[10H] Lei Shen

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[10H] Lei Shen

Postby Donatist » Sun May 05, 2013 5:48 am

Someone had to make it i guess. This fight is very challenging from a performance and strategy pov. As guilds reach this fight every bit of information will be helpful to fine tune their individual strategy.

There are so many ways to do phase 1 and kill it that no one way is right. I have not killed it but have reach phase 2 a few times after about 30 pulls. I dont want to share to much because some people are still quite about it but i must say as a pally tanking Lei Shen with the Decapitate debuff and /sit spamming is quite fun and scary but that 270k dps is worth.

So I guess my idea is as I progress on the fight I will share what we did to help people out. Currently since transitions are by far the hardest part right now, we stack immunities to deal with static shocks and go with the 3-3-2-2 strategy having 2 + Healer opposite each other with a Tank + Immunity class on the other sections of the platform. We found this works best and allows the 2 to dip in for some quick heals watching overcharge timers. We emphasize two timers, Overcharge and Diffusion Chain.

Currently we are getting Bouncing Bolts highest but I think we are going to do static shock>Diffusion chain so we dont have to deal with bolts on p3 and static shock in p2 is easy enough since every will be some what stacked and you can always stack on the 2 tanks.
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Re: HEROIC Lei Shen (10)

Postby Donatist » Mon May 06, 2013 10:40 am

Its funny but still cant make it reliably into p2 yet. We can get to transition everytime np but one little added ability especially in the 2 person zones really screws us over. One misplaced overcharge can do the same thing as well.

Our ball lightning dps in p2 is actual ok i think, but well find out better in p3 just how good or bad it is.

Anyone have any tips or tricks to that first transition and how they handle helm of command especially on the 2 person platforms?
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Re: [10H] Lei Shen

Postby Galiks » Thu May 09, 2013 12:38 pm

Most critical tips for now:
1. 2 tank, 3 heal, 5 dps - this will make intermissions more consistent and 2 healing isn't necessary if you can push phase 1 (without bloodlust) before any pillars level up.

2. North (1) [to be 'disabled'] > East (1) > South (1) > West (1) for first part, then East (2) [to be 'disabled'] > South (2) > West (1). This is undoubtedly the best way to go about it (and the most common, I believe).

3. Demon Leap/Blink/Displacer Beast/Warlock Portal is your friend for Thunderstruck in p3.

4. Upon Violent Gale Winds casting, any eligible thunderstruck target needs to move to ranged converge point. After it is placed, converge onto the boss. Be wary of diffusion chain timings.

The transitions from pillar to pillar are clutch, so if this needs any information please state your exact problem.


Minimizing Ball Lightnings
: You can simplify Ball lightnings and allow the majority of your raid to stack (or stack loosely if its diffusion) and only get 3 balls consistently if you have 3 players at ranged behind the boss and the rest of the raid in front of Lei Shen in melee. This works for the last phase as well but is more difficult to achieve. Leg sweep/stun diffusion adds or the remaining balls. If a healer needs to stack due to Static Shock, a ranged simply moves out.
Last edited by Galiks on Mon May 13, 2013 11:36 pm, edited 1 time in total.
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Re: [10H] Lei Shen

Postby Galiks » Mon May 13, 2013 11:26 pm

^added info
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Re: [10H] Lei Shen

Postby timoseewho » Wed May 15, 2013 5:12 am

Congrats Galiks, thanks for this!
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Re: [10H] Lei Shen

Postby Donatist » Wed May 15, 2013 11:36 am

Unfortunately since i posted this we have only been able to pull this boss for a total of 2 nights with the same comp. The good news is we get to p3 somewhat consistently with only 2 healers. 3 healers would be interesting since dps is no problem for us currently.

