ALL adds who arent killed by players (so 2/3) are drained by boss and 'die'
Hm, the tanking trinket sounds more like a dps trinket, the proc mastery on damage. Ah well, if the up-time is nice it could be worth it.
Edit: Wait, there's two of them? On the same boss? Interesting.
All those ooze's are in the end just: Kill purple always, if no purple but green +red kill green, right?
Last edited by Mithrildar; 2011-11-28 at 07:52 PM.
whats the name of the song?
Purple/Green/Red: you don't kill purple, you kill green.
Purple/Green/Blue: you kill green or blue, comes down to preference.
So you might think that green>purple>everything else. But you'd still be wrong, because in some cases there are higher priority targets than green.
The colors you need to watch out for are green, blue, and purple. Which of those is the priority depends entirely on what the third color is. Just solidify in your head what things you *can't* allow to happen. Green/Red/Blue should be the hardest spawn by miles. Kill green and hope to god the mana void is near the boss when it dies. Everything else is coordination.
For LFR difficulty, I imagine Purple > Green > Other is probably good enough.
On Normal, Purple > Green > Other will probably be good enough once people are 390 ilvl.
On Heroic, it will obviously be much more dynamic.
The kill order for Looking for Raid groups should be:
Purple > Yellow > Black > Red.
Green is not in the list because there is no splash damage on the LFR difficulty, making it laughable damage.
A nice addon for this fight is Yorsahj Automatic RaidWarnings, found here:
Each time oozes spawn, it will automatically show with a raid warning which ooze the raid has to kill.
My guild killed it in about 4 attempts tonight. The fight is not overly difficult and we used a slightly different priority than what I've seen listed in this thread.
Ours was Green > Yellow > Purple > Red. This is for 10 man normal mode. I am sure different priorities would work in the raid finder mode.
We saw several combinations that were common, but this is bound to happen when you have 6 possible colors and only 3 are possible at any given time. The nastiest combo we saw was Green, Yellow, Red. We killed green and then of course you have everyone clumped and the nasty extra damage and shadowbolts from the boss. The reason you kill green in that combo is because you must spread for green but you must clump for red. Yellow is going to be more damage overall, and that means that healing everyone standing together is MUCH easier than trying to heal everyone spread all over the room, especially without a priest. We basically ignored blue until it spawned and could kill the mana orb in 10 seconds or so, so the tanks with swaps and cooldowns the tanks are fine. This is especially handy during any combo with blue + purple. Blue steals mana from your healers/casters, but you get it back reasonably fast when the orb dies(we did have 3 melee dps), and you have to limit the healing anyway due to the purple effect. I can see how a green, purple, red combo could be kind of nasty but I don't think we saw it. It was mostly red, purple, black or red, yellow, black. Red plus black phases we found to be the easiest combo since you simply stack up and ae the adds.
People killing this on 25man are you using 2 tanks or 1? My healers were complaining about how hard it was to heal the tank.
Essentia@Cho'gall of Inebriated Raiding.
Essentia@Cho'gall of Inebriated Raiding.
Just to reiterate:
Purple > Green > Yellow > whatever for normal
How to deal with bad combos, mostly dependent on your healers. YMMV:
Purple, Green, Red - We never saw this one in our one pull but, if possible, it is the worst combo you could get. Kill purple, spread as close as possible to the boss but 4 yards apart. A geared, stacked group could possibly raid cooldown and spam heal through it as a stack.
Red, Green, Yellow - Kill Green. Stack and heal through the doubletime fireballs and aoe void blasts. If you have weaker fireballs then spread close to the boss to minimize fireball distance and targets splashed by void. We ran resto druid, holy pally, disc priest. We healed through it fine.
Those are really the only nasty ones. The blue and black ones are just "kill adds."
1 tank is definitely doable on 10 man. We healed ours thru two phases without any major issues when the second tank disconnected. Rotating cooldowns on the tank is advisable though.
How exactly do the yellow buffed void blasts work? We thought they'd all leave that stacking dot making it clear priority for killing.
Btw purple + blue + random (we were getting that quite often on our 3 attempts) seemed pretty darn simple. No AoE is going on, so we just had our strongest single target healer solo heal tank as no one else required healing.
Last edited by h4rr0d; 2011-12-01 at 07:12 AM.
10 man vs 25 man of this fight is not much different. Here is a video of our 10 man kill. We used 2 tanks, but as the offtank I did not do much tanking at all. I would agree this can likely be 1 tanked with proper cooldown usage, as the void debuffs do not stack very fast and drop every ooze spawn. This may also depend on yellow slimes, as I believe the buff would allow Yor'sahj to apply the debuff more quickly.