Heroic Norushen

Norushen is another relatively straightforward fight with not much changed in terms of fight mechanics between heroic and normal.  Heroic Norushen got nerfed earlier in the raid cycle therefore, a reasonably difficult boss with a tight DPS timer became a fairly simple fight.  As in normal, the raid encounter consists of fighting an add called the Amalgam of Corruption and the raid having a source of energy called corruption.  Several mechanics in the fight force players to gain Corruption and getting to 100 Corruption doesn’t necessarily kill you.  However, any DPS essentially becomes useless as your dps scales with the amount of corruption that you have.  The strategy to the heroic version is very straight forward.

Recommended Talents and Glyphs

Tier 1 – there’s very little movement involved in this fight, perhaps you can use Speed of Light to quickly get around death ray but this tier is relatively inconsequential to the encounter
Fist of the Justice – helping to stun the adds, especially the smaller mobs
Eternal Flame – oldie but goodie
Unbreakable Spirit – would recommend getting Unbreakable Spirit for this fight to quickly heal up NPCs in the “Look Within” phase
Holy Avenger – certain phases of the fight, especially when the larger manifestations come out, have higher raid damage so it would be good to have HA to help you out
Light’s Hammer – would recommend going Light’s Hammer on this fight since stacking up doesn’t really cause harm

Beacon of Light – swapping beacon
Hand of Sacrifice – for whatever
Divinity – because there’s really no other helpful glyphs

Raid Makeup: 2 healers, 2 Tanks, 6 DPS, the fight is no longer a tight DPS race however, the damage on this fight is not too high and it’s more important to kill the adds and boss quickly so I’d recommend taking an extra DPS

General Spells

The fight begins with the spawning of an Amalgam of Corruption and each player’s Corruption Level at 50 in heroic.  To become purified or remove all corruption, player must click on yellow balls which spawn around the room and enter a role-specific test.  Completing that test purifies and removes all the corruption from a player.  On heroic, it’s better to have your tanks and healers gain corruption so that your DPS do not have their DPS penalized by gaining corruption.  Purification also provides a role-specific buff, increasing healing, reducing damage taken and increasing damage done which lasts until you start to gain corruption again.  Certain mechanics of the fight involve spawning of one medium sized mob which should be tanked called the Manifestation of Corruption and a smaller mob called an Essence of Corrupt which is stationary and doesn’t need to be tanked.

Amalgam of Corruption

  • Unleashed Anger – inflicts 400,000 -> 520,000 (Physical) damage to the target
    • Self Doubt – increases damage of next Unleashed Anger by 40% -> 50%
  • Blind Hatred – this is the beam of rotating dark lines which slowly turns around the room, it can choose either directions, players standing in this beam receive 150,000 -> 400,000 (Shadow) damage every second
  • Icy Fear – AOE attack the Amalgam inflicts on everyone in the room for 75,000 -> 100,000 (Frost) damage every 3 seconds for the entire fight, damage increases as the Amalgam loses health
  • At 50% health, and every increment of 10% under that the Amalgam will release a Manifestation of Corruption

Look Within (Test of Reliance, Serenity, and Confidence)

  • Test of Reliance (Healer) – players must heal up allied mowbs defeating a mob called the Greater Corruption, if you fail, a Manifestation of Corruption will enter the normal realm
    • Disheartening Laugh – debuff that lasts 6 seconds inflicting 50,000 -> 75,000 (Shadow) damage every 2 sec for 6 sec
    • Pit of Despair – inflicts 100,000 -> 135,000 (Shadow) damage every second to all enemies within the zone
    • Lingering Corruption – deals 400,000 -> 500,000 (Shadow) damage after 10 seconds if not dispelled
  • Test of Serenity (DPS) – DPS players must kill one large Manifestation of Corruption which follows the player around and 4 small Essences of Corruption
    • Essence of Corruption – repeatedly cast Expel Corruption which fires a ball of shadow in a straight line dealing 100,000 -> 130,000 (Shadow) damage
    • Manifestation of Corruption – repeatedly cast Tear Reality which does 200% -> 300% (Shadow) weapon damage in a cone in front of the mob after 3 seconds
  • Test of Confidence (Tank) – tanks must survive for 60 seconds in this zone against a mob called the Titanic Corruption
    • Titanic Smash – deals 1,000,000 -> 1,500,000 (Shadow) damage in a cone after 2 seconds
    • Corruption – each melee adds a stack which does 17,000 -> 25,000 (Shadow) damage every second each stack for 12 seconds
    • Hurl Corruption – hurls a ball of corruption dealing 750,000 -> 1,000,000 (Shadow) damage, this can be interrupted
    • Burst of Corruption – deals 300,000 -> 500,000 (Shadow) damage to everyone in the area
    • Piercing Corruption – deals 600,000 -> 800,000 (Shadow) damage to ots current target, can not be absorbed, can be dodge/parried

Extra Adds

  • Unleashed Corruption – any Manifestation of Corruption defeated in the Test of Serenity (DPS) is released to the normal realm, all adds in the Test of Serenity share health with the Amalgam
  • Manifestation of Corruption
    • Burst of Anger – inflicts 50,000 -> 75,000 (Shadow) damage to all players in the Amalgam zone
    • Residual Corruption – upon death, the Manifestation drops an orb which pulses for 90,000 -> 120,000 (Shadow) damage to all players every 3 seconds until it is picked up, gives 25 Corruption to the player picking it up, in heroic, this spell inflicts 5 pride each time it pulses
  • Essence of Corruption
    • Expel Corruption – sends out bolts (similar spell to the ones the same mobs use in the Test of Serenity which deal 100,000 -> 130,000 (Shadow) damage to players standing in a line, every Expel Corruption that hits the boss increases his damage by 5% for 15 seconds -> 8% for 20 seconds

Specific Tips

I’ll first talk about some DPS or Tank related issues because I’ve gone Ret for this fight before.  This fight is essentially a DPS race.  There are a few movement related issues such as not standing between the Essences and the Amalgam or moving out of the beam of death, but if you’re raiding heroics those should already be second nature to you.  Other movement related issues occur in the DPS Test of Serenity. Other than this, rest of this fight depends mostly on strategy, DPS and healing.  For tanks it’s vital that you quickly pick up the Residual Corruption after killing the Manifestations before it pulses with the Burst of Anger.  You have 3 seconds to do this.  Any DPS should make sure for the whole fight not to get any extra Corruption.  Ideally, all DPS should be sitting at zero after getting purified.  The two tanks should be mainly in charge of rotating soaking this, using a healer as backup if necessary.  You should begin sending in your DPS as soon as possible.  Also, depending on how much damage your raid can take, you should probably not spawn more than two Manifestations from two DPS going in to the test because the pulsing damage while it is alive is very damaging.  The typical rotation for the first few sets of orbs is to send in Tank + DPS then Tank + DPS then Healer + DPS then Healer + DPS and then the rest of your DPS one by one in.  This limits the Manifestations spawns to 1 from the Test. DPS who have not been purified can opt to focus on the adds until they do get purified.

