[10H] Lei Shen

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Re: [10H] Lei Shen

Postby timoseewho » Sun May 26, 2013 5:53 am

How did you guys figure out the best split for the transitions? And do the diffusion adds only spawn on players at ranged? Or will it still spawn on ranged players standing in melee?

As of now our split looks like this:
1-static. 2 tanks (2 solo soakers, both with speed boosts)
2. holy Paladin, Hunter (2 solo soakers, both with speed boosts)
3. holy/discipline Priest, Warlock, Death Knight (Warlock can solo, gateway for boost)
4-diffusion. restoration Druid, shadow Priest, Mage (3 solo soakers with a Symbiosis'ed Druid, all with speed boosts)

For the second transition, we plan on throwing a tank to counduit 2 and last one just anywhere (perhaps to 3 with just 1 solo soaker), is there a more optimal way to go abouts the split taking into account speed boosts and solo soaking abilities? I'm still trying to see if there's a better way to distribute 3 and 4.
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Re: [10H] Lei Shen

Postby Kiz » Mon May 27, 2013 1:31 pm

both priests can give speed boosts to the others via feathers or body+soul if talented
the DK can AMZ a static shock also if he times it good

would probs split 1/3/3/3
1-tankA
2-tankB, mage, spriest
3-priest, druid, dk
4-hpala, hunter, lock

If dps is pretty good, 3 heal with a disc, else drop druid healer from #3 for a dps, everything until last phase isn't too healing intensive if mechanics are handled well and you can need the dps to push transitions quick enough.

spriest should offheal #2 a a bit. All groups can stack and use cds if immune not available.

for the second transition, would swap it to 3/4/3
2-tankB, mage, spriest
3-priest, lock, druid, dk
4-hpala, hunter, tankA
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Re: [10H] Lei Shen

Postby timoseewho » Tue May 28, 2013 5:15 am

Does the fight detect 1 tank (melee) on #1 therefore not give it 2 bouncings? And does the 'having 3 players stand at ranged for balls' still work? Last night when we tried, it seemed funky, spawning balls on ranged standing in melee even when there was 3 at ranged.
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Re: [10H] Lei Shen

Postby Grommash » Tue May 28, 2013 6:16 am

The three orb thing seemed to work for us. We just kept 3 ranged DPS outside of the raid. Only really reliably done in the second phase though.

To answer your question yes you will get two bouncing bolts on a quadrant with a single tank. It will result in one add, which isn't a huge deal but still annoying.
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Re: [10H] Lei Shen

Postby Fenrìr » Mon Jun 10, 2013 6:27 pm

Ugh, how did you guys handle going into P2 out of the transition? This is where we're wiping and it's bugging me. Did you just heal through the balls that spawn or deal with a lot of diffusion adds?
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Re: [10H] Lei Shen

Postby Donatist » Tue Jun 11, 2013 11:10 am

Time the transition for after the lightning balls die before the next spawn.

We also used a warlock portal for the far quadrant. Remember you have 5 seconds before overcharge/diffusion goes out, and as long as there are 3 viable targets in each quadrant, overcharge will not double up.
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Re: [10H] Lei Shen

Postby Kiz » Tue Jun 11, 2013 11:31 am

Donatist wrote:Time the transition for after the lightning balls die before the next spawn.

We also used a warlock portal for the far quadrant. Remember you have 5 seconds before overcharge/diffusion goes out, and as long as there are 3 viable targets in each quadrant, overcharge will not double up.

He's talking about going into the second phase, not into second transition. Good advice anyway, wait out that last ball spawn. And if you don't have a lock just send the far quadrant off 1-2% early.

Anyway, yes we stack really quickly in the usual spots for minimal balls (2 heals and a ranged out, rest on boss) and used a grounding totem to keep the diffusion out of the stacked players. Grounding bugged sometimes though, or we didn't have a shaman in that week, so for that we just stacked for balls and if we got heaps of diffusion adds, pop a raid cd (devo, barrier, w/e was leftover from transition) and killed them along with the balls during mass stun/silence and aoe.
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Re: [10H] Lei Shen

Postby Grommash » Tue Jun 11, 2013 2:58 pm

That's the only 'tricky' one.

There are probably ways to handle it with finesse but we just use a raid CD and minor defensive CDs for that particular spawn. Other than that P2 is fairly straight forward.

