So'leah - High key strat question

Hey guys,

Just a quick one about strategies for So’leah in 20+ keys as r.shammy, as I really struggle with this fight… specifically, during the part in Phase 2 when the following happens:

  1. So’leah casts Collapsing Star, then Hyperlight Nova almost immediately after - I run to the star, but can typically only get so close until the nova expires.

  2. Hyperlight Nova expires - I start popping the star and healing as many people as I can - typically 1 or 2 people will be out of range of me, as the tank is invariably tanking So’leah over at the edge of the zone.

  3. So’leah casts Energy Fragments before I have popped star completely - I either run to the edge to the avoid then (thus no longer able to pop star) or else stay and try to pop the star while avoiding the fragments (v. v. difficult), all the while still spamming heals.

Is this what is SUPPOSED to happen? It just seems a bit overly-painful, even as this key goes. Are DPS supposed to help pop the star too to get it down before Energy Fragments? Any help or thoughts would be appreciated :slight_smile:

P.S. I only PUG :o

You don’t spam Collapsing Star are you?I usually go in, heal ,wait to expire and repeat(it is like 4 seconds).I can heal 2 debuffs but it depends.
Then the tank and the dps should be able to adapt and be closer if they want to be healed efficiently.

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The only damage that should really happen in that entire fight is the collapsing star excluding tank damage ofcourse which is unavoidable and the rune arrow soak with the party.

Just save your CD’s for it, and like the above poster said make sure you don’t stack the DoT of the star. You could also ask the tank to move the boss closer to the center so you can reach everyone. You have a lot of time to soak the star tbf.

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Thanks both :slight_smile: What do you do for the energy fragment part? i.e. stay near the star, or else move to the edge, dodge them, then finish the star afterwards?

Like was said, the only damage is from collapsing star.

When theres the overlap and the nova just wait for the nova to expire before you run in and start shrinking the star. Don’t panic, don’t rush it. You have enough time and you only need to pop 3, the last one will expire naturally. DO NOT get double stacks (if you don’t “need” to)
Use your healing stream and cloudburst to edge peoples health upwards, you need to time it well though.

Personally I’d keep ascendance in reserve for if you miss soaking one of the arrows and have to do double, that really hurts and you can probably expect to lose people there if it happens with range issues and the sheer damage it does.

Same if people get hit, thats on them. You may be able to save them, but the higher the key the less likely.

I’ve done this on 23 tyrannical on a shaman. I think the trap a lot of people fall into is panicing when they can’t top people immediately, let em rot down a bit, it toughens them up.

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Thanks! :smiley:

Just a last thought. Earthgrab is completely OP on the second boss.

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You should set a person who will do it before key starts, usualy its a tank or some dps.

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Assuming you are tanking her at the red circle in P2, a ranged should be assigned for the star popping while the rest just huddle in that area, only runnin out when the Nova happens and you have to deal with the Hyperlight Jolt.

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Thanks all

I could see it work, but personally i always rather do it myself so i can be in charge how many stacks we take and line them up (if needed) with cooldowns

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The soaking sucks when you tank the boss in that area. I have seen Echo tank it on a +30 key almost in the middle of the area and just tank soak with dk’s AMZ covering the group. Blood dk tank is just sick for that fight on tyrannical. Tank should be soaking while the healer can heal/dps and dps can just keep blasting the boss.

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We let the boomie soak it, so i as healer can be in the middle of both groups and heal everyone. If i have to soak it myself i basically can not heal it since the group is out of range, and i have to run too much.

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That’s a tank issue. On the first star your tank should more closer to it so it’s easier to heal everyone in the group (there’s no ‘overlap’ on the first one).

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Tanking the boss on the side is a way to prevent dummies in PUGs from getting hit, but if your group is any competent tell your tank to hold the boss near the middle of the room.

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You just need way less moving when you tank the boss in the corner. Very nice for casters.

And very bad for the party if you have to do the mechanics more than once because you have to move across all the room to take her invulnerability away.

It is not a dps loss having to move when the boss does not get damage anyway.

It’s not about the DPS loss, it’s about the damage taken that can 2 shot anyone if you fail to disable the invul in 1 attempt.

Not sure why that is a bigger risk when tanking it on the side. It is not that you are far away,