Apart from those other concerns, healing is slightly strenuous on this fight.  The Manifestation is doing a lot of pulsing damage when it is out and sometimes near the end of the fight you may have more than one to fight.  The good thing is that most of the raid can stack around the same area and only move from the beam.  The raid should not stand near the Manifestations when they die and stand between the Essences.  The tank shouldn’t be taking a huge amount of damage, most of it will be in raid wide AOE and only comes out when the Manifestations are out.  Your raid should save Bloodlust for after 50% or at least until all of your DPS have been purified.  The last 50% will be the hardest part of the fight with a lot of pulsing damage going out.  In addition to this, your tanks and healers must have enough empty Corruption to soak all of the remaining 5 Manifestations (125 Corruption).  I’m not sure as a Holy Paladin how to make the Test of Reliance easier since we have very poor DPS.  You shouldn’t need to help the NPCs kill the add but it will help if nothing needs healing to use some of your DPS skills.  Make sure to continue using holy shock.  Keep up on your dispels and this phase shouldn’t be hard at all.  I can’t really think of any thing else related to healing on this fight but if you guys have any questions, feel free to comment below.  This shouldn’t be a very hard for us in terms of healing.

Common Reasons for Wipes and Solutions

  • Players did not complete their tests and did not get purified – read up and watch videos of how to do these phases, this is literally the hardest part of the fight
  • DPS Race Lost – don’t stand between Essences and the Amalgam, don’t get any extra corruption by soaking residual energy
  • Too many Manifestations out – what is it from? too many DPS doing Test of Serenity? send one less, under 50%? you’ll just have to deal with this, you shouldn’t have DPS going in to the Test during this last phase
  • Die to beam – …

Wish you good luck on getting this guy down!

Heroic Fallen Protectors

Heroic Fallen Protectors to healers, is not a drastically different fight from normal.  The fight still consists of 3 bosses with separate health pools who enter special phases at certain percentages of health.  You must still kill the three within 15 seconds of each other.  Apart from everything hitting harder, there are a few mechanics changes and that’s it.  The majority of this fight is heal as much as you can and keep an eye on your mana return spells because this was one fight where I went OOM towards the end.  Currently I’m sitting at around 15,000 spirit with the Shado-Pan trinket and the Spirits of the Sun Heroic upgraded twice so if you have any kind of SoO spirit trinket or Horridon’s Last Gasp, you shouldn’t worry about this.  Anyways, lets move on to the guide!

Recommended Talents and Glyphs

Speed of Light – it’s not imperative to get this on this fight but this will help you get places you want to be or out of brew quicker
Tier 2 – nothing’s going to help you on this tier for this fight
Eternal Flame – no SH not your turn yet
Clemency – would recommend going this for the double sac and double hand of protector for garrote on healers or DPS
Holy Avenger – on-use healing cooldowns are helpful for large damage phases such as Sun’s Desperate Measures
Tier 6 – depending on your raid’s strategy, you can choose either LH or HP, I chose HP for this fight since our raid plans to stack loosely for most of the fight, I could see HP being a viable alternative

Hand of Sacrifice – for a helpful CD
Divinity – because there’s really no other helpful glyphs
I would tend to recommend Beacon for the last slot but you likely won’t be doing too much beacon swapping during this fight, this last glyph is up to you.

Raid Makeup: 3 healers, 2 Tanks, 5 DPS, you can do this of course with 2 healers but 3 makes it more safe and the DPS requirement is not too high

General Spells

In heroic, the two bosses who are not visible continue doing their special attacks, including Desperate Measures if they get pushed.  Special attacks include Clash-Rook, Master Poisoner (2 poison attacks)-He and Calamity-Sun. If you do not kill all three Protectors within 15 seconds of each other, they will heal for 20% -> 30%.

Rook Stonetoe

  • Vengeful Strikes – stuns current target, then influcts 180,000 -> 300,000 (Physical) damage every 0.5 secs for 3 secs
  • Corrupted Brew – targets a random raid member and throws a keg doing 125,000 – 425,000 (Shadow) damage in a 5 yard radius and slows for 50% -> 65% for 15 sec, in heroic, the cast time of this spell decreases by 0.5 seconds every 2 casts, this effect resets when Rook enters his desperate measures
  • Clash – similar to the Brewmaster spell which causes the targetted player to meet him halfway
    • Corruption Kick – after meeting the target, Rook will be rooted in place do a spinning crane kick-like spell that deals 120,000 -> 162,000 (Physical) damage to everyone in 10 yards every 1 sec for 4 sec  and applies a DoT that does 75,000 ->  101,250 (Shadow) damage every 2 seconds for 6 seconds
  • Desperate Measures (occurs at 66% and 33% health)
    3 adds spawn in the room.  In heroic, the three adds have a shared health pool:

    • Embodied Mistery: Does a knockback dealing 350,000 -> 472,499 (Physical) damage and places a void zone on the ground dealing 100,000 -> 150,000 (Shadow) damage every second to enemies in it
    • Embodied Sorrow: Casts Inferno Strike on a random player dealing 1,200,000 (Fire) damage split among all players within 8 yards of the target
    • Embodied Gloom: Deals 150,000 -> 325,000 (Nature) damage to random enemies and anyone within 4 yards of them

He Softfoot

  • Garrote – a bleed that He periodically places on random raid members dealing 80,000 -> 108,000 (Physical) damage every 2 seconds for an unlimited amount of time, all Garrote disappear when He enters his Desperate Measures
  • Gouge – an attack which incapacitates his current target for 6 ->8 secs and switches to a random raid member, by turning your back to He when he does this, you prevent the incapacitate and target switch and simply get knocked back a short distances
  • Master Poisoner: Two self-buffs:
    • Noxious Poison – causes his melee attacks to leave poison pools on the ground dealing 85,000 -> 150,000 (Nature) damage every second to everyone standing in them, 3 second internal cooldown, all pools are removed when He enters Desperate Measures
    • Instant Poison – causes his melee attacks to deal additional 75,000 -> 150,000 (Nature) damage
  • Desperate Measures (occurs at 66% and 33% health)
    An Embodied Anguish add is spawned. This mob casts “Mark of Anguish” on a random player in the raid.  This ability roots them in place and deals ~101,250 shadow damage every second.  The Embodied Anguish will melee players and with every hit applies a stack of “Shadow Weakness”.  As far as I can tell from logs, this additional damage is around 12% per stack.  This of course increases the damage they take from Mark of Anguish.  Players with Mark of Anguish in addition gain a debuff which decreases their armor by 50% for 2 minutes -> 80% for 4 minutes.  Finally, passing the Mark of Anguish will cause 1 stack of Shadow Weakness to be applied to everyone in the raid.

