Putricide (25 man)

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Talarashne's picture
in

http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&guide_id=736

Watch. Read.

Now we talk....

Three tanks. One on Putricide the first two phases, the second in the abomination through the first two phases, and the third dps'ing in the first two phases. Then all three as tanks rotating in phase 3.

6-7 healers sharing duties.

Ok..

Phase 1 tilll 85%

He opens up slime puddles on the floor. Get out of the fire.

The one tank that gets to ride the abomination is eating up the slime puddles. He'll eat them adn they'll dissapear and it will give him energy to slow the oozes that spawn to make them easier to kill and less dangerous to the raid.

He will spawn green oozes and orange oozes (gas clouds, whatever) one opposite the other.

The green ooze when it's spawned fixates on someoone and an arc of green ooze will flow in the air from it to th eplayer, locking them in place. Everyone else, as soon as that ooze is targetable needs to switch to it, charge, dash jump whatever....melee and ranged, all but the tank and the healers need to target and blow up that green ooze ASAP. Melee on the ooze, ranged collapsing eventually to stand on or near the person who was fixated. If it's not dead by the teim it reaches that person it'll blow up and everyone shares the damage so stack up to share that damage, and then stack up again when it pick sthe next target. if we do it right it won't blow up twice. DPS NEEDS TO GET ON THIS TARGET IMMEDIATELY AND bLOW IT UP. OOZES ALWAYS HAVE DPS PRIORITY.

Orange ooze targets someone and taht person needs to run away from the orange ooze. If it reaches him the whole raid takes a shitton of damage. All dps needs to also dps the orange ooze, but just dps it while the target runs away. Healers need to heal this target as well as they'll take damage.

Then at 85% he sprays orange on the floor like in Festergut and it freezes everyone.  it's called tear gas. Preferabbly this happens RIGHT after an ooze is killed. WE DONT want to trigger it when an ooze is up.

Phase 2 is till 35%

It's the same as Phase 1 except he also throughs 2 potion bottles on the ground and makes an orange mist. Don't stand near it. He also throws malleable goo at people, it's like a bouncing ball that explodes. if DBM warns you or you see it get out of it's path.

Phase 3 at 35%

IT IS VITAL that this transition occurs iwth NO OOZES UP. If an ooze is up it's probably a wipe. No more oozes spawn after this point, but the other abilities continue. The problem now is that the abomination is gone, so those slime puddles don't go away, and in fact they grow over time, so the area on the floor with green slime on it gets bigger and bigger and bigger....Stay out of the slime, watch out for the ornage mist areas on the ground, watch out for the maleeable goo.

Now the bad part here is that he also puts a 1 minute stacking debuff on the tanks called Mutated Plague. Every 10 seconds he puts it on the tank. EAch new stack refreshes the duration. It doesn't hurt the tank himself (he's enraged at this point and doing 50% more damage to the tank anyway at this point)...What it does is do shadow damage to teh rest of the raid every 3 seconds. This raid damage TRIPLES each time the stack increases. If the debuff fades from a player (ie a tank dies or doesn't get focused on after a minute and the debuff leaves) he heals for 300,000 PER STACK. So if there is a tank with 4 stacks on him and that tank dies it heals Putricide for 1,200,000 health. That's another raid wipe.

The damage it causes the raid only comes from the highest stack so you need to rotate tanks so nobody gets too high a stack, but also so that it doesn't drop off any one tank also. The tank rotation is as such for 25 man...

Tank 1 tanks until given stack 3 of Mutated Plague ->
Tank 2 taunts and tanks until given stack 3 of Mutated Plague ->
Tank 3 taunts and tanks until given stack 3 of Mutated Plague ->
Tank 1 taunts and tanks until given stack 4 of Mutated Plague ->
Tank 2 taunts and tanks until given stack 4 of Mutated Plague ->
Tank 3 taunts and tanks until given stack 4 of Mutated Plague

By this point hopefully he's dead, but otherwise it's a roration of 1 stack per tank at this point as you drag him around the room avoiding slime pools that now fill the entire room.

Questions?

Talk now becuase we're doing this fight next time we go in 25 man...

Melee Dps

Talarashne's picture

So you're melee dps on this fight...

Phase 1: Follow the Tank in and dps PUtricicde. When the green ooze spawns watch for it, as soon as you can target it rush it and dps it following it as you go till it's dead. You have to get on it ASAP. If it explodes and you get a knockback get right back on it. Once it's dead get back on Putricde. If an Orange Ooze spawns rush it ASAP and dps it until it's dead and then get back on the boss. If it targets you howver you'll be slowed, and glowy red and big, and you need to blink or sprint or dash or run away from it just using your little legs. Don't let it catch you.

Phase 2: Same as phase 1 really. Tanks will pull you out of the orange bad mist on the ground. Don't stand in the green slime puddles on iether phase.

