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Heroic Lei Shen Healing Guide

July 22nd, 2013 | Posted by Getsu in Guide | Mists of Pandaria | Paladin | World of Warcraft

This guide will be based on the strategy shown in the video below. I will try to explain how best to deal with abilities without directly relating them to Static’s strategy where I can.

The first part of the post will break down the abilities and the strategy that Static used. After that I will break down how best I think each ability should be dealt with.

Abilities

Lightning Conduits

While Lei Shen is in range of a Lightning Conduit he powers it, granting him an additional ability specific to that Lightning Conduit. The energy level of the Conduit increases the longer Lei Shen charges it, increasing damage dealt by the granted ability. When the Conduit’s power reaches 100 energy, it will increase the level of the Conduit, and the Conduit’s power will reset to 0.

North Conduit: Static Shock – Lei Shen charges the target with Static Shock. After 8 sec, Static Shock inflicts 1,300,000 Nature damage, divided among all players within 8 yards. As the level of the Static Shock Conduit increases, the number of targets Lei Shen afflicts with Static Shock will also increase.
– Damage of Static Shock increases as the Power and Level of the North Conduit increases.

East Conduit: Diffusion Chain – Lei Shen zaps a player, inflicting 100,000 Nature damage. This attack chains to nearby enemies, inflicting increased damage to each successive target. Each time Diffusion Chain strikes an enemy, a Diffused Lightning spawns at that location.As the level of the Diffusion Chain Conduit increases, the spawned Diffused Lightning elementals grow more powerful.
– Damage of Diffusion Chain increases as the Power and Level of the East Conduit increases.
Diffused Lightning – Diffusion Chain creates a Diffused Lightning for every target it strikes. Diffused Lightning’s attacks cause Chain Lightning.
– In Heroic, the Diffused Lightning will fixate on the player that it spawned from.

South Conduit: Overcharge – Lei Shen Overcharges a target player. The player becomes rooted and after 6 sec causes Overcharge to burst, creating a torus of electric energy around the target that quickly expands to create a ring with a safe area in the center. This burst inflicts 175,000 Nature damage, stunning affected targets for 3 sec. As the level of the Overcharge Conduit increases, the number of targets Lei Shen afflicts with Overcharge also increases.
– Damage of Overcharge increases as the Power and Level of the South Conduit increases.

West Conduit: Bouncing Bolt – Lei Shen conjures Bouncing Bolts that target random locations on the ground. Each Bolt inflicts 130,000 Nature damage split among players within 6 yards. If the Bouncing Bolt does not impact with a player, an Unharnessed Power forms, and the Bouncing Bolt bounces again. As the level of the Bouncing Bolt Conduit increases, the number of Bouncing Bolts that Lei Shen conjures also increases.
– Damage of Bouncing Bolt increases as the Power and Level of the West Conduit increases.
– Unharnessed Power – Each time a Bouncing Bolt impacts the ground and is not absorbed by a player, an Unharnessed Power forms.

Stage One: Thunderstruck!

Discharged Energy – If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage to all players every 0.5 sec.
Decapitate – Lei Shen throws his axe with supernatural force, inflicting 4,500,000 Physical damage and inflicting Decapitate, increasing Physical damage taken by 100% for 30 sec. The damage inflicted decreases the farther away the target is from Lei Shen.
Thunderstruck – Lei Shen winds up to hurl his axe at a target location, inflicting 1,750,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.
Crashing Thunder – Lei Shen calls down Thunder rapidly on targets every 1 sec causing a Lightning Crash. Crashing Thunder inflicts 150,000 Nature damage every 1 sec for 1.5 min.

Intermission: Supercharge Conduits!

When he has 65% health remaining, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.

Overloaded Circuits – The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 40,000 Nature damage every 1 sec to that quadrant of the room.
– In Heroic Difficulty, instead of the Overloaded Conduit becoming disabled, it remains active for the remainder of the fight, granting Lei Shen that ability.
Helm of Command – Lei Shen forces the target off the platform by using his Helm of Command. Inflicts 75,000 Nature damage every 1 sec for 8 sec.

Stage Two: Lightning Will End You!