Sun Tenderheart

  • Sha Sear – the tooltip for this spell is a bit misleading, in heroic, the spell is scaled up from the original 25,650 shadow damage to ~45,000 shadow damage on the first tick, after this each tick increases damage by 75% of the original 25,650 or ~19,200, going by this logic, the damage ticks are 45,000-64,000-83,000-102,600-121,8000-141,000 for a total of 6 ticks, overall this spell does ~600,000 (Shadow) damage, this spell hits a random target in the raid and everyone standing within 5 yards of them
  • Shadow Word: Bane – DoT that Sun places on 2 members at once in 10M, each with a “stack” of 2 meaning it can jump to 2 other players, the debuff will only jump if it ticks so if it can be dispelled within 3 seconds of application, then it wont jump, deals 100,000 -> 135,000 (Shadow) damage every 3 seconds for 18 seconds, if it jumps once, the same theory applies to the 1 “stack”, a total of 6 people can be affected
  • Calamity – periodically cast, does 30 -> 30% + increasing by 10% each cast of everyone’s health, removes all Shadow Word: Bane spells, the +10% resets when Sun enters Desperate Measures
  • Desperate Measures (occurs at 66% and 33% health)
    Spawns two adds, Embodied Despair and Embodied Desperation along with smaller spawns of Despair and Desperation which have a shared health pool with the associated larger mob.  The adds don’t have any abilities but must be killed for Sun to appear.  During this time, a field in the middle of the room called the Meditative Field spawns which reduces damage from Dark Meditation by 50% -> 35%, otherwise outside of this field, players take 44,000 -> 54,000 (Shadow) damage.

Specific Tips

This fight requires less positioning than Heroic Immerseus but it’s still important to designate some things before starting.  First off, your tanks should be tanking far enough away from each other and the raid such that Rook and He’s abilities will not be hitting people in the raid.  He doesn’t have any direct damage abilities to the rest of the raid, but the pools of poison he drops on the ground do a lot of damage and are rather hard to see.  Therefore, he should be tanked outside of the center of the room as much as possible because this is where Sun’s Meditative Field spawns (and really good luck on seeing the poison pools during Dark Meditation).  The raid can be roughly stacked for this fight since most of the abilities don’t hit for that much and have a rather short radius of 5 yards or so.  Don’t clump on each other, but you can roughly stay in the same quarter/third of the room.  Three things you should watch out for on the ground are corrupted brew which looks like a light blue/brown swirling thing, any poison puddles that He might have dropped and sha sear which looks just like the shadow priest version.  The player with sha sear should move slightly out such that they are the only person taking damage from it, remember that this does increasing damage with each tick.  For the rest of the fight, you should basically stick in the conformation in the image below.  In the second image below, on the right, is the positioning during Sun’s Desperate Measures.  If Rook is the skull, then the raid should be stacked in the field closest to the skull.  This is because Rook will continue to do his Clash followed up with Corruption Kick during Sun’ Desperate Measures on Heroic and if you are targeted and standing somewhere on the far side, he will charge to you and do his Corruption Kick in the field which will likely wipe your raid.  Apart from this, there is one other thing you raid will have to watch out for and that’s inferno strike during Rook’s desperate measures. Make sure that you have enough people standing in this orange circle to soak the damage.  You’ll need to watch out for Sha Sear during this and move if you get it so you aren’t hitting all the people stacking for inferno strike.

positioning

In terms of DPS, we actually hit the enrage timer the first time we got to this boss due to whatever reason (bad, no gear qq).  We found that if we let the bosses stack for a few seconds, or at least until He started pooping out the poison, it helped a lot with the DPS since they could be cleaved for a while.  This was also when we popped blood lust.  Since the bosses don’t have a shared health pool, it is beneficial to cleave them whenever you can but it’s important to know the order in which they should be pushed in to their Desperate measures.  The way we did it and probably a common way of doing it is to do Rook -> He -> Sun.  This is so that the Garrotes can be dropped from the raid before Sun’s Dark Meditation which does a lot of AOE raid damage.  You can probably do all kinds of different combinations but I think this is one of the easier sequences.  When any adds have spawned, they should be first priority.  When the Embodied Anguish comes out, we tossed it to the He tank since He is not active during this phase.  Despite the increased potency of the debuff, we didn’t find this to be a problem.  For the last few seconds or so of the debuff or when the tank felt like he was going to die, we passed it to a player with immunities such as a Warlock or Hunter or Paladin.  Finally, push all bosses to near dead together, simple.

As I mentioned above, there’s a a lot of damaging AOE damage going on in this fight.  The tanks are taking moderate damage even when the bosses have their special abilities up.  The raid may be taking spiky damage but most of that damage is avoidable.  In a perfect world, no one would be taking nukes from the Keg Toss or extra people taking damage from Sha Sear.  All of the unavoidable damage in this fight is from DoTs from magical or physical sources.  One thing that you must keep your eye on is Shadow Word: Bane.  You should have a boss timer for this application and assign players to dispel in order.  For example, if I go first, I will immediately dispel one person, then the other person will dispel the person left over.  If you have 3 healers it may be easier to keep this DoT off the raid because if one person is slow and the buff jumps, you can have the backup dispeller dispel the stack of 2 that jumped before it jumps one last time.  If you have two healers, you should have your eye on this very closely since there wont be anyone to back you up.  Also if you don’t get one of the dispels off, make sure you don’t try to dispell it befoer the new Shadow Word: Bane comes out, otherwise your Dispel cooldown won’t be up.  The most damage occurs mainly during two parts of the fight.  The first is the Dark Meditation.  This is mostly due to the increased damage on Heroic, nothing much you can do to avoid it.  It’s not by any means unhealable but will be noticeably higher than normal.  The second part is during Rook’s Desperate Measures.  Especially for the arc between 66% and 33%.  This is because from 100% to 66%, all of the bosses have been whittled down quite a bit from the initial bloodlust. However you will basically be going between 66-33% with regular cooldowns.  During this, there will be one part where Rook does his Desperate Measures and Inferno Strikes are appearing on people while Sun is doing her Calamity.  Especially towards the end of the phase where Sun will be doing harder and harder hitting Calamities, you should pull out your CDs for this.

As a Holy Paladin, I would recommend saving your Devotion Aura for the latter Calamity casts rather than to use during Dark Meditation.  You may also be able to line it up to apply for both an Inferno Strike and a Calamity.  I specced Holy Avenger on this fight and just used it basically on cooldown or if I saw it was coming off cooldown soon before Dark Meditation, I would save it for that.  Otherwise, the raid will be taking consistent damage throughout so it would be useful almost any time.  Your other cooldowns you can use as you see fit.  Keep an eye on your mana return and Divine Plea cooldowns because this is one of the more mana intensive fights, despite not being really hard to heal.  In my experience, the He tank takes more damage than the Rook tank so for the majority of the fight I had my Beacon on him.  If you spec Light’s Hammer, try to line it up at least with the Dark Meditation phase.  Also, you can Hand of Protection players who have Garrote whenever you see the damage going up. On thing I forgot to mention above is another source of damage is when the Mark of Anguish comes out.  Depending on how you have the debuff rotation set up, if you do put it on a tank, they will take a significant amount of damage.  I would highly recommend using a Hand of Sacrifice on him/her for this.