Phase 3: Stay on putricide and wail. Just wail like mad on him.

Keys: Stay out of green slime. Stay out of orange mist. Dps putricide unless an ooze is coming up, in which case switch targets to it as soon as you can and kill it as fast as you can.

Is this an alteration from our usual style?

Warfury's picture

Should I be jumping on it right away, or waiting until it's picked someone THEN bringing the pain train? I ask because there's at least a few seconds between targetability and its selection, and I need to know before I go charging off at the wrong time.

You need to wait

Talarashne's picture

You need to be ready, but when people run up to it too soon it picks someone too close and we have problems. People need to hold back just a smidge until it targets. if people hold back on the other side of therom, and then it targets and is slowed, the ranged have plenty of time to get over there and dps it down befor eit reaches someone. That's a long haul from one side of the room to the other, no reason to cut taht distance in half. it reduces us down from 2-3 explosions on it to about 1, 2 tops.

We've been doing it wrong/badly in 10 man.

Aye aye, Cap'n

Warfury's picture

Just wanted to make sure, because my hair-trigger mentality took "as soon as you can target it" literally, but the part of my brain that slaps me for stupid stuff threw up red flags.

Ranged Dps

Talarashne's picture

Same basically as melee. Watch out for the maleable goo more in phase 2. Stay tight in phase 3 becaus ethose slime puddles expand mightily so follow the boss close around the room, don't range wide or the slime might spawn under you and fuck us all.

I'm looking at you hunters. Stay tight, stay to the edge of the room, not the center in phase 3.

in fact in all phases it's good to basically not stand in the middle. there's a big circle area in the center of the room. That area is verbotten, you can run through it but don't dps in it.

lastly on the oozes. The green oozes you don't want to get TOO close on. Wait till it picks someone then go dps the shit out of it. if you run up to it, and it focuses you it'll probably kill you and we can't lose too many people on this fight to have enough dps to win.

target it, once it selets someone run into range and obliterate it.

Also mages or warlocks. DO NOT BLINK OR PORT AWAY WHEN ITS ABOUT TO HIT YOU.

If you are a mage or warlock and it focuses you, stand there and fucking take it. DO NOT BLINK OR PORT TO YOUR CIRCLE. WE need to share the damage on this or it'll kill someone. if you blink it's just gonna folllow you and hten you're standing there al by your lonesome to die. If it's at like 2% blink if you feel like it but if it's boave 10% just stand there and take it like a man.

Seconded.

Warfury's picture

>Also mages or warlocks. DO NOT BLINK OR PORT AWAY WHEN ITS ABOUT TO HIT YOU.

>If you are a mage or warlock and it focuses you, stand there and fucking take it. DO NOT BLINK OR PORT TO YOUR CIRCLE. WE need to share the damage on this or it'll kill someone. if you blink it's just gonna folllow you and hten you're standing there al by your lonesome to die. If it's at like 2% blink if you feel like it but if it's boave 10% just stand there and take it like a man.

This. Also, you don't really have any clue how much harder this makes the job of melee DPS. Due to framerate drops from everything going on, there's an art to staying on-target with something moving. When you port or blink or whatever, its movement becomes unpredictable, I get off target, and it doesn't die as fast as it should. Be a mensch, pick your panties out of your butt, and take it.

Tanks

Talarashne's picture

Main tank, you've gotta watch the ground for slime puddles and orange mists in phase 2, but otherwise you're going to drag him back and forth  to give a smuch distance from you to the currently spawning ooze. We'll probably be doing it in the back of the room opposite his table. If a green ooze is spawning you'll drag him over to the orange side in the back, opposite for orange ooze.

DPS tank, you'll be in tank gear but just pretending to dps. Be carefull not to taunt. dps oozes in these phases likea  melee dps.

Abomination tank, you click the table to start the fight and turn into an abominiation. Then you run to the new slime puddles and soak em up. Then when an ooze spawns you cast a 'slow' on it to give the dps mroe time to kill it before it reaches it's target. Listen to the raid thougkh, if a new ooze is popping right before the phase 1 to phase 2 transition wait to slow it till after the tear gas timestop. Otherwise the slow will fall off. Keep drinking slime, and slowing oozes, dpsing oozes while you can and no slime pools are up.

Third phase, all tanks in tank gear and tank mode pullling him together around the edge of the room out of slime puddles that spawn. Follow tank rotation listed above, call out the next taunts, etc. Proper tank rotation there, and healers keeping you and the raid up are key to winning as well as entering phase 3 without an ooze up.

Healers

Talarashne's picture

Stay out of slime, stay out of gas, heal tanks if your'e a tank healer, heal raid if you're a raid healer (or a tank healer) save your mana for phase 3. avoid maleable goo, stack up on the person who gets focused by the green ooze, run from the orange one, if you're a tank healer call out that you're running and foro someone to heal the tank, etc.

heal the abomination too if you're ar aid healer it takes damage and can die.

in phase 3 assign 3 healers to the current tank, and the other three or four on raid need to plow the raid with heavy heals because that shadow damage is going to stack up hard by the end. Druids should be hotting up the entire raid, etc.

