This Week... In World of Warcraft - April 20th, 2010

Last week wasn't bad. We cleared the lower citadel on ICC 25 and took some stabs at Festergut. In ICC 10 we swatted Putricide repeatedly on a couple of nights. We're getting that fight down. We need more work on it. I got my Less Rabi and Glory of the Hero, and we whacked at Mimiron in Firefighter and consistently got him to phase 4 and hit the enrage timer. A couple more ultra dps-ers, and cleanup in phase 3 and we'll get that down. Don't give up on it.
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Tonight - Tuesday, April 20th
ICC 25 Man Raid night. We are locking the instance and going to make a play for Festergut and Rotface. Study the fights below for the Stinkygoo Wing. Particularly if you've never done them before, but review for everyone is recommended.
Lower Citadel Fights if you are still not familiar.
http://www.tankspot.com/showthread.php?59646-Icecrown-Lord-Marrowgar
http://www.tankspot.com/showthread.php?59652-Icecrown-Lady-Deathwhisper
http://www.tankspot.com/showthread.php?59640-Icecrown-Gunship-Battle
http://www.tankspot.com/showthread.php?59682-Icecrown-Deathbringer-Saurfang
Stinkygoo Wing. Please review these fights for 25 man.
http://www.tankspot.com/showthread.php?61046-Icecrown-Festergut
http://www.tankspot.com/showthread.php?61048-Icecrown-Rotface
Wednesday, April 21st
Gearing Raid Night. Generally a ToC 10 to get offset pieces for newer gearing raiders.
Thursday, April 22nd
Raid Night 2 Electric Boogaloo. We'll be running two ICC 10 mans. The first will be a progression run, and it will use the locked raid ID from Thursday/Monday of last week and will start on Putricide. This is for geared players who don't need the lower citadel 10 man gear, and want to push progression. Be ready for a night of wiping, and maybe if you're lucky one boss down. The second 10 man ICC will start at the bottom and gear htrough the base of ICC 10. We'll make sure we have at least a few vets on thsi team, but most likely it will be a pretty strong team in and of itself, capable of clearing through Festergut this night. If we have more than 20 we'll run a 5 man ICC run for the lesser geared for offset pieces.
We also will be keeping track of who goes on which raid (progression vs reset) and we'll mix that up week to week, so if you go on the gearing run this week, don't worry you won't be stuck on a non-progression run forever, plus you get more EP than the progression team most likely which you can spend on next week's 25 man gear drops.
Professor Putricide (if you want to go progression you must watch the 10 man guide)
http://www.tankspot.com/showthread.php?61067-icecrown-putricide
Crimson Hall Bosses (start studying these also)
http://www.tankspot.com/showthread.php?61912-Icecrown-Blood-Princes
http://www.tankspot.com/showthread.php?61918-Icecrown-Blood-Queen-Lanathel
Friday, April 23rd
Anything on this night?
Saturday, April 24th
is this the night there is a PVP and Booze thing on the calendar?
Sunday, April 25th
Old Skool raiding this night with Jurchen if he shows, otherwise whoever is on, pick an old instance and go forth and wail on it.
Monday, April 26th
No Ulduar 10 this monday as I'll be on my fishing trip for the spring. Break till next week. Study the fights till then.
http://www.tankspot.com/showthread.php?53228-Ulduar-Mimiron-(Hard-Mode)
http://www.tankspot.com/showthread.php?53206-Ulduar-Algalon-%2810-Man%29




















Raid Report: Team Pwnsauce...
... b/c it sounds a lot better than Team B or the "gearing raid."
We had ~2.5 wipes on the ICC trash. No rogues meant we ended up popping all of the traps, and hilarity ensued. We 1-shot everything up to Festergut, and then we ended up knocking him over after we'd all seen the fight a couple of times. Same deal with Rotface.
SO... both raid IDs are unlocked up to Putricide. I won't be able to make it on Thursday b/c of stupid ethics class, but with Tirren's shield-chucking ability, a shadow priest or healing stream totem should be able to fill in for me quite nicely. If someone else can step in, both squads can get a good look at Farnsworth. Good news, everyone!
Also, on a fail note, we didn't have an enchanter, so we had to send some nice gear off to the vendor.
Wish we could merge raid id's
It sucks that someone locked to one raid in the EXACT same spot as another can't pop over to the other one. Thursday might be interesting to try and both keep teams together and fill slots now. I hadn't thought of that.
I'm sure we'll work it out, and have at least one 10 man go with some alts.
Team Failsauce spent the night wiping on Putricide. But I think we're getting it down. We had him into phse 3 and took him to 18% on the last try. The main issue at that point was figuring out the tank swaps. Our problem was that we were either sticking to too much of a specific strategy (tank him here, tank him there) and by the end of the night we started out tanking him sort of in the middle of the room and moved around pretty variable from one end to the next depending on adds, which add was popping, where he dropped orange flares, etc. By nights end we were getting the dps on the green add fast, and we were kiting and dpsing the orange add well wtihout dragging him through the raid or through orange mist or green goo or whatever.
