Forum Settings
       
Reply To Thread

Putricide is a sticky wicket :(Follow

#1 Feb 19 2010 at 9:14 AM Rating: Decent
*
93 posts
Hey all :)

For those of you that have cleared ICC through Putricide, would you mind giving me a little synopsis of what your guilds are doing for this fight? I find healing this fight fairly difficult, as the green ooze knocks people out of range...people kiting the orange ooze go out of range...dps getting hit by malleable goo and those poison bottle on the melee...its all so chaotic. I'm also having a hard time seeing the malleable goo projectiles myself. I REALLY wish it would show the landing area on the ground as opposed to trying to see the goo barrel flying to its target.

We're largely stuck in phase 2. We've seen phase 3 a couple times, but not long enough to get any real practice at it. Generally: We get through phase 1 fast, usually to 80% by the time the first orange ooze picks a target. Phase 2 is where it falls apart. Melee dps are complaining about constantly running back and forth from boss to ooze, thus losing valuable dps time. Ranged is spreading out too much, so later in the fight green oozes are hitting 3-4 ppl as opposed to the suggested 7-8 minimum...thus killing ranged/healers.

Our general strategy is as follows:

Stay on the green side of the room, keeping the raid largely grouped up so that a lot of people share the green ooze damage. Abom does his thing (believe me the Abom is NOT the problem). When orange spawns, ranged dps switch until it picks a target, then I bubble its target (Body and Soul for movement buff) and he tried to kite the orange through the raid so melee don't have to move and can contribute to the dps on it. Melee and Ranged pretty much take care of themselves on the phase 2 abilities.

Usually by the time we're at 50%, the raid leader is calling a wipe because we've lost too many people.

Any thoughts are greatly appreciated.

Edited, Feb 19th 2010 10:14am by margeux

Edited, Feb 19th 2010 10:15am by margeux

Edited, Feb 19th 2010 10:15am by margeux
#2 Feb 19 2010 at 11:12 AM Rating: Decent
****
4,684 posts
Quote:
Stay on the green side of the room, keeping the raid largely grouped up so that a lot of people share the green ooze damage. Abom does his thing (believe me the Abom is NOT the problem). When orange spawns, ranged dps switch until it picks a target, then I bubble its target (Body and Soul for movement buff) and he tried to kite the orange through the raid so melee don't have to move and can contribute to the dps on it. Melee and Ranged pretty much take care of themselves on the phase 2 abilities.

Usually by the time we're at 50%, the raid leader is calling a wipe because we've lost too many people.

How many green ooze explosions are you getting? That tacting you're using requires you to use two healers and a ******** of DPS to get one, at most two green ooze explosions. If you don't have the DPS for that you ought to stick to the normal tactic. Also, if the people kiting the orange ooze go out of range, they're doing it wrong. They should pull the orange ooze (which should always be slowed if you're nuking the green ones down) to the right side of the room, then receive a speed boost/blink and kite it to the entrance of the room via the corner the raid is standing in. This seems to be what you're saying, but if this is properly happening then you shouldn't have ranged issues anyway.

Also, is this 10 or 25-man?
#3 Feb 19 2010 at 6:36 PM Rating: Decent
*
93 posts
It's 25 man. We're standing just in front of the green tank as you enter the room, so perhaps tucking into the corner would help. That would mean the targeted person would wait a sec allowing the orange ooze to approach the raid and the run along the wall towards Putricide's table, thus limiting the melee movement but giving the runner ample room to escape. I am using Body and Soul to speed the target, but I don't know if others are using abilities. I know on greens we have hunters feigning and mages ice blocking. Also, this would mean that half the raid would green explode knockback into a tight corner wall. Yeah I like this. Only problem I see are the slime puddles. How would you suggest the tank kite around to avoid those?

We are getting 1 explosion each green ooze. We have excellent dps in the guild, and usually an ooze dies shortly after the first explosion. Only time we get 2 is if the unlucky second target happens to be running back in quickly and gets frozen right next to the thing. I think our larger problem is managing the phase 2 abilities. Usually the Malleable Goo hits 2-3 targets despite our efforts to dodge, and the Poison Bottles hit 1-2...sometime 3 pretty much every time. It doesn't even seem to be a horribly huge amount of damage, just sporadic and unpredictable...on my grid anyway.

It seems like every once in a while we'll get a BIG raid hit. Like 20 ppl at or below 30% health. That's when we lose people. Despite what I consider to be an excellent healer core's best efforts, 1 or 2 die there...this happens a couple times and its a wipe.
#4 Feb 19 2010 at 6:52 PM Rating: Good
Could be not enough people at range so goo is getting chucked in the melee pile. Either that or orange ooze is going off.

