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Galadruin the Dwarf
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re: PP Hard Mode

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As before please note these tactics and specifics may be different due to Patch 4.0, specifically the tips in healer and melee due to class changes.

Key Changes
Professor Putricide gains Unbound Plague, which lasts 60 seconds. Unbound Plague deals increasing damage every second, killing players within approximately 15 seconds of being infected. It jumps to anyone within 3 yards, leaving a debuff called Plague Sickness every time, which increases damage taken from Unbound Plague by 300%, stacking infinitely.

Rather than casting Tear Gas on the raid on Heroic Difficulty to change phases, Professor Putricide instead debuffs half the raid with the Ooze Variable and half the raid with the Gas Variable in 25-player mode. He then spawns both a Volatile Ooze AND a Gas Cloud at the same time. Players may only attack targets matching their variable.

Overall Professor Putricide's Heroic Mode emphasizes an unforgiving raid environment as both Malleable Goo and Choking Gas cloud MUST be avoided to avoid the dps loss and to avoid putting strain on the healers. This is even moreso in Phase 3 when getting hit by either could spell a wipe, with dps being lost and healers being overtaxed.


Mechanics present in normal mode still present in heroic:

•Professor Putricide will throw malleable goos at areas where players are standing at ranged. If hit by this splash damage, players will get the malleable goo debuff.
•Slime puddles that can be consumed as energy for the Mutated Abomination will be periodically placed on the floor
•In phases 2 and 3, Professor Putricide will throw Choking Gas onto two spots in melee range. Players who walk into the cloud will receive the Choking Gas debuff, and the Choking gas vials will explode (hitting any nearby melee players) shortly after they are thrown to the ground.
•Professor Putricide will use unstable experiment to summon either a green or orange ooze (“Volatile Ooze” or “Gas Cloud”, respectively).
•Volatile Oozes (green) will cast Volatile Ooze Adhesive on a random player, sticking them place and exploding all players in the area for set amount of shared damage when it reaches its target
•Gas Clouds (orange) will cast Gaseous Bloat at a random player and chase them. When it reaches its target, it will do an AoE damage ability (Expunged Gas) to the raid that scales depending on how long it took the Gas Cloud to reach the player.
•In phase 3, Professor Putricide will gain the Mutated Strength buff and put Mutated Plague on the current target tank, dealing exponential AoE damage to the raid for every stack on any one player. It also heals the boss if the player with this debuff dies.

Mechanics new to Heroic mode (25 man)
•During phase transitions, instead of using Tear Gas Professor Putricide will cast Unstable Experiment again and summon two oozes at once while he is at his table – one green and one orange. At this time, the raid will randomly be marked with either a green or orange debuff – each player can only do reasonable damage to the slime that matches their debuff color.
•Professor Putricide will periodically release an instance of Unbound Plague into the raid. This plague can be transferred to another player by walking near them. Players who have recently had the Unbound Plague debuff become more weak to the plague depending on how many stacks of plague sickness debuff they have from previously catching the plague.


Tanking Putricide and Positioning
For the “main tank” (the tank that is going to be tanking Putricide for phases 1 and 2), the priorities in this encounter are going to be about maximizing DPS done to the boss and positioning him correctly throughout the fight. As such, the tank needs to keep a careful eye on the Unstable Experiment timer and make sure that if a green ooze is spawning next, that the boss is not in a position to place Choking Gas vials on the ooze’s spawn point, which would prevent the melee from being able to start dpsing the ooze immediately after it spawns.
Another extremely helpful tactic that my guild’s tanks employ that greatly aids the raid’s DPS is the practice of dragging Professor Putricide alongside the Oozes so that the melee can hit him with any splash cleave damage while they kill the oozes. It is good practice to move the boss slightly once he places a Slime Puddle or Choking Gas on the ground in general so that the melee DPS can continue to DPS without fear of dying to the Choking Gas Explosion which may occur a few seconds after the vials spawn on the ground.

The ranged DPS need to create camps away from the melee. This is so that they can handle the plague efficiently and in a controlled manner. Giving the ranged space will also allow for them to have room to dodge the Malleable Goo that the boss will periodically throw at them throughout the fight.