4% wipe yesterday. Wiped to a bad diffusion chain in the last phase and a bad ball lightning spawn. From the looks of it you can reliably do the '3' ball thing on the first two thunderstrucks in the last phase, but after that you should just have your range loosely spread. Diffusion and ball lightning just end up being way too close.
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Re: [10H] Lei Shen

Postby Donatist » Wed Jun 12, 2013 5:21 am

Pretty well all you wipes in the final phase will be more than one diffusion add or ball lightning jumping to much and not dieing. The first time you make 5 or 6 thunderstrucks with all balls dieing and not chaining diffusion you will kill it. We had about 5 or 6 500k health wipes so dont get discouraged. Just remember how each diffusion +thunderstruck lines up and plan for it.
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Re: [10H] Lei Shen

Postby Grommash » Wed Jun 12, 2013 11:47 pm

We killed it shortly after the third thunderstruck. Gear upgrades make a big difference but our DPS was fairly good throughout the entire fight. In the second phase we transition at the end of the overcharge conduit and don't even need to touch the bouncing bolt platform.

We did 2/2/3/3 for the first intermission. Tank melee in both of the 2s and range/healer/melee in one 3 while the other was range/range/healer. People just need to be really aggressive with CDs for the first intermission. It alone was the source of most our wipes. You REALLY don't need CDs for the second phase and aside from some immunities you don't really need a whole lot for the second intermission either.

On the second intermission we did 2/3/5. Tank/melee, tank/melee/melee and the quadrant with 5 was all range and healers. The one with 5 had to be very careful but this meant statics didn't require immunities (so they could save them for statics in the final phase). They always got diffusion but it would be blown up very quickly with 3 range DPS destroying it. Generally we had very few wipes on the second intermission and most of our wipes were simply because people didn't get to their quadrant in time resulting in overcharge in the middle of two quadrants.

Last phase was fairly easy and we killed it on the fifth time we got there. Three attempts were with one person dead in which we had 10% to a crushing 2% wipe :( and the second time we got there with everyone alive we had a fairly clean kill. Everything was pretty standard as detailed in this thread. Gateway between the two quadrants and your range moves towards it during violent winds then takes the gateway back. Some of our range would stay with the melee (to force the minimum ball lightnings) after taking the port while three would immediately run out. This tip was huge in P2 and it's big in P3 as well, at least for the first 2 thunderstrucks. We found this works really well for the first two thunderstrucks but doesn't work well on the third one as diffusion lines up IMMEDIATELY with the cast. At that point we just had people use gap closers and sprints to run away from the thunderstruck as we had the DPS to kill him shortly after the third ball lightning spawn. The only thing that could kill us was diffusion hitting half the raid at that point. I have no idea how diffusion lines up with thunderstruck for the fourth one as we only had one wipe at that point of the encounter where pretty much everyone was dead, so I really didn't notice. I do know that trying to game three ball lightnings following the third thunderstruck is cutting it way too close though.

We had a ret, rogue and disc priest. So we just used a raid CD on the melee clump right before the thunderstruck landed. Timed right it would reduce the damage from the thunderstruck and absorb the first bounce of the ball lightnings. Static shock in the last phase was dealt with by immunities if applicable. Melee statics were easy but ranged statics are very sketchy if they don't have an immunity, it's probably best unless you're absolutely certain to just let that person die if you have a combat rez.
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Re: [10H] Lei Shen

Postby Donatist » Thu Jun 13, 2013 5:10 am

LoL I think we still only kill it on the 4th thunderstruck now.
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Re: [10H] Lei Shen

Postby Grommash » Thu Jun 13, 2013 10:34 am

Do you two heal it or three heal it? We had a very favorable raid composition (melee are really awesome for this fight) as far as immunities went for static went. The only people who couldn't solo soak a static shock was our disc priest.

For any guilds that have a blood DK with really good DPS gear you can easily get away with using it. That's what I did anyways. He really doesn't seem to do very much damage unless you mismanage stacks on the last phase.

