1. #1

    help putricide please

    Hey guys.
    Well our problem is on putricide 25. I dont know what is happening but during phase 2 it seems like we have almost no dps on the boss. We have a good amount of dps we killed festergut 25 in 4:15 but on our best attempt of the night we got putricide to 47 % and we were 36 seconds away from enrage timer I was just wondering if you guys have any tips or tricks or certain strats that maximize putricide dps thanks in advance!
    I dont play in a hardcore no-lifer guild, but in a 2 days a week "hardcore" mythic guild.

  2. #2

    Re: help putricide please

    on the green slimes have everyone dps them until they explode then have melee (who are positioned to get blown towards the boss) get onto putricide while the ranged finish it off.

    orange slimes just zerg and then get back on putricide.

    have your tank pause in the middle to drop the gass bombs before moving him back into position on the opposite side.

    try to phase transition while a slime is at 1/2 health where dots can almost finish it off before the next phase starts.

  3. #3

    Re: help putricide please

    Just stay on the side where the green ooze spawns. Tank Putricide close to the spawnpoint all dps switch immediately when possible. Should explode max 2 times.
    Orange One: Ranged dps start dpsing asap, the one who is targeted just runs to the right wall so that the way is as far as possible and the add moves throgh the tankspot with the melees (either let melees change then or as soon as the orange one gets a target, depends on your ranged dps). With the slow it shoudn't reach its target or go down immediately after.
    Move Putricide only when necessary (flasks, green shit on the floor).
    Less movement>more dps and way less confusion.
    http://eu.wowarmory.com/character-sheet.xml?r=Antonidas&n=Luth%C3%ADen

  4. #4

    Re: help putricide please

    It's a very common problem actually, especially for raids who have just started attempting him. If you find you have no DPS on him for p2, it simply means you are being overrun by slime spawns. (e.g. after you killed off one, the next one spawns, etc, and you have no time for the boss)

    The problem lies in the slime DPS.
    -Are all your DPSers switching IMMEDIATELY when the green slime spawns? (my guild does the tank-at-green-slime-spawn strat too)
    -Are the ranged DPS/healers keeping enough distance from green slime so that they can prolong the DPS time before the first knockback?
    -Are your R.DPSers switching IMMEDIATELY when the red slime spawns? (melee can start to move toward red slime, but not all the way in until it targets someone)

    If any of your answers to the above questions is 'NO', THAT is your problem.

    You should be DPSing the slime immediately when it spawns, not when it starts to chase someone.

    Are your casters getting hit by Malleable Goo?
    Are your melee getting the -hit debuff from the Gas Vials (or whatever the brown flasks on the floor are called)

    If any of your answers to these 2 questions is 'YES', that is another problem, since you lose ALOT of DPS from these 2 abilities.


    Last but not least, there is also the issue of insufficiently geared DPS, but if you are hitting enrage before you even push him to P3, it's most likely a problem of fight execution.

  5. #5

    Re: help putricide please

    I know it's Valentine's and everything, but Putricide doesn't need any help. I'm pretty sure he can manage on his own, even though he can be a meanie sometimes and his school grades were less than good.

  6. #6
    Deleted

    Re: help putricide please

    when the green goo spawns our mages and warlocks start dps immediately and blink/port away if they get targeted.

  7. #7

    Re: help putricide please

    Quote Originally Posted by Luthien
    Just stay on the side where the green ooze spawns. Tank Putricide close to the spawnpoint all dps switch immediately when possible. Should explode max 2 times.
    Orange One: Ranged dps start dpsing asap, the one who is targeted just runs to the right wall so that the way is as far as possible and the add moves throgh the tankspot with the melees (either let melees change then or as soon as the orange one gets a target, depends on your ranged dps). With the slow it shoudn't reach its target or go down immediately after.
    Move Putricide only when necessary (flasks, green shit on the floor).
    Less movement>more dps and way less confusion.
    This: also if your healers are having a hard time moving from maluable good try putting them with mellee + means more people to share the damage of a green explotion in mellee.

  8. #8

    Re: help putricide please

    Tank Put within cleave/incidental AoE range of where the green ooze spawns. Have melee and mobile healers (HPriest/RDruid's) stand in with them if you're short melee, pets obvz to soak explosion as well. Generally green spawning will coincide with the flasks/traps spawning, the tank can simply step towards the corner and drop them behind where green spawns. Range DPS should be standing in the quadrant of the room where Put is before engaged, and should be burning the adds as soon as they spawn.

