Shado-Pan trash advice?

90 Pandaren Monk
9280
The sha packs leading to the 3rd boss and the crazy pulls leading to the last boss are difficult at times.

I heard that if you interrupt the sha all is dandy, but which ones do what and what should be prio'd?

Anyone find a way to manage the packs leading to the last boss? I can't even figure out what's going on because I'm trying so hard to stay alive. What should the kill order be? Anything that should be avoided interrupted? Thanks

Other than those 2 pulls Heroics seem cake, it's just too bad the epic fist is from this instance =(
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90 Orc Death Knight
8960
Kill the regen Sha first, then the destroying sha, interrupting as many of their casts as you can.
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90 Blood Elf Paladin
4450
Basically what Fei said. Only difference is you COULD ask for CC on some of them but you will probably be laughed at.

I would suggest using any mass stuns you have as a monk that will help.
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90 Tauren Paladin
16435
On normal I always did Regen Sha then the destroying sha

I found a little more success on heroic mode reversing that.
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90 Pandaren Monk
9280
I've been going destroying first because it seems to do a ton of damage versus the fight dragging on a bit longer. Maybe I'll mark skull on the regen but keep myself interrupting the Destroying.

Any tips for the packs before the last boss?
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94 Pandaren Warrior
16150
Destroying sha needs to be interrupted.

09/29/2012 02:11 PMPosted by Kheylee
Any tips for the packs before the last boss?


Pop cds.

Zerg black ball thingys.

Then kill the rest of the mobs, make sure someone clicks the spirits so the mobs actually die.
Edited by Ðemolition on 9/29/2012 2:13 PM PDT
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90 Blood Elf Paladin
4450
I've been going destroying first because it seems to do a ton of damage versus the fight dragging on a bit longer. Maybe I'll mark skull on the regen but keep myself interrupting the Destroying.

Any tips for the packs before the last boss?


I would suggest LOS and doing whatever it is monks do to get caster in melee range (sorry I don’t know them yet) on the Residual Hatred. For me it’s LOS pack -> avenger’s shield residual hatred and have the person assigned to purifying the bodies do that while ranged works on the purple balls of death then adds. You have to pull them away or the person purifying will get interrupted by the adds.
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39 Worgen Warlock
0
09/29/2012 02:23 PMPosted by Trazaeth
Any tips for the packs before the last boss?


Don't bring melee.

Hahahahahahahahaa no but seriously this instance despises melee.
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90 Night Elf Druid
17755
The destroyers don't even need interruption; you can just walk out of the beam and they'll sit there being useless as they die. Kill Regenerating Sha first on any pull that has them is the main thing to bear in mind.

On the actual pulls of ghost monks, just pull back and use stuns/interrupts.
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90 Pandaren Monk
9280
09/29/2012 02:23 PMPosted by Trazaeth
and doing whatever it is monks do to get caster in melee range


I don't think we even have a ranged interrupt or anything... That blows. I could also just be missing it because I've only been a monk for 4 days ;P
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90 Blood Elf Paladin
4450
09/29/2012 03:37 PMPosted by Kheylee
and doing whatever it is monks do to get caster in melee range


I don't think we even have a ranged interrupt or anything... That blows. I could also just be missing it because I've only been a monk for 4 days ;P


O.O yes, yes it does. Well if you can silence or daze the target so they can't cast you can run up do that and then run through to the other side then.
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90 Pandaren Monk
9280
Running into melee range to interrupt seems like a very poor method of pulling casters back in comparison to other mechanics such as Grip, Aveng Shield, or Heroic throws silence. Especially since Monks will need to be building and spending Chi all while doing this to avoid getting stomped in the process.
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90 Blood Elf Paladin
4450
Yeah it is, but it's better to run in interrupt and get out before you die to AoE damage, I would for example run in and hit Arcane Torrent silencing them as i Ran through passed the massive purple balls of death just so the adds get away from the body so it can be purified and you don't get owned. I just don't know your skill set enough to give you a better idea.
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90 Blood Elf Paladin
4450
The destroyers don't even need interruption; you can just walk out of the beam and they'll sit there being useless as they die. Kill Regenerating Sha first on any pull that has them is the main thing to bear in mind.

On the actual pulls of ghost monks, just pull back and use stuns/interrupts.


They follow you with the beam, at least they do in heroic. That is why they are annoying because you can /kill the heals with it.
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90 Pandaren Monk
9280
You can out range the beam so it hits no one. & I don't think you realize how Monk tanks work and why your theory is a piss poor idea, but I appreciate the thought.
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90 Night Elf Druid
CFT
10670
On the Sha packs, CC one or two Consumings. Kill the Regen.

Do not AoE the tiny ones.

On the ghost monk packs, CC the Residual Hatred, kill the essences, kill the rest of the monks, kill the Residuals.
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94 Pandaren Warrior
16150
lolcc

shockwave capacitator totem rotations are fun
Edited by Ðemolition on 9/29/2012 9:40 PM PDT
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90 Night Elf Druid
17755
Do not AoE the tiny ones.


Unless you want to do thigns the FUN way.
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90 Blood Elf Monk
11050
I just spam dizzying haze while running in circles out of melee range. It usually works well.
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