If you're looking for more DPS you can always do the /sit thing to get crit, but we never used it because of the upcoming changes and that our DPS was high enough that it didn't feel necessary.
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Re: [10H] Lei Shen

Postby Kai » Sun Jun 16, 2013 11:46 am

very helpful video, galiks, cheers.
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Re: [10H] Lei Shen

Postby Donatist » Mon Jun 17, 2013 5:01 am

We 2 healed it. Druid, Pally. We double pally tanked it as well, only used 2 melee, Enhance and Rogue. The rest were hunter, warlock, mage, spriest. We did the tank him with decapitate debuff but never /sit in p2 or 3.
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Re: [10H] Lei Shen

Postby Schroom » Wed Jun 19, 2013 1:13 am

mh as it hasn't been mentioned here:

Ring of Peace: Silence auf die Ball Lightnings. So they don't jump when inside the Ring of peace. (just stack there at the spawn)
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Re: [10H] Lei Shen

Postby Donatist » Wed Jun 19, 2013 5:19 am

I thought that ring of peace doesn't work on silencing them anymore. Or is it they have to spawn in the ring of piece?
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Re: [10H] Lei Shen

Postby Kiz » Wed Jun 19, 2013 11:20 am

Haven't seen using warrior mass spell reflect mentioned here to ignore every second diff chain. Makes the add spawn on the boss with a normal threat table and doesn't create a billion of them. 98% sure the shaman glyph for grounding totem (reflect) does the same thing.
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Re: [10H] Lei Shen

Postby Schroom » Thu Jun 20, 2013 1:38 am

Donatist wrote:I thought that ring of peace doesn't work on silencing them anymore. Or is it they have to spawn in the ring of piece?


actually we haven't tried it out ourselfs yet. we are starting progression on lei shen this ID. but I will glady tell you if it still works.
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Re: [10H] Lei Shen

Postby Donatist » Thu Jun 20, 2013 6:07 am

Just so you know, glyph of Holy Wrath does stun them.
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Re: [10H] Lei Shen

Postby Schroom » Thu Jun 20, 2013 6:50 am

yeah but for the price of a DPS loss, as Battlehealer and DP are pretty mandatory in my opinion.
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Re: [10H] Lei Shen

Postby daishan » Thu Jun 20, 2013 7:03 am

I ran with DP un-glyphed.
In P1 and P2 Lei Shen really doesn't do that much dmg.

I found that if anything took me low it was the ball lightenings if we where to bunched up in melee or the raid wide aoe when dragging from one pillar to the next, both of which are magic.

Same for the transitions all magic dmg only helm that might take you low, even if you get a big add they don't hit very hard.

P3 is the only phase where you might want DP glyphed but I found the dot to be more dangerous than his melee. If you haven't got plenty of other aoe stuns I'd recommend holy wrath glyph as ball lightening was pretty much the biggest single raid wiper for us.
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Re: [10H] Lei Shen

Postby Fenrìr » Thu Jun 20, 2013 7:21 am

Our monks were trying out Ring of Peace but they state it wasn't working for them.
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Re: [10H] Lei Shen

Postby Schroom » Thu Jun 20, 2013 7:23 am

yup that's true, but as we are pretty much playing galiks strat we should never have more than 3 lightning balls in the firstplace.

and we are going to try and use ring of peace and otehr stuns'n'silences.

sure if it's needed I'll use it of course. I told my raidleader to pros and cons. It's up to him to decide ^^
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Re: [10H] Lei Shen

Postby Volitaire » Thu Jun 20, 2013 1:36 pm

The unglyphed DP is really a better CD for you especially during P3 when the real danger is coming out from the DoT because your healers are focused on the other tank at that point in most cases. Most of the fight the physical damage isn't that dangerous as you should have plenty of CD options available to you to handle those small periods and there are alot of magic damage instances that you can get really good use out of an unglyphed DP. Like Daishan said the stun is really the best option in place of the DP glyph, the stun will be available for every set of orbs while other classes will often have to rotate to ensure their stun is available.

As tanks we never really found the ball lightnings to be dangerous to us but they are very dangerous if they start bouncing at all and the ability to 100% ensure they don't bounce will ensure the AOE on them doesn't become wasted and also that one of your other raid members doesn't get gibbed by it jumping to them. Being able to guarantee that the AOE stays in place and kills them will keep dps on the boss as well, time off the boss to deal with an individual jumping add is really not something you are going to want to deal with during progression.
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Re: [10H] Lei Shen

Postby Schroom » Thu Jun 20, 2013 2:26 pm

yup I agree. Had to play it myself first. And we had our first couple of attempts tonight. didn't come to the lighting bolts yet but the damage in P1 really doesn't need DP glyphed.


I tryed to AD the first decapitate, allthough I died emediatly to the Meleehit following Decapitate instantly so we decided to do it the normal way and taunt, as dps doesn't seem to be an issue.
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