Common Reasons for Wipes and Solutions

  • Shadow Word: Bane damage is killing players – assign a dispel rotation, me first, then you
  • Inferno Strike + Calamity = Death – assign a cooldown for each of these later Inferno Strikes
  • Garrote, too much damage – you can opt to push He before Sun, HoP off the debuff
  • Poison Puddle/Sha Sear/Corrupted Brew death – don’t stand in shit
  • Rook uses Corruption Kick in the middle of the Meditative Field, it is super effective! – stand on the side of the field closest to Rook and run to the other side when he uses it
  • OOM – watch your mana cooldowns

This fight in my opinion was easier than Immerseus.  The whole fight comes down basically to knowing where to stand, knowing what not to stand in and having enough mana for the duration.  A few attempts should be enough for a kill.  Good luck!

My Thoughts on Blizzcon…

At the risk of bombarding you with more information today, I just wanted to say a few words on what I saw with the Virtual Ticket.  A lot of sound issues.

All jokes aside, a ton of information was revealed at Blizzcon on a great number of exciting new games and the oldies.  Some of it good, some of it not so good, in relative terms of course.  As an avid Dota 2 player myself, I am super excited for Heroes of the Swarm.  Wow did those character models look awesome.  Blizz made a great move bringing back all those iconic Warcraft characters to the game!  I am super excited to play this game.  Also, as a D3 player, my voice was one in the chorus of jubilation when they announced the closing of the Auction House back a few weeks ago and all of the news at Blizzcon just made it feel like D3: RoS is going to be what the original game should have been.  In my impression, Blizz has always listened to the community however, just like the community differs on certain things, the same occurs within the Blizzard company.  Thus the outcome of their decisions is not always suited to the majority of the players.  In this tho, they certainly made the right move.  How about that costume contest?  I shed a sad tear when the Feral Druid costume didn’t win :(  a sad and fluffy tear.  All in all, it’s great to see people who have a huge passion for Blizzard games and to see the people behind the games.  A true Blizzcon experience can not be conveyed through the Virtual Ticket.  Here’s to next year!

So on to WoW related news. The level 100 talents were revealed at Blizzcon and can be viewed on Wowhead.  I’ll just list them here for your convenience.

  • The Light Within: Beacon can now be places on two targets.
  • Seal of Faith: Fills you with Holy Light, causing you to gain Faith equal to all damage dealt. Faith acts as spell power toward the next healing spell you cast.  While Seal of Faith is active, all damage dealt is increased by 30%.
  • Divine Conviction: (Saved by the Light) When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec. You cannot shield the same person this way twice within 60 sec.

The Light Within

Despite how overpowered this looks, the spell deserves a second glance.  Lets assume that the placement of these two beacons is similar to that of the mage bomb, Living Bomb, which has a max limit of 3.  With the application of a 4th mage bomb, its always the first one that’s applied which drops off.  My guess is if this spell goes live, this will be how this spell will work.  One way to make this spell not have such a clunky application method is to have two separate spells for applying beacon (Beacon of Light, Anuthabeacon of Light) so that you can always keep one on active tanks while the other one is swapped around to players in the raid who are taking damage.  The other way is to have the spell be able to overlap on each other.  Either way, two beacons sounds nice but the application method must be worked out.
The other thing about this spell is that Beacon has always had a huge amount of overhealing (50+%).  In 25M the situation is most likely worse.  In 10M, the second beacon may be quite powerful if utilized correctly.  Since you don’t have to worry about removing that padding on the active tank, you can swap around the other beacon actively and get a lot of use out of it from placing it on members with DoTs or who are taking consistent damage.  However, in some situations where people are taking large nukes for example, swapping your beacon to them does not really provide a mitigation effect.  It may look better in terms of our HPS if we can swap it intelligently but I think this is a weird method of play especially if the the application method is clumsy.  You shouldn’t think of this second beacon as providing 2x the healing of your current beacon spell but more like 75% if not 50% of it or less.  Unless a majority of the fights in the next raid tier are dual tank fights, which doesn’t so far seem to be the case according to SoO, it may be quite situational when this spell is useful.  I’ve said before that beacon swapping is one aspect of holy paladin play which isn’t talked about enough.  It’s ideal and probably in most cases optimal to leave the beacon on tanks but with this new talent, it will be even more important how well we’re able to predict incoming damage and react to it by swapping our beacon around.

Seal of Faith

I’m not quite sure how the Faith spell will be accrued but basically this spell is a way for holy paladins to do DPS.  Now let me remind you of some ways holy paladins can do DPS because you and I probably don’t even remember.

  • Denounce -9.4% base mana, 1.5 second cast
  • Holy Shock – 8% base mana, instant cast
  • Judgment – 12% base mana, instant cast
  • Crusader Strike – 15% base mana, instant cast
  • Tier 6 talents – 5.4% mana in case of HP, else free, all instant cast
  • Glyph of Denounce – each cast of HS decreases next cast time of Denounce
  • Glyph of Word of Glory – increases your damage by 3% per HP spend on Word of Glory or Eternal Flame healing
  • Glyph of Holy Shock – decreases the healing of Holy Shock 50% but increases its damage by 50%
  • Glyph of Harsh Words – your Word of Glory can now be used on enemies, causing holy damage equal to the amount it would’ve healed

We have a decent amount of DPS spells and probably potential to deal out a lot of damage.  Faith seems like an interesting way to play a holy paladin but at this point, the translation from damage to healing doesn’t seem too great.  What is the purpose of doing a bunch of DPS for a super buff to a spell that will be overhealed?  What is the purpose of doing small increments of damage interspersed with healing unless the scaling of Faith is amazing and what would the purpose of that small 50K dps be when it could’ve been spent doing a lot more healing? This is an interesting concept and I think a lot of paladin community has long awaited the return of the shockadin but in this form, I don’t believe as a holy paladin I will be taking this spell.  I’m interested in seeing where this goes though.

Divine Conviction

This spell feels like something that belongs in the tier of talents with damage reduction purposes (lvl 60).  The spell kind of serves like a weird form of Ardent Defender.  With the Beacon of Light glyph, granted that you are quick enough, you can basically use it to put an Ardent Defender on anyone who is about to die.  With a 1 minute cooldown, this places this spell in a better position than Ardent Defender which has a 3 minute cooldown.  In its form this is a pretty powerful cooldown if someone in your raid is about to die all the the time.  Realistically, this spell may come in use around 1-2 times per fight if someone falls that low (and in those cases, a number of other classes have simple cooldowns which don’t take up the 100th tier of talents).  I think this spell could be buffed to something like putting a 30% absorb on a player once every minute rather than if they die.  This would be more preemptive and also serve practically the same purpose in addition to being useful for other hard hitting attacks.  I think this spell needs to be adjusted to be useful but in terms of choosing the lesser of three evils, this would probably be my choice.

After taking player input, the talents that the expansion releases will likely be very different from the current form but those are my thoughts on the current spells.  All three of these level 100 talents fall kind of in to a different class.  The first one being more of a healing throughput increase, the second being god knows what, and the third being a damage mitigation ability.  That fact is interesting to me because it provides different routes that all may be viable depending on the fight.  It’s a good idea but the spells need to be tweaked, especially compared to the tier 7 spells of other healing classes.