Discharged Energy – If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.5 sec.
Fusion Slash – Lei Shen slashes at the target with his polearm, inflicting 750,000 Nature damage, knocking the target back and increasing damage taken from Fusion Slash by 100% for 1 min.
Summon Ball Lightning – Summon several Ball Lightning elementals at the feet of random targets, inflicting 100,000 Nature damage to players within 6 yards of each elemental’s creation.
Ball Lightning – The Ball Lightning periodically rushes towards a random player, inflicting 250,000 Nature damage to that target.
– In Heroic Difficulty, Ball Lightning inflicts damage to enemies within 3 yards.
Lightning Whip – Lei Shen cracks a Lightning Whip across the floor, inflicting 800,000 Nature damage to enemies in front of him, creating a Lightning Bolt on the ground.
Lightning Bolt – Lightning Bolt inflicts 40,000 Nature damage every 0.25 sec. Lightning Bolt can be avoided by jumping over it.

Intermission: Supercharge Conduits!

When he has 30% health remaining, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.

Overloaded Circuits – The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 40,000 Nature damage every 1 sec to that quadrant of the room.
– In Heroic Difficulty, instead of the Overloaded Conduit becoming disabled, it remains active for the remainder of the fight, granting Lei Shen that ability.
Helm of Command – Lei Shen forces the target off the platform by using his Helm of Command. Inflicts 75,000 Nature damage every 1 sec for 8 sec.

Stage Three: Master of Thunder and Lightning

Lei Shen casts Overwhelming Power and consumes all electricity from the Throne of Thunder, destroying any remaining functional Conduits, preventing their further activation.

Overwhelming Power – Lei Shen absorbs all of the electrical power from the Throne of Thunder, destroying any remaining functional Conduits, preventing their further activation. Overwhelming Power causes Lei Shen’s melee attacks to inflict 8,000 Nature damage every 1 sec for 8 sec.
Violent Gale Winds – Lei Shen causes the walls of his chamber to open, unleashing the force of Violent Gale Winds. The winds push players in a direction, inflicting 15,000 Nature damage every 1 sec.
Thunderstruck – Lei Shen winds up to hurl his axe at a target location, inflicting 1,750,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.
Summon Ball Lightning – Summon several Ball Lightning elementals at the feet of random targets, inflicting 100,000 Nature damage to players within 6 yards of each elemental’s creation.
Ball Lightning – The Ball Lightning periodically rushes towards a random player, inflicting 250,000 Nature damage to that target.
– In Heroic Difficulty, Ball Lightning inflicts damage to enemies within 3 yards.
Lightning Whip – Lei Shen cracks a Lightning Whip across the floor, inflicting 800,000 Nature damage to enemies in front of him, creating a Lightning Bolt on the ground.
Lightning Bolt – Lightning Bolt inflicts 40,000 Nature damage every 0.25 sec. Lightning Bolt can be avoided by jumping over it.

 

Encounter Strategy

*This strategy was written up by Halistra, Static’s strategic officer. Thanks to him for the write up*

Conduit Deactivation (aka abilities Lei Shen will keep for the fight)
– The level range below is close to what we are looking for and is dependent on the boss timers.
– He will have Bouncing Bolt for all of Ph2 and Ph3
– He will have Static Shock for all of Ph3 (2 Static Shocks since we will be raising it a level)
Phase 1 – West: Bouncing Bolt
– Start on West, bring as close to 100 energy
– South, move on 2nd Overcharged
– East, move ~5sec before 2nd Diffusion Chain
– North, push him before 2nd Static Shock
Phase 2 – North: Static Shock
– Start on North, raise once, move ~3 secs before 3rd static shock ~78 energy
– East, raise once, move ~5 secs before 3rd Diffusion Chain
– South, raise once, hold dps until it is raised and no Ball Lightning/Bouncing Bolt are out/about to come out… ~20 energy

Handling Thunderstruck
– For Phase 1, Ranged/Healers stack on either sides border of the quadrant we are currently charging. Once Thunderstruck circle drops on a stack location run to the opposite stack point (if applicable).
– For Phase 3, Ranged/Healers will be running to the opposite quadrant (from East to South) after Lightning Whip goes out. The goal is to drop Thunderstruck on/near the world marker. Once Thunderstruck circle drops use gateways/personal speed increases/blink/roll to get back into your spot for Ball Lightning.
– Melee move to edge of platform in ph1 to get further away from it.

Handling Ball Lightning
– 9 Ranged DPS move to designated spot in a ‘U’ around Lei Shen 6 yards from your neighbor. This is your ‘Ball Lightning’ position for all of ph2 and ph3. Must be within 20 yards of Lei Shen for…
– Death Knights Aoe grip rotation. One grip per set. Stun rotation (3) on Balls. Everyone AoE the shit out of them (this is why Brutall will be on his monk), Balls must be dead before they have a chance to jump to a target! (250k dmg on jump to everyone within 3 yrds)
– IMPORTANT: Melee and Ranged/Healers who are not assigned for Ball positions must be tightly stacked on Lei Shen’s ass when Balls are about to come out. YOU ALL MUST BE WITHIN 2 YRDS OF EACHOTHER IN A TIGHT STACK.