But then we had an add up during phase transition to 3 and that fucked with us too much. Really gotta stop all dps at 40%, dots can tick, but need to stop at 40% wait for the last add to spawn, kill it then bring him down. If he dies while even CASTING for an add we're fucked because we can't contain that add in phase 3, and both tanks need to be doing their tankswap, etc. It's a nightmare.
So I think if we can just manage that 2-3 transition and get into phase 3 with everyone up and healthy, and the tanks prepared to do their swap, 2 stacks on main tank, off tank ejected from abomination takes 2 stacks after that, then 2 more on main tain, then 2 more on off tank, hopefully that's enough for us to burn him down in phase 3.
It's definitely a fight that you have to 'learn' though. I'd put it up there in the upper tier of raid coordination fights we've done. Not as hard as Mimiron, but about as complicated as say Freya.
Minor correction
So I think if we can just manage that 2-3 transition and get into phase 3 with everyone up and healthy, and the tanks prepared to do their swap, 2 stacks on main tank, off tank ejected from abomination takes 2 stacks after that, then 2 more on main tain, then 2 more on off tank, hopefully that's enough for us to burn him down in phase 3.
As I understand it, it's 2 stacks on MT, 2 stacks on OT, then 1 stack on MT, 1 stack on OT, and alternating every stack until he's dead.
From the Wiki:
Professor Putricide casts tear gas again and phases. Adds stop spawning, but adds that are up do remain. The Abomination buff is removed and the person inside returns to normal form. Phase 3 is a DPS race, Putricide must be killed in short order (about 80 seconds in 10 player, 120 seconds with 25).
Use all DPS cooldowns at the start of this phase. Malleable Goo, Choking Gas Bomb, and Slime Pools continue. Since there is no Abomination, the slime pools accumulate and continue growing.
Putricide stacks a debuff on his current tank every 10 seconds called Mutated Plague, which has a one-minute expiration timer. The debuff deals AoE damage to the whole raid, should it expire, be removed or a person die from it, Putricide gains a massive amount of health (300.000 health for each stack that the person had in 10 man). When there are two tanks, Tank #1 should tank it up to 2 stacks, then Tank #2 should tank it up to 2 stacks. After that, the tanks should taunt off each other per stack. With three tanks, each tank should initially get 2 stacks, and then four stacks.
Putricide also stacks a buff on himself called Mutated Strength, causing him to do more damage over time.
I still like the strategy of tanking him under the green tank so that we are close to/stacked up by the green ooze's spawn point. I think the biggest challenges in the fight overall are 1) DPS needing to switch to oozes ASAP (ranged as soon as it spawns, melee as soon as it's targeted someone though if we stack on green then everyone can target it as soon as it spawns), 2) getting the timing of the phases down so that we don't have adds up when they happen. It's not such a major thing with the transition from Phase 1 to Phase 2, but I think our best attempt was when we got him to Phase 2 before he had a chance to spawn the second ooze. Getting him from Phase 2 to Phase 3 without any oozes up seems to be crucial though. And 3) working on simple things like situational awareness, raid coordination, and positioning. Because our DPS was there. I just think the transitions weren't happening in a timely enough fashion.
Anyway, I think we'll get him next week. In the meantime, I'm nitpicking at people over corrections to their gear; things like upgradeable enchants, low-level gems, missing enchants/sockets that are easy to fix and really should be taken care of if someone is going into ICC. I want us all to be at our best going in, and any improvement helps! :)
I'm not fond of tanking him
I'm not fond of tanking him on the green side. When the green blob shows up if we are next to it then it will root and blow everyone away fairly quickly after spawning. Range doesnt have much time on it and if the melee are blown in a different direction from the next target the slime can beat us to the next target and blast him for major damage. I like our tank in the center area strat. We have smart tanks who can be aware of the whole raid and make life easier for them.
Eh
See, I disagree. Having ranged on the fight (and you guys know how fond I am of DPS'ing) I find that I have plenty of time to snag the ooze. You can actually "target" it before it is visible (hover your mouse cursor over the place it spawns and you'll get the combat sword) and once it does spawn you have a good 3-4 seconds to hit it before it targets a person. I find that I have enough time to cast the first three spells in my opening rotation on it before it starts to move, not to mention what I can do after. Once it gets to the target, there's another second or so where it sits there before it actually blows up. So figure that several seconds worth of time where we can DPS it when it's holding still, not to mention what can be done as it moves.
As for being blown away, I can see your frustration there, but that's going to happen no matter where it's tanked if it doesn't die before it reaches a target and explodes. If we stay back and wait to DPS it until it chooses a target, then we're wasting those first few seconds of "free" DPS time on it. If we stay close to it, it may reach its target faster, but we get in more DPS time. Six of one, half a dozen of the other.
