Originally Posted by
Bippster
My 2 cents.
Melee running for orbs is very dangerous unless you are REALLY watching timers. We wiped a few times because we would go and chase an orb and get tagged with the chain lightning and kill the whole raid. Either you have too much melee or your range needs to step it up, but like i said comp should hold you back, just watch timers and act accordingly.
Run Nerve Strike and Prey On The Weak, 10% increased damage taken and 50% reduces damage output on the add will really make the fight easier. We had out Pally HoJ the add when it came in melee range, i would pool for energy and made use of redirect when it was up and stun the add and then the DK would grip im out of the melee clump. Even if he blows up on the group it only did 250k and the damage during phase one is already nothing to worry about.
Use feint as often as you can, even if it means costing you some dps, during all of phase 2 i had feint up 99% of the time and phase 1 if hit it when it get chained or when an orb/add would explode.
TLDR:
Nerve Strike
Prey On The Weak
Dont chase orbs
Stun/Kill Crackling add everytime
Fein up all the time
/watch?v=lO2Ua-s1ZOg
Edit:
Talents/Gylphs
Shadow Focus - Allows good eb and flow for opens
Nerve Strike - Reduced the damage the add does by 50%, not confirmed it works on the explosion but only 250k
Elusiveness - Great for this fight and almost every fight
Burst of Speed - No use
Prey on the Weak - 10% increased damage to the add
Anticipation - Must have, no questions asked
Glyph of vendetta - dps
Glyph of smoke bomb - very important for phase 2
Glyph of sprint - Important for milking dps before having to step out for your turn, faster than burst of speed and doesnt cost energy and you will most likely always have sprint up when you need to run out.