Phase 1: Overcharge West
Start on West
– Soak orbs, damage is split.
– Handle Thunderstruck.
Move to South: with ~5 seconds left on 2nd Bouncing Bolt timer (98 energy).
– Ranged/Healers stack in the back corner of the quadrant for Overcharged. Move to Thunderstruck stack position after Overcharged goes out.
– After Thunderstruck, Ranged/Healers stack in middle of the quadrant for second Overcharged.
Move to East: as Overcharged timer reaches zero (~92 energy).
– Melee move with tanks. After Overcharged chooses a target, Ranged/Healers run over to the East platform, staying spread out in the process for Diffusion Chain.
– After Diffusion Chain goes out, get into your Thunderstruck positions.
– Dot up add from Diffusion Chain (~6mil hp).
Move to North: with ~5 seconds left on 2nd Diffusion Chain timer (~82 energy).
– Soak Static Shock like normal. Melee soak together, ranged soak together.
– Move to Thunderstruck positions and burn burn burn.
– Move to your quadrants at 66%…

Intermission 1
– Pay attention to the people around you and the timer for Diffusion Chain. Do this and we’ll breeze through intermissions.
– Stay spread around the middle of the quadrant like normal, paying close attention to our call on Diffusion Chain timer. Handling every ability as if this was normal mode.
– If you are targeted by Helm of Command (3 chosen per cast) you must run against it to avoid getting pushed off platform. These people will also be taking a lot of dmg from the channel. Use your movement increases and take a lock portal as needed.

Phase 2: Overcharge North
Start on North
– Move into Ball Lightning positions immediately.
– If a Ranged assigned for Ball Lightning gets Static Shock move into melee, tight stack with them.
– The second Ball Lightning and Bouncing Bolt are close to eachother. BALL LIGHTNING POSITIONS COME FIRST, THEN QUICKLY SOAK THE BOUNCING BOLTS.
Move to East: Before 3rd Static Shock, which is right when a Fusion Slash occurs, ~80 energy
– Melee run a little early to East (similar to the very first platform transition of the fight). Ranged/Healers run spread out for Diffusion Chain.
– Bouncing Bolts come out immediately, handle it.
– Ball Lightning comes ~2 secs after Bolts are soaked… get into positions quickly!
Move to South: With ~5 secs before 3rd Diffusion Chain
– 2-3 Ranged DPS assigned for Ball Lightning (preferably those on the LEFT side of the U), hang back about 15 yrds deep still in East for the first Over Charged.
– Bouncing Bolts come out immediately, handle it.
– First Ball Lightning comes ~8 seconds after the initial Over Charged.
– STOP DAMAGE around 33% if timers/energy level is not ideal. LISTEN FOR THE CALL AND DON’T BE DUMB, NO DMG MEANS NO DMG!

Intermission 2
– Unlike normal, Lei Shen will still be able to use all four of his conduit abilities. Stay Spread before a Diffusion Chain, solo soak Static Shock if applicable, soak Bouncing Bolts on your portion of the quadrant, DO NOT be too close to over quadrants when Over Charged timer hits zero, and we will have gateways on all three of these quadrants… yay.

Phase 3: It all comes down to this…
Start on East: remain there for rest of fight, position Lei Shen same way as you do for all previous quadrants.
– Lightning Whip comes first, everyone should be in close and clumped around him to either his left or right side so you don’t have to move much.
– Static Shocks will be soaked in melee unless you can solo soak. This is only true outside of sets 1 and 4, where Static Shocks come while the raid is all spread out fighting the wind and moving for t-struck.
– If you recieve Static Shock while moving out for T-struck or soaking a Bouncing Bolt (during winds) you HAVE to move away from everyone else. You will either be solo soaking or dying, depending on class/CD availability.
– Every melee + OT is responsible for soaking ALL Bouncing Bolts when the Thunderstruck group is running out. Which is sets 1 and 4 below.
– Ranged/Healers (except MW monks) move towards South (Triangle) immediately after Whip and be max range for dps/healing. Move further out towards South with ~ 3 seconds left on Thunderstruck timer attempting to be directly on the Triangle marker.
– As soon as Thunderstruck is out use assigned lock portals and w/e speed boosts to get back into Ball Lightning positions. You only have 5 seconds to do this!
– Check the breakdown below for exactly how the abilities will unfold in ph3…

