G'huun orb running solo?

I took my first stab at G'huun last night. Seems like between 3 rolls and dragon kick i should be able to run an orb by myself

Does tiger's lust remove the snares?

Anyone have any experience with this?
Take a lock gateway. Double Chi Torpedo. Flying Serpent kick.

The debuff for holding an orb is a movement speed reduction you can't bypass with tigers lust.
Will double torpedo's take you farther than 3 rolls?
09/25/2018 03:15 PMPosted by Zydrax
Will double torpedo's take you farther than 3 rolls?


With torpedo you can get farther, make sure to maximize the speed buff though. Celerity has other benefits( ie having a movement option almost always up for mechanics instead of going longer distances ).
09/25/2018 03:15 PMPosted by Zydrax
Will double torpedo's take you farther than 3 rolls?

Yes. The speed buff on top of the raw distance is noce too. Plus there's time between rolls. Not much, but 1/2 second gap maybe.

Tigers lust does almost nothing when orb running. Don't forget your transcendence though. Place it at the end first time through as a safety net.
What happens when I Flying Serpent Kick first then double chi torpedo?
09/25/2018 08:01 PMPosted by Dallise
What happens when I Flying Serpent Kick first then double chi torpedo?


You can do it in whatever order you want as long as you can get to that terminal before you hit 5 stacks
FYI, if you take celerity and put a transcendence portal right before the third pimple at the beginning, you can solo the orb without a lock. I just did it tonight on Heroic Ghuun.
You can solo this as MW if you have chi torpedo with transcendence setup and lock portal.

Once the encounter starts you take the lock portal and chi torpedo x1. Back pedal a tiny bit and setup your transcendence.

I'm usually the 4th runner (1st runner after 1st beam) and that initial setup allows me to grab orb, portal, transcendence, double chi torpedo to the end and dunk it.

Both MW and WW are capable of soloing it.

edit: I do this on heroic mode. I run with the first orb runners just to setup transcendence. You DO NOT run the orb with the first group.
so far ive been solo running it with 3 rolls and serpent kick on left side. the key is the warlock portal leading to the inner part of the track and not to the outer. you roll to the portal on the right side from where you grab the orb. then you take the portal and roll again then flying serpent kick and then the last roll. you'll be so close that its impossible not to dunk it! :)
Simplest guide to solo:

Mistweaver: can solo orbs 3/4/5/6, but requires you to setup transcendence by going up with either group 1 or 2. Set transcendence right at the orb turn-in slot. When it's your turn, take lock gate, double chi torpedo, transcendence and dunk.

Brewmaster: can solo orb 3, same as mistweaver, go with group 1 to setup transcendence. Can also solo 4/5/6 the same way, but is probably needed for tank swap mechanics in phase 2.

Windwalker: can solo all 6 orbs, same as mistweaver but instead of transcendence you can use flying dragon kick so it doesn't require setup.
Though...at times, I get a little over zealous in my button mashing and activate and cancel my kick while running it. That's fun.
I have only done G’Huun with 28-30 man groups, so we’ve never had an issue using two man groups to be safe. I know I can solo carry an orb if I use a lock gate and it’s needed. I also like being able to not have to bank my chi torpedo charges in case I have to drop !@#$ away from the raid right as it’s my turn to run.
Be sure to have a backup with you.. Nothing is more fun than being stuck at 1 yard from being able to dunk and not being able to move lol.

I don't know if it's because the warlock gateway is not exactly placed at the same place, but that happened to me a few times.

And put your transcendance in the right direction.. Don't be that guy.
10/01/2018 11:26 AMPosted by Lightja
Simplest guide to solo:
Mistweaver: can solo orbs 3/4/5/6, but requires you to setup transcendence by going up with either group 1 or 2. Set transcendence right at the orb turn-in slot. When it's your turn, take lock gate, double chi torpedo, transcendence and dunk.

[/quote]

This has not worked for me with multiple tries. The second Chi torpedo does no movement and I can't get into range of my transcendence. I spent maybe... 10 tries on it? This was heroic.
That's why do you transcendence BEFORE your 2xChi Torpedo

Basically take gateway, then transcend, then 2xChi Torpedo and dunk.

When you set up your clone you take the gateway, then chi torpedo and come back a little and put your clone there and that should do it.
I solo run orbs all the time with just the gateway 2x chi torpedo and a flying serpent kick....i use the kick last because u can cancel it right at the wall so that u don't get boosted off to the side and unable to dunk like with chi torpedo....i have never used transcendence on a single orb run....but i guess i could?

Also this is on normal....haven't done heroic yet so im not sure if that plays a part
10/27/2018 06:59 AMPosted by Unholybunny
i have never used transcendence on a single orb run....but i guess i could?

Also this is on normal....haven't done heroic yet so im not sure if that plays a part


It's no different on Heroic except you take more damage. (Especially if you're running orb 6 - if you're doing that, save Touch of Karma for one of the pustules.)

AFAIK, WW is the only spec that can solo run orbs without a lock gate, but you need to set up Transcendance 40 yards (I usually do 45, so I have to take a few steps after grabbing the orb) from the spawn point ahead of time.

Transcendance Transfer -> 2x Chi Torpedo -> FSK will take you all the way from the spawn to the insertion point.
10/27/2018 06:59 AMPosted by Unholybunny
i have never used transcendence on a single orb run....but i guess i could?

Also this is on normal....haven't done heroic yet so im not sure if that plays a part


It's no different on Heroic except you take more damage. (Especially if you're running orb 6 - if you're doing that, save Touch of Karma for one of the pustules.)

AFAIK, WW is the only spec that can solo run orbs without a lock gate, but you need to set up Transcendence 40 yards (I usually do 45, so I have to take a few steps after grabbing the orb) from the spawn point ahead of time.

Transcendence Transfer -> 2x Chi Torpedo -> FSK will take you all the way from the spawn to the insertion point.


I found it safer to have your portal down right at the deposit so you know you'll always be in position.

Then its grab orb, take maybe 1-2 steps, FSK, chi torpedo x2, transcendence and you're golden.
Lock portal --> chi torpedo x2 --> transcendence has also worked for me as mistweaver. I go up with the solo demon hunter runner on 1 to set up my transcendence (and act as back up if needed), and then solo orb #3.