Friday, January 15, 2010

Putricide Notes

Tips for survivability:

Everyone! Switch out your boot enchants for Tuskar's Vitality. There are very few fights in the game that are pure tank and spanks anymore; most fights require you to reposition quickly, kite adds, or chase down adds. Tuskar's Vitality is your best DPS/Healing enchant because the faster you reposition, or get to the new add, the better DPS you will do.


Phase 1:

Melee DPS, pay attention to DBM. As soon as you see Putricide cast Unstable Experiment, don't immediately get on the ooze. Wait until the ooze has chosen a target, only then are you to split off to dps the ooze.

Ranged DPS, pay attention to DBM. As soon as you see Putricide cast Unstable Experiment, position yourself to start DPS on the Green/Brown ooze ASAP.

Surviving Green Ooze explosion. All DPS should do their best to stack on the Green Ooze target to mitigate the damage on raid when the green ooze inevitably reaches its target (Melee, mages, and hunters have no excuse not stacking for this explosion.)

The confusion that's leading to some of our wipes is that after the Green Ooze explodes for the first time, DPS aren't waiting for a new target to be selected by the Green Ooze. Run away from the Green Ooze until it's selected a new target, only then do you clump back up on the Green Ooze again. We do this because if the next Green Ooze target is a melee DPS, the Green Ooze will explode back to back far too quickly for the healers to catch up on healing.

Surviving Orange Ooze. Pay Attention when the Orange Ooze spawns, the person focused by the Orange Ooze must kite the ooze. Melee DPS must stay away from the Ooze until it has selected a target, only once a target has been selected can melee DPS engage the Orange Ooze.



Phase 2:
Malleable Ooze: MT, please call out when Malleable Ooze is being cast. Ranged, remember that this mechanic works exactly like Shadow Crash - which means, the further you are away from the boss, the more time you have to react to avoiding the Malleable Ooze. During phase 2, Ranged DPS needs to keep max distance from Putricide.

Gas Bombs: MT, please call out when the Gas Bombs are spawned, and move the boss at least 15-20 yards away from those bombs - this will naturally pull the melee away from the Gas Bombs.

Melee DPS, pay attention to the Gas Bombs. They will blow up when you walk over them, AND, they will blow up by themselves after 20 seconds. This means you need to be very careful when you split off to DPS down the oozes.


Phase 3:

Ranged DPS and Healers: Do your best to stand next to an existing puddle. We want all new oozes to spawn next to existing puddles so that their radi overlap (think Grobbulus and how you used to spawn gas clouds next to existing gas clouds).

Melee DPS: Do not run over Gas Bombs.

Tanks: 3 tank rotation for Phase 3 to deal with Mutated Plague (each application of Mutated Plague on a tank damages the entire raid for a certain amount, the damage increases exponentially.)

The main goal here is to never have a tank reach 5 stacks of Mutated Plague, AND, to never have a tank die under the effects of Mutated Plague. If a tank dies or Mutated Plague falls off of him, Putricide will heal 1.5 million per stack of Mutated Plague on that tank (it is essentially a wipe). If a tank reaches 5 stacks of Mutated Plague, then the damage on raid will become unmanageable.

The rotation is: 2/2/2 4/4/4

First round of tanking, all 3 tanks will take 2 applications of Mutated Plague each. Tanks need to be very vocal and communicate to the next tank in line to taunt. Second round of tanking, all 3 tanks will take 4 applications of Mutated Plague each. In Total, this provides the raid 120 seconds to DPS Putricide from 35% - 0%. Consider this a soft enrage.