaches the sunbeam shortly before it expires naturally and a new one spawns. The point of the strategy is to not lose much time of having a sunbeam up (since one is close to spawning), and since an add just exploded the sunbeam it resets the timer for new adds spawning. Basically instead of 4 waves you'll have 2 waves of adds. Its much easier to manage on 25 since you can have excess people snaring/knocking back. Its tricky to perfect but can grant you a lot of time to nuke down the boss.

  3. #3
    Quote Originally Posted by Gande View Post
    We were testing this last night. The way the strategy works is you kill all the adds except for one, managing it with snares and stuns and such that it reaches the sunbeam shortly before it expires naturally and a new one spawns. The point of the strategy is to not lose much time of having a sunbeam up (since one is close to spawning), and since an add just exploded the sunbeam it resets the timer for new adds spawning. Basically instead of 4 waves you'll have 2 waves of adds. Its much easier to manage on 25 since you can have excess people snaring/knocking back. Its tricky to perfect but can grant you a lot of time to nuke down the boss.
    This is mostly correct. The cooldown doesn't reset. The Dark of Night will not spawn if no sunbeam is up. You can let the first sunbeam explode at any point and the second set of adds wont spawn. You just want to delay the explosion as long as possible so that the stacks dont get too high, causing stress on the healers.

  4. #4
    Deleted
    Thank you both very much for your replies. Made me understand something none of our raid had understood. With a bit of fiddling, this should carry us through the night phase. Thanks again!

    EDIT: for other viewers, I'd like to point out that there was a magic trick indeed.
    Last edited by mmoc01ce35e594; 2013-02-13 at 03:43 PM.

  5. #5
    Tell people to actually use their own personal cooldowns to help out the healers. You know almost no one does and that is the second biggest thing people can do aside from healers doing their part.

  6. #6
    Deleted
    After trying this yesterday, I'd like to add the following findings:
    - trying to cancel a Dark of Night wave spawn by despawning your Sunbeam by stacking in it is very unreliable. It sometimes works, sometimes doesn't. We even tried it with a 5+ seconds margin without success.
    - canceling a Dark of Night wave spawn by letting one DoN of the previous wave explode your sunbeam seems to work very well. We never had a problem with it. It simplifies surviving the night phase tremendously and gains quite a bit of DPS on the boss. We pushed it to 97% yesterday. Confident this won't take us long now.

    Thanks to everyone who helped.

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