[10H] Lei Shen

Moderators: Fridmarr, Worldie, Aergis, Sabindeus, PsiVen, frontallobe

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.
<Guiles Theme Song> @ Magtheridon-US Horde 20-man, SoO-14/14H US#29, currently recruiting all
Website: http://www.guilesthemesong.wowlaunch.com
Stream: http://www.twitch.tv/timoseewho
User avatar
timoseewho
 
Posts: 245
Joined: Sun Mar 20, 2011 4:26 pm

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
Kiz
 
Posts: 12
Joined: Wed Jan 09, 2013 9:54 am

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.
<Guiles Theme Song> @ Magtheridon-US Horde 20-man, SoO-14/14H US#29, currently recruiting all
Website: http://www.guilesthemesong.wowlaunch.com
Stream: http://www.twitch.tv/timoseewho
User avatar
timoseewho
 
Posts: 245
Joined: Sun Mar 20, 2011 4:26 pm

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.
Grommash
 
Posts: 68
Joined: Wed Feb 08, 2012 11:27 am

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?
Image
Fenrìr
Maintankadonor
 
Posts: 1238
Joined: Fri Nov 13, 2009 9:41 am

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.
Donatist
 
Posts: 67
Joined: Thu Jan 10, 2013 11:19 am

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.
Kiz
 
Posts: 12
Joined: Wed Jan 09, 2013 9:54 am

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.
Grommash
 
Posts: 68
Joined: Wed Feb 08, 2012 11:27 am

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.
Donatist
 
Posts: 67
Joined: Thu Jan 10, 2013 11:19 am

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.
Grommash
 
Posts: 68
Joined: Wed Feb 08, 2012 11:27 am

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.
Donatist
 
Posts: 67
Joined: Thu Jan 10, 2013 11:19 am

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.
Grommash
 
Posts: 68
Joined: Wed Feb 08, 2012 11:27 am

Re: [10H] Lei Shen

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

very helpful video, galiks, cheers.
Kai
 
Posts: 231
Joined: Tue Oct 16, 2012 2:35 am

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.
Donatist
 
Posts: 67
Joined: Thu Jan 10, 2013 11:19 am

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)
User avatar
Schroom
 
Posts: 586
Joined: Mon Aug 15, 2011 2:03 pm
Location: Luxembourg

PreviousNext

Return to Mists of Pandaria Raids (T14+)

Who is online

Users browsing this forum: No registered users and 0 guests

Who is online

In total there are 0 users online :: 0 registered, 0 hidden and 0 guests (based on users active over the past 5 minutes)
Most users ever online was 380 on Tue Oct 14, 2008 6:28 pm

Users browsing this forum: No registered users and 0 guests