Phase 3 ability timer/use breakdown:
– Each ‘Set’ below begins with a wind and whip and ends with 8 seconds to kill the ball lightning before the next ‘Set’
– The time difference represents the time between each ability in the list
– Red highlight means its the hardest Sets to handle

Set 1:
Wind = Whip
+5 sec Static Shock = Bouncing Bolt
+5 sec Thunderstruck
+5 sec Ball Lightning

Set 2:
Wind = Whip
+ 10 sec Thunderstruck
+5 sec Ball Lightning =Static Shock = Bouncing Bolt

Set 3:
Wind = Whip
+ 10 sec Thunderstruck
+ 5 sec Ball Lightning

Set 4:
Wind = Whip
+ 2 sec Static Shock = Bouncing Bolt
+ 8 sec Thunderstruck
+ 5 sec Ball Lightning

Set 5:
Wind = Whip
+ 10 sec Thunderstruck
+ 5 sec Ball Lightning = Static Shock = Bouncing Bolt

Set 6: (Just in case)
Wind = Whip
+ 10 sec Thunderstruck
+ 5 sec Ball Lightning
+ 8 sec Static Shock = Bouncing Bolt

 

General Healing Strategy

Phase 1

Lei Shen keeps Thunderstruck and Crashing Thunder on all of the platforms and therefore the whole of phase 1. Crashing Thunder is rather easy to deal with because it just hits melee dps and possibly the tank. Just make sure that you keep HoTs or shields on your melee as the ground effect is spawning and they should be fine. For Thunderstruck your ranged should try to be on the edge of the square that your raid is currently on. Our raid tends to stand on a particular corner and move towards the opposite corner when the cast starts. Doing this should minimize the damage so that you don’t have much to heal through for the ranged or melee groups.

Transitions are also the same for the most part the entirety of phase 1. This is where I tend to pop my cooldowns, either in preparation by tossing up some HoTs or during to quickly raid heal through the heavy damage. This is also the best time to toss out raid cooldowns during phase 1 as it is the heaviest damage you will be dealing with. My raid usually uses Devotion Aura to deal with the damage that is going out here.

West Platform

The extra mechanic on this platform is Bouncing Bolts. Our raid usually only gets one set of these which the melee soaks to avoid having the ranged running around before Thunderstruck. Tossing some shields/hots on the melee (or other soakers) as the Bolts come down should deal with the majority of the damage. Its not too much either way, so other quick healing tossed at your melee groups should get them up easily.

South Platform

On this platform you will have to deal with Overcharge. This mechanic isn’t too annoying and shouldn’t actually do any damage if your raid is positioned correctly. If you have two stacks, ranged and melee, they should be able to stack out of reach of each other. If they aren’t, tossing AoE heals at the stack that gets hit is the best way to deal with the damage.

East Platform

This platform adds Diffusion Chain into the mix of damage. This is another ability that if handled correctly doesn’t do much damage at all. In the best situation you will have it hit a single person and spawn one add. This add should be dragged into melee and killed quickly, likely being stunned the whole time. In a terrible world where your raiders are idiots and ponies die painful deaths, it will hit 3+ people. The adds should still be moved into melee for easy Aoe handling, but it means you need cooldowns. It also means your melee will hate you and likely die if you don’t pop some cooldowns and spam some serious AoE heals. More adds. Handle it.

North Platform

Static Shock is the extra ability that you have to deal with here. Your raid should again be in two groups, melee and ranged, that can easily soak up the damage here. Whichever stack soaks the Shock should just get spammed with a bit of AoE healing to deal with the damage (which really isn’t that much spread across 10+ raiders).

 

Intermission 1

Intermissions are your real healing test on this fight. Sometimes they can be handled easily enough, and sometimes they are a huge pain in your ass. Be willing to burn up healing cooldowns and life saving buttons on these phases. During the first intermission you have to deal with all four of the platform abilities: Static Shock, Overcharged, Diffusion Chain, and Bouncing Bolts. On top of that you will also have Helm of Command going out on random people. The first intermission is also harder because you have four platforms to deal with and may likely be healing a platform alone.

Diffusion Chain and Overcharged should (hopefully) not do much damage. As long as your group stacks and spreads appropriately, neither of these abilities will have a large impact. We all know that those are very difficult tasks though, so be prepared to heal up people making mistakes.