    When orange spawns, All range immediately begin nuking. Once a target is chosen the kiter drags him towards where green spawns and Melee swaps.

    The largest DPS loss during P2/P3 likely comes from too much movement (running away from the side the add is spawning on), or from failure to avoid the traps (-75% hit will send your 8-9k melee dps plummeting) or failure to avoid maleable goo (200% casting speed rocks casters & healers alike, and if both goos hit it will likely one shot whomever it is barring defensive CD's).

    It's VERY important to watch his %'s and to push a transition cleanly without an add up or with the add at very low health. Rogues/Mages can vanish or invis when they see the "tear gas" cast signaling a phase transition and pad the meters while everyone else is stunned. Unless everyone is stacked near the add up during a transition DO NOT have the rogues dps the add, it will likely target them and they'll get blown up. Just nuke Put during the transition.

    When targeted by the green add many classes can give you extra dps time before it reaches them via abilities like mages blinking away further; then iceblocking and the add will walk back and forth trying to get them but it cant. Hunters can wait till the last second it reaches them and FD forcing it to retarget a new player, Locks can demonic teleport to the table or wherever, just giving a little more breathing room.

    TLDR
    Less movement, Stack put on the green adds for AoE dmg. Position range in front of the table with heals where they can stand more or less the whole time. Dont fail on traps/goo because it will crush your dps.



  9. #9

    Re: help putricide please

    Question about using the All DPS On Green Slime Immediately Strat on 10m. We've tried doing that, but typically run into problems.

    Since the idea is to keep Ranged at max ranged, and Melee on the slime as soon as spawns, that typically only leaves us with 2-3 melee on the slime. As far as I'm concerned, thats not enough people to mitigate the explosion damage. With that few people, you can expect 20k+ hits on your melee.

    The solution we tried is to just have 1-2 healers go with melee and stack on the slime to better mitigate the damage. The problem with that then, is that puts an much higher percentage of your raid "Being 10m" in melee, than ranged. Which results in an instant slime explosion almost every time, which in turn produces a followup 2nd and even 3rd explosion since its difficult to dps when you are getting knocked back constantly.

    How do you guys deal with this in 10m?

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  10. #10
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    Re: help putricide please

    Quote Originally Posted by Nuke1096
    Since the idea is to keep Ranged at max ranged, and Melee on the slime as soon as spawns, that typically only leaves us with 2-3 melee on the slime. As far as I'm concerned, thats not enough people to mitigate the explosion damage. With that few people, you can expect 20k+ hits on your melee.

    The solution we tried is to just have 1-2 healers go with melee and stack on the slime to better mitigate the damage. The problem with that then, is that puts an much higher percentage of your raid "Being 10m" in melee, than ranged. Which results in an instant slime explosion almost every time, which in turn produces a followup 2nd and even 3rd explosion since its difficult to dps when you are getting knocked back constantly.
    An instant slime explosion is fine. You should still have time to get the slime down a bit (75%?) before it chooses the initial target if everybody switches immediately. After the explosion, don't have everyone run back in right away to continue dpsing; instead, have them stay out (or even run further away) until it picks a new target. At that point, they can run in and continue dpsing.

    We keep the minimum number of people at range (3 on 10-man), that way less people have to deal with malleable goo (especially healers). The Putricide tank should also be standing on the slime spawn, which will help mitigate that first explosion if it chooses a melee.

  11. #11

    Re: help putricide please

    Quote Originally Posted by Nuke1096
    Question about using the All DPS On Green Slime Immediately Strat on 10m. We've tried doing that, but typically run into problems.

    Since the idea is to keep Ranged at max ranged, and Melee on the slime as soon as spawns, that typically only leaves us with 2-3 melee on the slime. As far as I'm concerned, thats not enough people to mitigate the explosion damage. With that few people, you can expect 20k+ hits on your melee.

    The solution we tried is to just have 1-2 healers go with melee and stack on the slime to better mitigate the damage. The problem with that then, is that puts an much higher percentage of your raid "Being 10m" in melee, than ranged. Which results in an instant slime explosion almost every time, which in turn produces a followup 2nd and even 3rd explosion since its difficult to dps when you are getting knocked back constantly.

    How do you guys deal with this in 10m?

    It'd help if you gave us a little more info on your raid setup, but yeah it shouldn't be a problem if it blows up with less than half your raid in melee range, it's always going to be a tossup of do you want a more in melee (higher chance for it to choose someone in melee) vs having more at ranged and the explosion being soaked by fewer people. It's also shared with pets & your MT should be soaking some of it while tanking put to help ease this

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