As for backing into the corner, you really shouldn't need to. The person with bloat should be able to kite a bit towards PP's table and then double back so that the gas stays generally in cleave range which will really help with boss dps. The boss shouldn't often if ever have to be moved from the general vicinity of the green tank, just move out of puddles until abom gets to them (which should be within a few seconds, if a puddle has a chance to grow larger than maybe 3 ticks your abom is doing something horribly wrong).

People straight up need to avoid goo and moreover gas bombs. The bombs are 100% predictable in both positioning and timing, if people are getting hit it's not only a problem of damage being healed but it's a severe dps nerf. Boss doesn't cleave or parryhaste, move the melee clump in front of him if you have to.

Mages that get green ooze should wait until the last second, turn around (you can do that while rooted!) and blink to buy a few more seconds, and then iceblock if it's still not dead by the time it gets there. Hunters can feign (can't remember if disengage works), rogues can vanish (but given the close proximity it's not likely the most viable option, and mut rogues should have vanish spammed every time its off cd anyway), paladins can bop I think. Orange ooze should never be reset as an inadvertent target on someone nearby is guaranteed to wipe the raid.

The abom should have the green ooze puked on as soon as it shows up for the 20k/tick dot and puke on the orange one as soon as it bloats its target (if you do it too early you risk the ooze retargeting and you waste 3 seconds of debuff). If your abom is quick about puddle cleaning, you can get a solid chunk of dps on both the oozes and the boss himself as well.

If your dps can't kill the orange ooze in the 20 second span of the slow debuff, then there's your biggest problem.
#5 Feb 19 2010 at 10:18 PM Rating: Decent
****
4,684 posts
Quote:
Only problem I see are the slime puddles. How would you suggest the tank kite around to avoid those?

You stay spread out until the ooze actually spawns =P.

Also, try and keep an eye out for what happens when you get that big hit. What's causing it?
#6 Feb 22 2010 at 7:43 PM Rating: Decent
***
1,073 posts
This fight most resembles hard-mode Mimiron. Everyone needs to focus FIRST on technique and SECOND on maxing DPS. It's a mindset change. Sure, it has an enrage timer; but deaths and mistakes hurt your DPS way, way more than losing one cast here and one stab there. If your players can nail their responsibilities, the DPS will take care of itself.

We have the healers stack on the tank. This limits who can get hit by the ooze and allows our healers to be more efficient, thus limiting the number we need (five at *most*). This also lets the DPS get better at dodging Malleable (as they're doing it all the time).

Your goal as a healing priest is to have 100% DoT uptime. Wierd, huh? Fact is, for you to ge ta kill, your DPS needs to be good enough that you can spare enough time and attention to keep DoTs up. Not only does this help with enrage, it's a strong indicator that people are doing things right. People getting hit by orange vial explosions? This should *never* happen. People getting consistently hit by Malleable? It has to stop.

It seems trite and unhelpful to say that people need to play better, but until you can get people to where they don't get hit by malleable, don't get insta-gibbed by orange vials, and don't die stupidly, a kill is near-impossible. The DPS requirements are stringent with 25 alive and fully functioning players. If that becomes a problem, there are things you can do to up the DPS, but the big challenge is getting people to recognize that NOT BEING DUMB is more important than anything else.
#7 Feb 23 2010 at 10:01 AM Rating: Decent
*
93 posts
The frustration continues:

Last night we tried kiting the boss back and forth from orange side to green side to maximize the range from the spawning ooze. It seemed that ppl were taking less damage overall this way, but the dps nerf was waaay too much. Needless to say the best we did was about 44%.

Malleable goo sometimes hits me...not when I'm the one targeted or near the target, as the DBM warning is sufficient warning. The problem is when I'm moving to avoid a slime puddle or chasing someone who has gotten out of range and walk into the malleable goo aoe that I don't see because while moving I'm looking at either my health bar (trying to decide between CoH or Flash) or looking at someone else's. Thus, I don't see the flying green ooze barrels until too late. This seems to be a problem for many of our healers, indeed ranged in general.

I know that us healer types get blamed for tunnel vision a lot...but you all know it's part of the job. I've noticed in general that strategies allowing healers to limit the number of encounter events they have to pay attention to are generally more successful. The more we have to look for, the longer our learning curve is going to be. Thus, I like the "stack on the tank" idea. I will have to bring that up.

Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 134 All times are in CST
Anonymous Guests (134)