10M Heroic Raiding GONE

Well I think a large part of the community knew that this change was going to happen.  It does make sense from several points.
1. Blizzard has always spent a portion of its resources on providing as balanced a setting as they can between 25 and 10 man raids. By taking the portion spent on 10 man and applying it to make a 20 man raid better for all heroic raiders seems like a good thing to do.  Making 20 man raids easier to tune also allows developers to put their extra time in to bettering other areas of the game.
2. This also helps with class balance since 10 vs 25 man settings also affect this.  It’s easier to balance classes around one heroic setting.  Especially in the case of healers or tanks who in a 10 vs 25 man setting may have widely different spell and stat priorities due to the damage.
3. 10 man raids still have the opportunity to raid, just not do heroics.  It may seem like a quick and easy solution to just join up two 10 man raids at around the same progression for a 20 man heroic raid.
That’s all understandable.  But this 10 man change is a really large charge, and that’s an understatement.
It’s not so easy to join together two 10 man groups and make them work together. Hell I tried to do this back in BC for the same exact reason, Tempest Keep was 25 man only and most guilds were raiding Zul’Aman as 10 man.  That move was one of the main reasons I quit the game.  The two groups would just not cooperate and it’s even worse when it’s a one sided thing.  Here you are trying to work things out and one side or a group of people just don’t stand for it either because of skill difference or attitudes clashing.  The thing about 10 man groups, and maybe this is just my perspective, but the 10 mans I’ve been in are all close knit groups.  Not to say that in 25 mans there is no sense of companionship but it’s just not likely that you will connect on a higher level with 20 other people in your group.  By breaking 10 mans apart or forcing them in to  larger groups, it’s like breaking apart bonds that have been forged over months or even years, forcing them to socialize with players who they don’t know and don’t understand.  Of course the perfect scenario can occur where both guilds have highly tolerant attitudes and they just meld together perfectly.  To the 10 man groups out there, I hope that’s how it will go.  But if you’ve played this game long enough, you know that enjoyment from this game does not come purely out of the game itself, but the social networks that the game gives the opportunity to form.  People need to feel that they aren’t being forced to rip and reform those connections.  I personally have nothing against the 20 man form although it may likely mean that my guild will break apart since many members of our 10 man don’t enjoy raiding with people they don’t know.  But I felt that Blizzard handled this situation kind of poorly.  In the many questions that were asked at Blizzon, the answer was “we realize it’s a problem but you’ll just have to deal with it.”  How about a solution or an answer with more clarity of the reasons behind the change?  This is the thing, I’m betting a lot of Heroic raiders are intelligent people and realize that the change is for the better.  A part of them with the response at Blizzcon to the inquiries will simply see this as an act of screwing up WoW to be blunt.
Anyways, enough rambling.  For the 10 mans out there, I encourage you right now to start looking for those 10 mans out there looking to merge and run some practice 25 mans with them if you’ve got enough people.  You want to do trials before you sign on with it.  Just because the two groups are at the same skill level does not mean their guilds are at the same maturity level or have the same attitude.  I’m guessing more than a few members who raid 10 man heroics will simply quit the game.  Many people who raid 10 man aren’t extremely hard core players, they have other things they enjoy doing outside of the game more and sometimes raiding, is purely for enjoying the time with friends.  They will see this in effect as taking that away.  Warlords of Draenor has a lot of new content to give.  If you can look past the change to the raiding scene and the lack of a new class or race, then I’m sure you will find interesting things to do. New challenge modes? Yes please! New raid to kill Grommash Hellscream?  Don’t tell me you’re not interested in how that plays out.  A chance to see what Durotan was like?  Every expansion is not perfect and this is not an exception.  But my advice is don’t give up just because your raiding situation doesn’t work out.  Find a new group of people to tag along with that you like and you will make new friends.  You never know until you try it out :)
What do you guys think of the new changes?

Heroic Immerseus

Heroic Immerseus is a relatively simple fight if your group has good planning on where players stand and knowledge of the boss’s few simple additional mechanics.  On Heroic, Immerseus’s spells hit a great deal harder and there are a few mechanics which make the phases where Immerseus is active slightly different from normal.

Recommended Talents and Glyphs

Speed of Light – the room’s quite large, at times you may need to run quickly from one end of the room to another during split phases and this will help you get there quickly; also, moving away from an incoming swirl
Fist of the Justice – helping to stun the adds especially towards the earlier split phases is helpful to DPS
Eternal Flame – there are a few fights where Selfless Healer may now be taken over EF but this is not one of them
Unbreakable Spirit – would recommend this for a double use of LoH on a Contaminated Puddle
Holy Avenger – on-use healing cooldowns are especially helpful towards the later split phases
Holy Prism – since the room is quite large, and Immerseus’s hitbox is enormous, this spell will basically hit any 5 people in the room no matter where they’re spread, alternatively you could take Light’s Hammer for 25M since a majority of the raid will still be in once place and also Light’s Hammer has a snare which could be helpful in the early split phases

Beacon of Light – swapping beacon to puddles is helpful to get HP stacks from tower of radiance
Hand of Sacrifice – for Corrosive Blasts
Divinity – because there’s really no other helpful glyphs

Raid Makeup: 3 healers, 2 Tanks, 5 DPS, fight is not a DPS race and towards the end of the fight, more healing increases the speed at which the boss dies

General Spells
The Immerseus fight consists of alternating phases between Immerseus being active and when he splits in to many smaller puddles that slowly combine to form him again.

Immerseus Active Phase

  • Sha Bolt – fires a bolt at everyone in the raid inflicting 75,000 -> 120,000 (Shadow) damage in a 5 yard radius and forming a Sha Pool (damage from bolt is called Sha Splash)
    • Sha Pool – inflicts 15,000 -> 20,000 (Shadow) damage every second
  • Erupting Waters – torrents on the ground (pre-indicated by blue swirling circles) emerge throwing players on top of them in the air and doing 30,000 -> 45,000 (Frost) damage
  • Swirl – combination of two mechanics
    • Swirl – Immerseus begins to channel and rotate a large torrent of water in front of him knowing back anyone it comes in to contact with and dealing 200,000 -> 300,000 (Frost) damage
    • Swirl #2 – Smaller damage spell dealing 30,000 -> 45,000 (Shadow) damage which damages players close to the larger rotating stream of water
      *Note: There appears to be a little bit of confusion about the damage from this spell since there are two types of swirl damage on the logs. I believe that after the blue circles become the black gaseous torrents, there is damage from getting thrown up by these (Erupting Waters).  The lower damage Swirl is from players being next to the larger Swirl and the high damage Swirl is from getting hit by the stream.  Regardless, lots of damage is coming out during this Swirl phase.
  • Corrosive Blast – inflicts 600,000 -> 900,000 (Shadow) damage in a cone and increases Shadow damage taken by 300% for 45 seconds
  • Seeping Sha – walking in to the pool that Immerseus is immersed in inflicts 100,000 -> 150,000 (Shadow) damage
  • Swelling Corruption – gains stacks of swelling corruption proportional to corruption level (1 stack per 2 points), any player who uses single target abilities spawns a creature and puts a debuff on the player called Sha Corruption which stacks
    • Sha Corruption – inflicts Shadow damage for the following amounts every 1 second for 6 seconds (these are rough numbers)
      1. 2,500
      2. 8,750
      3. 23,000
      4. 54,000
      5. 120,000
      6. 250,000