Yea...

Xyro's picture

I kinda shyed away from using my portal after the first night, since I don't realise to use it until its on top of me, by then everyone is stacked. Plus it sounded like a few people weren't happy with the portal performance...even though it did prevent me from getting hit by it a few times.

As for when the green slime DOES knockback people, we should run OUT/AWAY from it until it does pick it's new target. I saw many people get right back on it after knockbacks...remember you want as much space between YOU and IT, in case it does target you. Also with the oozes, ranged can start DPS'n them while their 'spawning' and before they pick their target. Yes we will have to get slightly closer to it for this, but again we're still ranged, so we will have some distance between US and IT. Especially seeing as how getting down the slimes have been a slight issue for us, I feel all the extra DPS we can throw at it is for the best, but the final call and say in the strat comes from upper management :D

No

Talarashne's picture

Watch the video. We're going to do it similiarly to that, but DO NOT ENGAGE before the target is chosen.

WAtch the video at about 50 seconds. Notice that the range and everyone is basically (other than one warlock who had his portal back with the group) up against the wall. The green is spawning, but everyone is on putricide.

AS SOON AS IT PICKS ITS TARGET the arc of green flies up and the dps moves to kill it. Not before. Now if the ranged had moved out to the edge of the circle where the warlock was it'd have had FAR less time to be dps'ed. AS it is the range move into range and have a LONG time to dps it as it moves across the room, as do melee.

The warlocks can move closer and dps as long as their portal is in the back corner of the room, that way they can portal to the back if they get targeted by the green slime.

Everyone else stays back to the corner, until the slime targets someone and as soon as you see that ARC of green you go HARD on it. But not before. (other than warlocks who can portal back if thehy get targeted)

And in addition

Talarashne's picture

Watching the video from 50 seconds for the green ooze...

If you notice where the range dmight have been on the inside of the inner circle on the ground, the ooze when it reaches there would have been about 40-50% and exploded, this would have dispersed people there leading to another explosion, or even a third, and maybe a death. Instead it loses all but less than 10% of it's health when it explodes on the far side of putricide and the ranged stay on it and kill it and no second explosion.

No ranged on the ooze UNTIL it picks a target. All ranged to the wall, not to the center of the room. WE need that space to dps.

Gotcha...

Xyro's picture

I know on our previous Putricide encounters I was constantly getting mixed signals wheter or not to start DPS'n it early, this clears up any confusion, thank you sir.

We've done it different ways

Talarashne's picture

This is how we're doing it from now on.

But be happy. You just have to put your portal in the back of the room before the encounter starts and you can actually get on those oozes before anyone else, and then portal back if you're the target to give the raid even more time. :)

Yup yup

Xyro's picture

I saw that in the video, it took a few rewinds. I was trying to see when the locks started dps'n the ooze, it seems like right around when the target was picked, but I'm sure they threw some dots on it as well. But I do like this use of the portal, compared to my crude last minuet idea on our attempts lol.

That one lock portal seemed a little close to the tank though, imo. Should I be positioning my portal better or will the tank have to be mindful of where the ooze is going?

For the most part I agree

Cacciatore's picture

For the most part I agree with this strategy, however I'd suggest using the 25m hard-mode strategy for the green ooze, that involves tanking the boss near the green ooze's spawn at all times. When green spawns everyone is on it immediately. There is a span of a few seconds before the ooze picks a target, and this ensures that everyone will be present to assist in the damage absorption, and greater up time for damage on PP. 

We did this

Ikuri's picture

We tried that strategy back when we were making our first attempts on him in 10man. I can't remember why we switched to the table strat. I think it might have been because we were light on melee dps? Someone else might remember better. I think we might have trouble with the constant knockback at the time (people not positioning themselves to get knocked back to the wall) and maybe a lack of dps?

Anyway, I'm for trying it, but at the same time, we've been using the table strat for a while and it seems to be one people are comfortable with. So might be a good idea to give it a try again, but if it's not working, switch to something we're familiar with.

Haven't you ever heard the

Cacciatore's picture

Haven't you ever heard the expression trial by fire? lol

You're the boss, Boss.

Having everyone stacked on

Poxumbra's picture

Having everyone stacked on the green side does give us a couple seconds before it picks a target but takes away alot of seconds after it does.  It also can easily lead to an explosion knocking everyone away and if it picks a very unfortunate target away from the rest of the raid can lead to a death or two.  Keeping everyone near the opposite side of the room from the slime limits our time on boss due to running to dps and running back to boss but he doesnt have a hard enrage timer so its not a concern.

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