Sinestra Tips
Sinestra Tips
- Akish
- Posts: 16
My guild is starting to work on Sinestra (25). Was wondering if there were any tips you can think of? Also did you run a different spec or reforge differently because of the haste buff?
Re: Sinestra Tips
- kold
- Posts: 17
Hi Akish, I dont think this is the right place to post regarding boss strats.. I would post it in general (unless I am wrong :)
Thanks
Thanks
Re: Sinestra Tips
- Emanuel095
- Posts: 22
I certainly think this is the right place to post. He is asking for hunter tips, not general tactics.
Re: Sinestra Tips
- Fretold
- Posts: 1
my guild actually down this tonight on 25m, found this in our hunter section on the forums maybe it'll help:
P1 Tips
Pull: If your guild is resetting the boss for raid positioning, make sure your pet stays close to the boss. Feign Death works for resetting the encounter (don’t forget to dismiss your pet).
Orbs: if your position allows, kite your orb in a way that you can always dps while using Aspect of the Fox. Make sure to warn your healers if you have the Wrack debuff while moving. It’s not recommended to use Aspect of the Cheetah while kiting orbs because of the Wrack debuff.
Whelps: If you are assigned to kill whelps, make sure you know where they will be positioned and launch a trap at the location. Don’t kill adds before they get into position though. You can start single target dpsing them (careful with agro) and Multi-shot when they are positioned. Make sure you use MDs to help the add tank.
P2 Tips
Eggs: [MM only] Make sure to time your steady shots in a way that you have near full focus when the eggs are attackable, so you can start with 2 Aimed Shots at CA phase.
Spitecallers: If you are set to dps spitecallers at the back of the room, remember their Unleashed Essence cast is not interruptible, but you can use disorient effects. Since most of the time rogues will be using Gauge, be ready to use Scatter Shot as a backup, specially on upcoming adds that can start casting immediately and let the group know when Scatter is usable again.
P3 Tips
Orbs: Same as P1. Be careful with the purple void zones at the back of the room as they start to grow as the phase goes on, giving you less space to disengage or run.
Whelps: same as P1. Each pack of whelps will die at a different location now, so make sure you don’t miss your trap or start MSing to early.
During haste buff: [MM only] make sure to cast as many Aimed Shots as possible, casting Chimera Shot only when Serpent Sting is about to fade.
Damage: If your group chooses to position in front of the boss, especially at the end of the phase, make sure to use glyphed Raptor Strike a few seconds before each Flame Breath to help your healers.
Overall Tips
[MM only] With a typical encounter length ranging from 7 to 9 minutes, it's safe to consider that you will be using three sets of cooldowns. Start with a pre-pot and all your cooldowns except for Call of the Wild to maximize dps while benefiting from an extra agility potion, even if it’s not a CA phase (boss starts at 60% and phases at 30%). The only reason for not using CDs in phase 1, is when you are assigned to dps eggs at phase 2 and your group is having problems dpsing them down (for guilds that killed Cho’gall heroic, that shouldn’t be a problem anyways). The other 2 sets of cooldowns should be used in phase 3. With the 3 minutes 100% haste buff, you should be using CDs as soon as P3 starts (or if your guild pushes 2 eggs at the same time, CDs may not be usable until 30 seconds into P3), including agility potion and Call of the Wild, for a maximum dps increase at CA phase. After 3 minutes the buff will go down and the boss should be around 15% to 30%. Use CDs again because the boss must die as quick as possible since healing is pretty intense at this part of the fight. If your group is having low % wipes, try using Call of the Wild at P1 and once again now, and save the second agility potion to the third set of CDs for a better DPS when the buff fades.
P1 Tips
Pull: If your guild is resetting the boss for raid positioning, make sure your pet stays close to the boss. Feign Death works for resetting the encounter (don’t forget to dismiss your pet).
Orbs: if your position allows, kite your orb in a way that you can always dps while using Aspect of the Fox. Make sure to warn your healers if you have the Wrack debuff while moving. It’s not recommended to use Aspect of the Cheetah while kiting orbs because of the Wrack debuff.
Whelps: If you are assigned to kill whelps, make sure you know where they will be positioned and launch a trap at the location. Don’t kill adds before they get into position though. You can start single target dpsing them (careful with agro) and Multi-shot when they are positioned. Make sure you use MDs to help the add tank.
P2 Tips
Eggs: [MM only] Make sure to time your steady shots in a way that you have near full focus when the eggs are attackable, so you can start with 2 Aimed Shots at CA phase.
Spitecallers: If you are set to dps spitecallers at the back of the room, remember their Unleashed Essence cast is not interruptible, but you can use disorient effects. Since most of the time rogues will be using Gauge, be ready to use Scatter Shot as a backup, specially on upcoming adds that can start casting immediately and let the group know when Scatter is usable again.
P3 Tips
Orbs: Same as P1. Be careful with the purple void zones at the back of the room as they start to grow as the phase goes on, giving you less space to disengage or run.
Whelps: same as P1. Each pack of whelps will die at a different location now, so make sure you don’t miss your trap or start MSing to early.
During haste buff: [MM only] make sure to cast as many Aimed Shots as possible, casting Chimera Shot only when Serpent Sting is about to fade.
Damage: If your group chooses to position in front of the boss, especially at the end of the phase, make sure to use glyphed Raptor Strike a few seconds before each Flame Breath to help your healers.
Overall Tips
[MM only] With a typical encounter length ranging from 7 to 9 minutes, it's safe to consider that you will be using three sets of cooldowns. Start with a pre-pot and all your cooldowns except for Call of the Wild to maximize dps while benefiting from an extra agility potion, even if it’s not a CA phase (boss starts at 60% and phases at 30%). The only reason for not using CDs in phase 1, is when you are assigned to dps eggs at phase 2 and your group is having problems dpsing them down (for guilds that killed Cho’gall heroic, that shouldn’t be a problem anyways). The other 2 sets of cooldowns should be used in phase 3. With the 3 minutes 100% haste buff, you should be using CDs as soon as P3 starts (or if your guild pushes 2 eggs at the same time, CDs may not be usable until 30 seconds into P3), including agility potion and Call of the Wild, for a maximum dps increase at CA phase. After 3 minutes the buff will go down and the boss should be around 15% to 30%. Use CDs again because the boss must die as quick as possible since healing is pretty intense at this part of the fight. If your group is having low % wipes, try using Call of the Wild at P1 and once again now, and save the second agility potion to the third set of CDs for a better DPS when the buff fades.
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