Split Phase

  • Sha Pool – the central pool grows over time during split inflicting 4,000 (Shadow) damage to enemies who touch it, the damage stacks the longer the player stands in the pool, touching the pool shrinks its size
  • Sha Puddle (DPS) – 1 forms for every 4 points of corruption remaining, these puddles slowly move towards the center pool, each puddle killed removes 1 point of corruption
    • Sha Residue – killing a Sha Puddle applies a 25% damage buff to killing other Sha Puddles in a 10 yard range
  • Contaminated Puddle (Healing) – 1 forms for every 4 points of corruption removed (for the first split he appears to spawn at least a few healing puddles), these puddles slowly move towards the center pool, each puddle healed to full removes 1 point of corruption
    • Congealing – Contaminated puddle’s speed slows increasingly with heath gained
    • Purified Residue – healing a puddle to full applies a 75% healing buff and returns 25% mana to all players within 12 yards of it
  • Erupting Sha – puddles that reach the central Sha Pool inflict 75,000 -> 95,000 (Shadow) damage per Sha Puddle and 30,000 -> 40,000 (Frost) damage per Frost Puddle
  • Seeping Sha – walking in to the pool that Immerseus is immersed in inflicts 100,000 -> 150,000 (Shadow) damage

Specific Tips

My guild wiped a bit on this boss due to poor planning so I’ll go over what we eventually worked out.  Position is first off key. Coming in to the room with Immerseus and facing him, you will see that the room is divided in to 6 smaller cone areas and one larger cone area directly behind the boss the size of 2 smaller cone areas.  I would recommend that your raid position itself in this larger cone area (marked with a blue square in the picture below).  We found that if we stood on one of the smaller triangular areas, we would need to move as a raid to the next triangular area near the end of the first phase 1 due to losing room to the puddles so the larger triangular area was just enough space.  Also, the Sha Pools are hard to see in the interspersing water areas.  All of your dps/healers should be standing here.  Your main tank will stand either to the left of the group (this is obviously switchable with to the right) and move towards the left as they run out of room to drop the pools.  Your add tank will run in to the raid when the adds come out and tank the adds in the area where the raid is standing.  They will then taunt back Immerseus after they get out of this area back to their original spot.  I saw somewhere mentioned that as a holy paladin, you can turn on Righteous Fury and heal during this phase to aggro most of the adds to you making it much easier for the add tank to grab the adds.  You should however be extremely careful doing this since while the adds don’t hit hard, a lot of them will hit hard and along with other damage during this phase, you may be in some danger.

For the split phase, you should have your healers divided roughly in a triangle around the map and you should stay true to this.  Especially towards the last split phases, it will be very tempting to want to stand in the original blue area but stay true to your planning while adjusting intelligently to see where the puddles are going.  You should be able to see a few seconds ahead of time where the most healing puddles are going if you angle your camera to the ceiling.  Your DPS and tanks should be roughly spread as such at least for the first phase due to all of the DPS puddles so you can cover most of the map.  Towards the later phases, it would be helpful to have hybrid healer classes for example cover some area between the healers with the rest of your DPS watching to see where the remaining DPS puddles are going.

raidpos

Damage-wise, once swelling corruption is active in Phase 1, the raid damage begins ramping up since people are getting hit randomly by adds, standing in pools, etc.  Therefore, for the first few Immerseus Active phases, I popped my Holy Avenger to deal with this part and it was pretty much up every time for the first 3.  Other than that, have your other heals help mass dispel people and dispel any players you see with high stacks immediately (5 or above) or just in general.  It’s helpful to coordinate a loose stacking point for the mass dispel.  Make sure that you continue moving out of puddles and gas cracks on the ground.  The main thing you as a healer should watch for on your boss mods is Swirl.  As others have pointed out, Immerseus begins Swirl at one of the 4 cardinal directions in the room.  (Note that according to the map, this means he could likely start his swirl in the middle of the triangular platform.  Your raid should be to the right of the blue marker facing the boss when this happens.  I believe he will swirl for about half of the room and he will always circle in a clockwise direction.)  You can avoid swirl by either moving to the back of the room where it doesn’t touch you, or if you want to just take it to the face, you must watch out for a number of things.  A lot of our random deaths were from people getting ping-ponged around by swirl.  It’s my guess that you can get ping ponged in to one of the puddles which throws up you and then get hit by swirl again.  I once got hit 4 times in a row (bad!).  If you want to try to take the puddle to the face, make sure you do not get ping ponged in to one of the gas fissures on the ground behind you.  It’s best regardless to pop a damage reduction cooldown for the swirl.  The safest path however is to simply outrange the spell by running to the edges of the room.  In the split phase, there will be very little damage going out until the pools reach the center. DPS puddle, if killed, do not inflict any damage however Healing puddle damage is inescapable.  Regardless of how many puddles you heal up, once the Healing puddle reaches the center pool, it will explode for the damage regardless.  Your raid should save their own personal cooldowns for when this happens, especially towards later phases.  Also, you must heal the healing puddle to full to remove one point of corruption.  Make sure that you make your way back to your phase 1 position when phase 2 is over avoiding the Corrosive Blast which comes around 7-8 seconds after the end of the split phase.

Note to the DPS for the first phase.  Stop for heaven’s sake when you get 3-4 stacks.  5 stacks as I mentioned above is around 120,000 damage per second which is very dangerous considering all the other damage that’s going on.  DPS classes which have extra direct damage procs need to stop on 3.  The raid should be coordinated in when they are attacking the boss and when they are killing the adds.  This way, the tank can easily pick up adds.   The adds melee for a very insignificant amount. One other thing to note is his swelling corruption can only stack so much (1 for every 2 points of energy).  The first one is 50, and typically every DPS including Tanks in your raid will get around 3-5, get dispelled and then gain another few so that the boss will be DPSable during Swirl without gaining the debuff.  We were able to push the boss in one Swelling Corruption phase but it’s not a problem to hold off DPS and make the add phase cleaner if you want to spawn less adds.  Towards the end of the fight, his stacks of swelling corruption decrease by quite a bit because his energy is lower.