The tank in the middle/near the table strategy works if you don't have enough DPS to burn the ooze down quickly. Frankly I think we do have the DPS to burn them down quickly. Which is where the green tank spot strategy comes into play. If we do that strategy, DPS has to be fast enough to get that ooze down to about half health before it's on its way to its target. This is what we were doing last week, and our DPS wasn't nearly as good as it was last night.
More thoughts:
Being the green ooze's target doesn't mean anything other than you are rooted. You can still heal/dps even if you are stuck standing in one spot.
You can also control the direction of the knockback by controlling where you face the ooze to DPS it. If everyone is DPS'ing it from the same side, then everyone gets knocked back in the same direction. Tanking it near the green tank means tanking it near a wall. Putting our backs to the wall means getting knocked back into the wall, and thus not as far back as if our backs were to the middle of the room.
The tanking is fine. Healing seems fine too. I really think the key to this fight is improving our raid coordination, insisting on faster DPS switches, and having better situational awareness.
the idea is..
when you tank the green slime against the wall..here's what happens
the green slime targets, and moves to target
if everyone is in the same place, the slime will always move to raid.
the Aoe + knock back
AOE in 10 man 70k damage shared
it is in our best interest to pile up on the slime, sharing the damage equally
if you are against the wall, the knockback is a minor inconvenience
Basically during first phase, you only kite the orange slime, and the tank can stay on the green side, moving only to adjust for slime pools
yup, yup...
i was talkiing to a friend, and he stated that out strat for Putricide is solid, but recomened that during Green slime..Pet classes should be out, as well as mage summons, and yes Hunter "snake traps"...since they actually count as extra players they also share the AOE damage...and lessen the stress on heals.
Avoidance
Is it that big of an advantage? Doesn't avoidance come into play here? I'm not sure, so I thought I would ask.
in regards to shared Damage?
well splitting the damage between 9 players, vs say 15+... (9 cause somebody's an abom)
9 ppl sharing 70k damage = about 7.7k damage each
9 ppl + snakes, pets, etc say (15) = 4.6k damage each
it lessens the work load of the heals
as for avoidance, i'm not sure.
Demons
Yep, I know that warlock demons avoid 90% of aoe damage through avoidance. Not sure about other classes, I didn't know whether the amount shared takes into consideration the 10% the demon actually receives or the 100% it is intended to prior to the avoidance calculation. Sounds like perhaps the latter. Maybe I'll try to read up on that and find out.
Hunter Pets
You are very correct, Avoidance is also a Pet talent, and does mitigate some AoE damage, but spawned pets, like mage summons, and or the "snake" trap do not benefit from Avoidance, and take full damage.
Update
We had Team Pwnsauce from earlier in the week go back into ICC10 and take stabs at Putricide. Still working on the fight it seems. The rest of us hung around a bit and then, realizing we weren't saved to ICC10 after all, decided to head in with a fresh raid ID. We started out with mostly NO people and pugged in the rest. Did great all the way to Gunship where we wiped because Ikuri is a n00b and let Muradin smack her around. Got them the next time around and went to take a stab at Saurfang. With no hunters, 2 rogues, a mage, a DK, and a Spriest, we managed to get him down in two tries, with only one Mark going on a raid member the second time around. Dindriel even popped in with a nice save after Saurfang decided he didn't like Tranq's face and smacked him at the start. :D It was a first-time kill for several people, and we got Zalruin, Relmiste, Whompum, and two of our pugs some gear upgrades. We also talked one of our pugs, Thaxis, into app'ing with us! :)
Malky led, and I handled EPGP. I made an error toward the end and accidentally awarded more EP than I should have to a few people, so I emailed Tal about it for a correction. Malky and I talked for a bit too about Putricide strategies and figure that the big issue seems to be getting to Phase 3 with no adds up, burning him down in time, and having the heals to survive the raid damage from his debuff. So still working on it! :)
Saurfang.
it is actually possible to ignore the Bloodbeasts, and burn him down...but it takes mad deeps
Yeah
Tranq or Malky could probably explain better, but we ended up having the Spriest and Relm pull them, with our two rogues stunning them. It worked really, really well.
Team Pwnsauce vs Putricide
We had at least three or four people who had not done this fight before, so there was lots of learning. On our best attempt we got him to 38%.
I thought we did quite well learning a fight that has a bunch of moving parts. Good work all!
Yeah
It's not a fight you win at without alot of learning. I'm glad we're getting people on it. Hopefully soon we'll get it down and it'll just be a matter of time before we breeze through it.
Honestly...
It still feels simple after working on Firefighter. -.-
Word
I totally agree. Everything seems simpler after doing that fight.
Yes, definitely
especially phase four when everything gets combined....I will say this though. That fight is well designed. I'm also glad I got a chance to see it.