Handling the Plague
During this fight it will be mainly the range DPS and healers’ responsibility to transfer the plague to each other in a timely and controlled manner. Communication is key, since inconvenient things like slime targeting and players dying can make trading the plague more complicated than simply handing it over at times. If the plague starts or gets into melee before phase 3, it is important that the melee spread out away from each other briefly so that a ranged can take the plague from them, and then they may return to DPSing the boss. Typically the safe maximum amount of time any one person wants to keep the plague is for 10 seconds, meaning that they are already looking for another person to take it from them around 8 seconds into the plague. Ideally the plague should be passed to a player who has no preexisting Plague Sickness debuff stacks – this can be communicated either on an individual basis or by separating people into loose camps of “sick” players and “healthy” (debuffless) players.

Melee
As a melee your job in this encounter is to DPS your brains out on the right targets while taking as little damage as possible. Make sure while you dps the ooze, you gather around the green ooze’s target so you can split the damage they take when it reaches them. When running towards the orange ooze to DPS it, make sure you wait for it to pick its “chase” target first – you don’t want to be standing next to it in the event that it picks you and get the entire raid exploded for a lot of damage. Melee must be constantly vigilant for the Choking Gas vials, since Putricide drops 2 vials of Choking Gas on the floor periodically during the fight.

Transition phases and the oozes
In 25 man heroic during the phase transitions, Putricide will mark half of the raid with a green debuff and half of the raid with an orange debuff. Players can only effectively do damage to the ooze that matches their debuff – players with the orange debuff should DPS the Gas Cloud and players with the green debuff should DPS the Volatile Ooze. One important thing to note during this part of the fight is that the player mutated into the Abomination will not have enough energy to slow both slimes immediately. To counteract this, it is best to leave 1 slime puddle up in the most convenient placement possible right before the phase transitions begin. That way, the player driving the Abomination can slow one ooze, eat the slime puddle, then slow the second ooze (our Abomination driver generally finds it better to slow the Gas Cloud/orange ooze first). Another thing to keep in mind is that energy restoring abilities like the Revitalize talent present in restoration druid tree do help the Mutated Abomination restore additional energy. My guild finds it best to kite the orange ooze toward Professor Putricide’s table so that the orange DPSers can immediately start attacking Putricide once their ooze is dead. Players who are DPSing the green ooze can optimize their DPS by positioning themselves to be knocked toward Putricide once the green ooze explodes on its target. The better your raid gets at killing these oozes quickly, the more free DPS time you will get in between Putricide’s phases, since he still stands at his table not attacking the same amount of time regardless of how fast the oozes die. This can be very important if your raid is having problems killing him during phase 3 – the phase transition right before phase 3 can be a great time to get in extra damage on him before the real raid damage starts stacking.

Phase 3
Phase 3 is mostly a burn phase due to the AoE damage done by the Mutated Plague debuffs the tanks will have stacked on them progressively throughout this phase. Tanks should kite the boss on the outer edges of the room, and the ranged should be careful not to stand in their path to prevent green puddles from spawning in the path of the tanks and melee. Once tanks start to reach 4 stacks of the debuff the raid will be getting hit significantly hard. Another thing to note is that if the Unbound Plague makes its way into the melee, it is generally not worth the DPS loss to have all of them running out trying to find a ranged player to take the plague from them; usually it is better to tough it out and just let the plague bounce around until the boss is dead. It is at this point that the “DPS check” comes into play, since after a certain point the boss needs to be dead due to the fact that the AoE damage on the raid becomes unhealable.

full article here: http://www.poptartica.net/?p=422


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re: PP Hard Mode

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re: PP Hard Mode

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This guy's accent is great. "Melee should watch the choking gas vials timer, move in front of PP and smack him in his face".

Good tip on the green ooze. With ranged standing in the middle of the room and the melee standing that side of the ooze too, knocking them back into the ranged group. This will give the ranged oppertunity to max dps up until the 3nd target. He will be dead by that time though.
Eban the Great

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Simples envy


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