As a healer, it’s vital especially towards the later split phases to heal enough globs up.  You can calculate yourself an ending scenario.  Immerseus going in to a split with 28 energy will spawn 7 DPS puddles and 18 healing puddles.  For 3 healers to heal 18 healing puddles is quite a chore.  Position your camera up around where you’re designated to stand to see where the healing blobs will land.  Start the phase off with 5 holy power and dump your heals in to one while standing next to it to get the buff and then go for the other puddles.  You can LoH a puddle to immediately get the buff twice during this fight.  You should at the end be popping your healing cooldowns since a majority of them will be healing puddles and it is healing these that speeds up the boss kill.  For Phase 1, you should keep in mind the corrosive blast hit with be a very heavy damage nuke.  Also, your main tank on the boss will additionally have a few adds on him which should be killed as well and will therefore be taking quite a bit of damage.  For the most part however, the healing requirements on this boss are very manageable.  The highest damage times are the first swelling corruption and the end of the split phases where people could potentially die out-of-range (use healthstones!).  The only reason to use 3 healers on this fight is to deal with the split phases and the fact that the DPS requirement of this boss is very low.  For healers the fight essentially progresses from a heal your fellow raid members to heal the puddles fight.

Common Reasons for Wipes and Solutions

  • Swirl is instakilling people -> either be prepared with a damage reduction or avoid it by outranging it
  • Adds are overwhelming the raid -> don’t go all out on the boss, coordinate damage from adds to boss or designate adds as first priority as soon as they are out
  • First phase damage is insane -> it will be you’ll just have to deal with it, use your healing cooldowns during Immerseus’ active phase towards the beginning of the fight, don’t stand in the puddles
  • Split phase damage is insane because too many puddles are reaching him -> coordinate your raid’s positioning and your healer cooldowns, yes you will need to use them on puddles
  • People are getting gimped when Immerseus is pulling the puddles to him before he splits -> GTFO out of the middle of the puddles before split

Good luck!

Prismatic Prison of Pride: Haste Breakpoints

If you’ve had any contact with finding haste breakpoints then you’ve probably seen the healer breakpoint cards at Totemspot which help you find what haste rating to get when going for extra ticks of healing spells.  Eternal Flame functions at a base level of one tick per 3 seconds for 30 seconds.  With haste, the time between ticks decreases as the total duration of the HoT stays the same.  Therefore haste increases the number of ticks.  Sacred Shield functions similarly however the time between ticks is 6 seconds.

The Prismatic Prison of Pride (drops off Sha of Pride) is Siege of Orgrimmar healer specific trinket which increases our haste and mastery rating, critical strike healing and damage, and spirit by a certain percentage depending on the ilvl.  The tooltip displayed is a rounded version of the true multiplier.  Since many reforge programs don’t consider PPP in to their calculations, what you must do is to remove the trinket and calculate the haste needed before the multiplier and reforge to that.

I’m gonna try to make your life more simple and give you a table of the necessary breakpoints with any of PPP version out there.  The massive table below is composed of 6 mini-tables for each un-upgraded version of the trinket (LFR, Flex, Normal, Normal WF, Heroic, Heroic WF).  In each table, there are 3 major columns for un-upgraded (0), upgraded (1) and upgraded (2) versions.

hastebkpt_PPP

Thanks to Totemspot and Keldion‘s work in making this!

Website Update In Progress

Hello fellow paladins, time for a website update.  Theme feels much cleaner and easier to see.  I have cleaned up the menu for the site finally.  You can find all my previous challenge mode, ToT, and holy paladin guide under the dropdown at the top of the page.  Some idea of what’s coming in the next few weeks:

  • I will soon be getting in to SoO heroics and hopefully progressing quickly…so those should be coming…
  • I am planning to do some serious Proving Grounds madness and will probably write up a guide on that if I can get to at least Endless 30
  • I have been collecting data for both the multistrike and cleave trinkets as well as probably doing a comparison between Horridons and the DSD trinket and will write up some reports on those
  • Finally, I will be updating the Holy Paladin Guide in the next week or so to 5.4.  This will include changes in spells, gearing strategies, BIS lists, etc

In the spirit of that last point, for paladins who are wondering what to reforge and gem in 5.4, I’d advise you to check out these two links to a website called World of Wowgraphs.
Gems: http://www.worldofwargraphs.com/statspve-gem-2-1-0-0-0-0-0-0.html
Reforging: http://www.worldofwargraphs.com/statspve-items-2-1-0-0-0-0-0-0.html
This website compiles information from holy paladins who have killed 6/14 heroic bosses at least and their items, reforges, and gems.  It may give you an idea of what the better gearing strategies are out there now.  As always, the results from websites like this which don’t consider raid makeup, 10 vs 25 man, play skill, and a hundred other factors should be taken with a grain of salt.  All I’m saying is maybe take this one with a few grains :)

Heroic Lei Shen

Well it’s 5.4 and why did I decide to release this guide?  There may be someone who can get some use out of it…

Anyways, there’s already a lot of great heroic Lei Shen guides out there.  Here are some links:

Getsu’s Holy Paladin Heroic Lei Shen Guide

MMO-Champion Forum 10M Heroic Lei Shen Guide

Youtube Videos (Holy Paladin Perspective)

Unlike my other guides, I won’t go in to the details of each spell from Lei Shen but provide some more in-depth tips that you may not be able to grasp from videos or general guides.

The Heroic Lei Shen fight is broke up in to 3 phases with 2 intermissions one between each phase.

  1. Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2
  2. Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 33%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 2, Lei Shen unattackable, 3 conduits active but all 4 abilities retained, once again 5 different abilities x2
  3. Lei Shen active till death, Overwhelming Power, Violent Gale Winds, Thunderstruck, Ball Lightning, Lightning Whip in addition to the 2 abilities he retains from phase 1 and 3

Don’t be too daunted by the amount of abilities Lei Shen retains in the last phase, the phase of this fight you will be wiping on the most is phase 2, the first intermission.  Lets go in detail a bit for each of the phases.

Phase 1: Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight

Assuming you’ve read some of the guides out there on how to position for this fight, the first phase doesn’t provide a lot of healing conerns.  Everything hits for a lot harder.  Thunderstruck is basically a one shot if you’re anywhere within 10-15 yards of it.  But these things shouldn’t be making your life a lot harder.  Since your raid is already stacked for a majority of the fight, it’s easy to stack up your shields with Holy Radiance and Light of Dawn and using more EFs on the melee/tanks as well as yourself.  The Crashing Thunder damage can be healed up quickly with Holy Prism.  Definitely go Speed of Light for this fight.  You will need this to move from platform to platform as well as for the Helm of Command ability.  The one main source of damage occurs when your raid transitions between pillars.  In Heroic, when Lei Shen is not latched to a conduit he will cast discharged energy on the whole raid.  This debuff is permanent for the rest of the phase (it will drop off during intermission).  On the last movement to the pillar, your discharged lightning stacks may be above 15 or so making the transition extremely damage.  One of your healers should pop a healing cooldown for this transition.  You can optionally also pop individual 1 minute reduction cooldowns for it.  This last movement will be the main and only source of large raidwide damage to watch out for.  MAKE SURE that for the last pillar you go to, you do not pop your Speed of Light.  You need to save it for the Helm of Command during intermission.  Instead, just pop your Divine Protection (so good for this fight). Chances are if you figure out which conduits you want to disable first (which is actually enabling them for the rest of the fight) and getting the power of the conduits right then this first phase won’t be too hard.

Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2

My goal here is to make this phase a little less confusing for you.  The order of spells in this phase goes like this:

[23:20:38.900] Lei Shen casts Supercharge Conduits
[23:20:38.987] Lei Shen casts Diffusion Chain
[23:20:39.168] Lei Shen casts Overcharged
[23:20:46.904] Lei Shen casts Helm of Command
[23:20:52.114] Lei Shen casts Static Shock
[23:20:52.948] Lei Shen Bouncing Bolt (Hits Ground)
[23:21:02.173] Lei Shen casts Overcharged
[23:21:04.181] Lei Shen casts Diffusion Chain
[23:21:11.030] Lei Shen casts Helm of Command
[23:21:12.233] Lei Shen casts Static Shock
[23:21:17.067] Lei Shen Bouncing Bolt (Hits Ground)

Basically he will toss out Diffusion Chain + Overcharged at the same time first.  Make sure that you’re spread apart for this.  Right after the overcharged goes out (6 seconds), one person in your raid (and only one person will get hit by Helm of Command.  He will also around the same time send out his Bouncing Bolts (~2 per platform).  The people who does have Helm of Command should be in charge of handling the Bouncing Bolts.  If you get an extra add it’s not the end of the world.  You can ask your tank to come over and taunt it if possible or just DPS it down.  Just continue to get in the bolts if you miss them.  Helm of Command lasts approximately 8 seconds therefore you should be able to stand in any Static Shock that comes up but you’ll have to move quick.
The order of the second set of spells should be for people primarily to stand in the Bouncing Bolt.  If you get Static Shock and you can solo soak, get the bolt and then wait 2-3 seconds and pop your immunity.  Don’t panic.  The Helm of Command person should only worry about staying on the platform.  If your Static Shock player can not solo soak, also don’t panic.  Soak the Bolt and then run to the other people in the group (especially if it’s the Helm of Command in your platform you will want to stay somewhere close to them so after it ends, and it will end before your static shock goes off, they can quickly stack on top of you.

For the second set of spell, it’s the same thing.  You have around 4 seconds after the Static Shock goes out to get in position so after you’ve soaked your bolts it’s probably better just to move back in to position to maintain that you’re still far enough from each other.  The first two spells once again come close to each othee BUT note here that the chain comes a few seconds AFTER overcharged.  What this means is on the second overcharged you must wait for Diffusion Chain to go out before stacking.  Otherwise you can say Hello to 3 adds.
The second set of spells for this last group is a little bit different as the Static Shock comes a bit early.  For this one, if you have Helm of Command and Static Shock on the same platform you must either try to stack up with the Helm of Command person or if you can 2 person soak it then you should do that as the Helm of Command player will be taking a lot of damage.  In my tries, the first static shock was hitting for ~1.5M so it’s possible to soak it with two players if you toss some absorbs and hit Devotion Aura and some personal cooldowns.  Granted it’s probably better to save Devotion Aura for the next phase.  In some cases, you can just have that person die and get ressed.  Killing 1 person with a res is better than killing 3 people with a res.  Finally, it’s very likely that if your platform gets Helm then the other two people will be in charge of getting the Bouncing Bolts as well and then quickly stacking up for Static Shock.

It’s important to plan out your groups accordingly.  You want to separate melee into different groups and people who can solo soak with Tanks, etc. For example, you don’t want to have a platform with 3 casters who all can’t solo soak or only 1 can solo soak.  You should place your Tanks with Ranged DPS so that the Tanks can help out with some of the Bolts. It will be highly variable depending on your composition.  Anyways, all of this information may help in clearing up what’s going on during this phase but much of it will come down to practice.  The most important thing is to avoid stacking for Diffusion Chain.  Many guides have recommended using a separate Weakaura to track this which I find extremely helpful.

Phase 2: Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 30%, Lei Shen retains level 1 Static Shock along with performing whichever ability he is next to  the conduit of.

This phase is fairly easy to handle.  Designate 3 people with 1 backup person to stand on the outside.  It is possible to get Lei Shen to spawn only 3 ball lightnings if you have 3 ranged out and everyone else grouped up on the boss.  The backup person is because Lei Shen does static shock some time before ball lightning.  If this happens to one of the 3 designated people, the backup person will take their place and the person with static shock should run in to the stacked group to soak.  Make sure this person who runs in stays in until the balls go out.  The balls do a large amount of damage each time they bounce so it’s important to have your death knights mass grip/single grip them to kill them.  Also, it’s important not to stack with each other while stacked on the boss.  Maintain a small area around you so that a bouncing ball doesn’t hit more than one person.  You can also just run back out a bit because the balls should be killed fairly quickly.  Other than this, the only thing your ranged need to do is to stand in such a way that Lei Shen’s Lightning Whip targets an area where your raid is not running. This means standing to the left of the conduit since you are moving East to South to West.  On the last platform, position the Lightning Whip on the right of the conduit since everyone will be running left.  Healing requirement is really low except for ramping up slightly running between conduits.

Intermission 2: Similarly to Intermission 1, the conduits are increased by one level.  Depending on how much time you spent at each conduit, you may be able to decrease the levels during this phase.  This is why Phase 2 DPS is quite important.  With one platform empty, there will be more people on each platform.  For my guild, the formation 3/3/4 worked.  It will highly depend on your raid makeup.  What you want is for example to have people who can oh shit hit a button and immune static shocks on a platform with less people.  Players who can’t live through Static Shock by themselves should group with 4.  It’s vital that you stun the add from Diffusion Chain since it hit likes an absolute truck.  Since this targets only ranged, it’s also good to have ranged with a tank or other CC who can control this add.  The order of the spells is the same. On average, this phase is easier than Phase 1 simply because there are more people on each platform.  For holy paladins, make sure you help stun the add.  Healing will be spikey and change fast so be prepared to use your Flash Heals.

Phase 3: Ball Lightning, Lightning Whip, Thunderstruck, Winds, Level 1 Static Shock and Diffusion Chain
People were proposing very exact plans to deal with this phase and for us it turned out to be unnecessary. The one thing to maintain is the 3 people on the outside plus one backup.  It’s more important this phase to spread out for a majority, only stacking for ball lightning and static shock.  One note for holy paladins, You can pop your bubble for the static shock such that it will immune you through static shock AND a thunderstruck.  This greatly reduces the amount you will need to run during this phase.  The damage during this phase is quite high.  As soon as the winds come, get ready to  pop your cooldowns.  Set up a cooldown rotation for the thunderstrucks and make sure you move away from Thunderstruck.  As a Holy Paladin, I found it easier to be one of the people on the outside because I could bubble when things were going to shit.  So make sure you continue standing on the outside while moving away for Ball Lightning since it come very quickly after Thunderstruck.  Everyone who normally stacks should also spread out to place the Thunderstruck farther away from melee. Other guides recommend moving from one quadrant to the other but we found that it just was too much movement for very little gain.  Better to remain relatively spread while in range of healers.

Finally good luck!