I imagine sinec we werent able to raid tuesday this week it should die on our next raid night. But im not sure what NESW ones correlate too. We disable Static Shock> Diffusion
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Re: [10H] Lei Shen

Postby Galiks » Thu May 16, 2013 11:31 am

I will release a full commentary of the encounter later tonight preferably (if I can get my rogue's video) on how we did it as there's just so many 'little things' that are done timing-wise that are important. Just going to take our kill video and overlay comments. Should help I think. I'll edit this post and add it here so check back later tonight if interested.
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Re: [10H] Lei Shen

Postby Volitaire » Fri May 17, 2013 12:38 pm

Any luck on you getting up that full commentary video? Assuming you been busy but always get great info from here and we will be pulling this on Sunday night...possibly Saturday if we can get some people online.
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Re: [10H] Lei Shen

Postby Donatist » Tue May 21, 2013 5:55 am

This fight...3mil health wipe last night a couple times sub 10mil ~. P3 Really tries your raids ability to concentrate and is extremely punishing for 1 persons poor positioning (Ranged)

My only question which you might think we would know by now, when the balls of lightning spawn with their initial 100k damage is the range 3 or 6 yds. I know the bounce is 3yds damage idk about the spawn damage though.
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Re: [10H] Lei Shen

Postby Donatist » Wed May 22, 2013 9:22 am

For those interested working on this fight we disable Static Shock (North) First and Diffusion (East) second. For transitions we used 4/2/4/2 with the 2's being a tank and immunity for static shock, also pref melee so there is no doffusion add.

For the second transition we used 3/4/3. 3 on the ending platform. The 3 platform was 2 melee and tank, the other 3 platform was tank healer dps.

We used double prot pally, hpally and druid heals. Holy Wrath glyph stuns the balls which meant we could basically keep em locked down between the two of us. Finally we had a CD rotation up for the first 5 Thundertrucks in p3 and prayed the 6th would not kill to many!

I'll try and link a video with commentary for those interested but you can watch my PoV on my twitch.tv/donatist We killed in around 1:20 into last nights raid. I think 1:20 is p3.
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Re: [10H] Lei Shen

Postby Galiks » Thu May 23, 2013 1:15 am

http://www.youtube.com/watch?v=yk3m1Qk_Srw

Commentary link. Added above... sorry for the late post. Nothing special, might help some.
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Re: [10H] Lei Shen

Postby timoseewho » Thu May 23, 2013 6:11 am

Since you kind of need to stay spread out during the second transition to not spawn multiple diffusion adds, what happens when overcharge goes out on 2 targets in the same zone? Does the stun break or make it? Or is it negligible?
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Re: [10H] Lei Shen

Postby Donatist » Thu May 23, 2013 7:27 am

The simple answer is no. In second transition you should never have 2 overcharges in the same zone unless someone fucked up. We found 2 overcharges in the same area were the result of someone being targeted in the middle of two quadrants. The way we did this was have the warlock portal for 4 people going to diffusion, have 3 people stay on Bouncing Bolt and have 3 people run at about 31% to Overeager platform/standing close so that the 4s you have to get in place you can be on the marker in overcharge zone. As long as you have 3 targets who can take overcharge you will never get more than 1 per quadrant.

Short version, make sure eligible targets are in each quadrant before overcharge goes out and you'll never have two in 1 quadrant.

If you really wanna play pro you can stack for overcharge and run out for diffusion then run back in for the overcharge pulse, however this only works when you are stacking the raid for CD coverage. The diffusion adds RAPE, so what we did was stun or root them outside the grp for overcharge stacking to avoid damage.
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Re: [10H] Lei Shen

Postby Volitaire » Thu May 23, 2013 7:49 am

Thanks for getting the video up. We are working on this pretty heavily right now.
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Re: [10H] Lei Shen

Postby PsiVen » Thu May 23, 2013 7:06 pm

Donatist wrote:The simple answer is no. In second transition you should never have 2 overcharges in the same zone unless someone fucked up. We found 2 overcharges in the same area were the result of someone being targeted in the middle of two quadrants. The way we did this was have the warlock portal for 4 people going to diffusion, have 3 people stay on Bouncing Bolt and have 3 people run at about 31% to Overeager platform/standing close so that the 4s you have to get in place you can be on the marker in overcharge zone. As long as you have 3 targets who can take overcharge you will never get more than 1 per quadrant.

Short version, make sure eligible targets are in each quadrant before overcharge goes out and you'll never have two in 1 quadrant.

If you really wanna play pro you can stack for overcharge and run out for diffusion then run back in for the overcharge pulse, however this only works when you are stacking the raid for CD coverage. The diffusion adds RAPE, so what we did was stun or root them outside the grp for overcharge stacking to avoid damage.


I noticed this seems to be true even if Overcharge has leveled up, if you have a valid target in 3 quadrants there will be one in each.
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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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