Bouncing Bolts will likely hit everyone on your platform, so the shields/hots that you have available to you should be spread preemptively and the ability should be followed by some burst healing to get everyone back up. Static Shock is a terrible ability to deal with during the intermission. Hopefully whoever gets it can negate most of the damage via an immunity, but if not be prepared to stack and pop healing/damage mitigation cooldowns. Even then this ability has the power to take down people, just pray that it goes well.

 

Phase 2

Phase 2 throws some different abilities from phase 1 at you and creates some more interesting situations. On top of the aforementioned platform abilities you will have to deal with Fusion Slash on the tanks, Ball Lightning Damage, and Lightning Whip. Fusion Slash is the easiest to handle as it just requires some quick healing on one tank and switching your focus to the other tank. Easy peasy, right? Lightning Whip should also not do too much as long as your raid doesn’t stand on the lines left behind.

Ball Lightning on the other hand is the real mechanic of this phase. My raid dealt with it by having nine of our raiders standing the appropriate distance away from each other at ranged, and the rest of the raid in melee. The Balls were then pulled into melee and stunned. This made it so that the only people taking damage from them were our ranged soakers. You can prepare for this by keeping shields/hots on those people and being ready to heal the up when Ball Lightning goes out.

Now on top of that just remember the individual abilities for each platform as well as transitioning from one platform onto the next. No problem there, right?

 

Intermission 2

This intermission has the same mechanics as the first, but will be different in handling because you only have three platforms to cover. My raid dealt with this by having the majority of the raid stack up on one platform and having people who could solo soak Static Shock on the other platforms. This made healing all platforms significantly easier because (as long as Diffusion Chain and Bouncing Bolts were handled properly) there wasn’t any real damage going out during this intermission.

 

Phase 3

I’d like to say it gets easier here, but unfortunately it doesn’t. During this phase you have to deal with Lightning Whip, Ball Lightning, Thunderstruck, and Violent Gale Winds. All of these abilities combine to create a situation where you have to deal with consistent raid damage followed by serious burst damage. Just a regular stroll in the park at this point really.

Going into this phase you start off with Winds doing light damage which increases the more it goes out. This gives your raid a soft enrage to deal with and makes your life as a healer living hell if the dps don’t carry their own weight. Raid cooldowns should be saved for the later Winds/Thunderstruck combos, but use your personal healing cooldowns if you feel necessary. I tend to use mine after I’ve positioned myself coming back from Thunderstruck. Using it before Winds is generally a waste as you’ll be moving the whole time, and using it after you’ve positioned yourself helps get the raid back up before the next Winds goes up.

Bouncing Bolts are also going out occasionally, so be ready to heal whoever is staying out of melee to spawn them. There’s a lot going on here, but a shield/HoT on those soakers will make a world of a difference if you can toss it out.

Holy Paladin Healing Strategy

For this fight I use EF, HA, and Holy Prism.

During phase 1 I like to keep EF rolling on the melee for the first platform since they take the majority of the damage. I also save my Holy Prism for right after the Thunderstruck damage if the raid isn’t taking a lot of damage before that. After Thunderstruck goes out I use my Wings/HA to toss EF on the melee and as many ranged as I can. Since the melee end up out of range for a bit these HoTs are the only healing I do to them for a good portion of this platform. For the second platform transition I use DF once I position myself on the third platform and spam HR on the melee while using the HoPo for EF on ranged. For the last platform switch I use Guardian and bomb whichever stack has Static Shock on it.

This usually sets me up to have HA back up for the intermission. After Overcharged goes out I use HA and get an EF rolling on everyone in my platform, paying special attention to whoever has Helm on them. If we have to stack for a Static Shock I spam HR on our group to get up as big a Mastery shield on everyone as possible.

Going into phase 2 I pop Wings and get EF up on our Lightning Ball soakers. I use HR on the raid pile to build HoPo and then toss the EFs on the soakers throughout the majority of phase 2. As we transfer to the second platform of the phase, I use Divine Favor and HA to spam some quick healing on the raid. As we move to the third platform I usually use Devotion Aura to lessen the damage. The last platform usually doesn’t have large amounts of damage for us, so I just continue my strategy of EF on the soakers. The second intermission is usually dealt with the same as the first.

Due to when I burn cooldowns and the length of the intermission I usually have all of my cooldowns up for phase 3. I use HA to get EF up on as many people as possible before the first Wind and toss what healing I can during it. For the second Wind I burn Wings and do the same. By the third Wind damage is ramping up and the fight is getting crazy, so I use both DF and Guardian if necessary. The extra haste is nice to get your heals off as you run around like a headless chicken. After that just keep throwing up EFs and raid healing as best you can while praying that the boss falls down dead soon.

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