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Author Topic: Professor Putricide  (Read 314 times)
Thoryn
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« on: March 12, 2010, 02:28:32 PM »

Couple of videos worth watching from Tankspot:

10 man
http://www.youtube.com/watch?v=35p21sdb4us      

3mins 20 she explains what causes the raid wide damage from the red add
Seems the gathering at green slime targets to reduce the dmg is the way to go so we actually downed him very differently to this on 10man

25man
http://www.youtube.com/watch?v=-6bmrQPd2uE

They start dps on the red add asap and don't wait for it to get a target as we were
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Faithless
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« Reply #1 on: March 20, 2010, 12:51:30 AM »

Lots of useful info in here

http://elitistjerks.com/f15/t88044-icc_plagueworks_professor_putricide/p3/

Key bits and pieces:
- Disc priest shields and Druid rejuv hots can give energy to the abomination add with the right talents
- Abomination hits like a truck on the slimes/boss when you can use it (10k hit, gcd limited, can do at the same time as munching slime). Not sure if damage scales with gear level, gear type, or 2h weapon - tooltip suggests it does 100% weapon damage, but it's a 'vehicle' so might not be based on my weapon.
- Apparently pets share damage from green ooze - all should be set on it, as they also get the innate pet damage reduction
- People with aggro drops can bypass the tear gas stun - apparently invisibility/vanish at the right point

They also suggest a few alternate tanking points (in front of table or on top of green ooze spawn point)
http://www.youtube.com/watch?v=mE755MLGVVs
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Nariaki
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« Reply #2 on: March 20, 2010, 08:37:02 AM »

Faith, I parsed the log you mailed me of the final two attempts from last night. Regarding weapon damage - log shows Kamira's abomination hitting for the same damage-range as yours. That suggests that it's not your weapon damage, just a default ability-phrasing that says "weapon damage".
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« Reply #3 on: March 20, 2010, 12:24:43 PM »

I like the idea of tanking close to the green ooze, At the moment there is a delay on max dps output as melle have to travel to get to the green ooze, Down side, If the green ooze targets melle it will blow early as it will get to its target fast but watching the youtube clip posted by Lazaruth this dosn't seem to be an issue as there's a reasonable delay before the ooze targets and also with the melle being close it means more peeps are there to spread the damage. The raid set up in the youtube clip ment Less movement for range dps as they can stay away from the red ooze spawn point and less movement = more dps, More distance from red ooze spawn as well so more time to dps it down. I guess it comes down to what works for us  Shocked One thing is clear though, Its all about focusing dps as fast as possible so the less raid moves about the better. Afro
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« Reply #4 on: April 02, 2010, 11:18:20 PM »

I wasn't sure about mallable goo mechanics untill it hit me... they land on the spot where the person was who got marked. Might have been well known by some but I didnt see it being mentioned elsewhere so tought I'd post it here.
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Stormhammer
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« Reply #5 on: April 06, 2010, 11:49:10 AM »

Changes we made yesterday:

Phase 1+2
The Boss is tanked underneath the green pipe (where the ooze spawns) at all times
Melee and healers stand with the boss
Ranged spread out around the edges of the circle pattern - basically max range or close to max range and reasonably spread.

The idea of tanking the boss in a fixed spot being to reduce the amount of running about we do with the boss in an effort to increase the DPS on him (especially from melee). Obviously the boss is moved to keep out of posion, and to move away from bombs.

The healers and melee stay near the boss at all times, the new thing they must do compared to before is they must take care to avoid bombs in phase 2. Having healers here though hopefully avoids them having to dodge too much malleable goo.

The ranged DPS spread out around the rest of the circle. They must take good care to avoid malleable goo in phase 2, and they must be quick to move when an ooze locks someone to the floor.

When Oozes appear we nuke them fast, both ranged and melee can help, if you get knocked back continue running to the next lock down spot.

Phase 3
Three tanks are needed for phase 3 or else the raid healing gets unmanageable. Yesterday we had Tyr DPS in tank gear for P1+P2 then switch to bear form and take the boss for the first 2 stacks. At the end of that try we concluded that taking 3 stacks was required. All players need to avoid goo and bombs in P3, we need a heroism after it starts and then for people to use haste pots, trinkets, CD's etc - Basically P3 is a DPS race before the raid healing becomes impossible.
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« Reply #6 on: April 06, 2010, 11:58:57 AM »

Just to get technical - it's also a race to kill him before the slime pools kill us, it was merely that the raid-damage got there first Wink Shouldn't really be a problem (barring really bad luck with slime pools), we were within striking distance of a kill on two attempts last night and we weren't completely flooded out.
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« Reply #7 on: April 20, 2010, 10:29:48 AM »

Just trying to think what we changed between Friday where we were frankly pathetic at this and yesterday where we one shot him and didnt seem to have much in the way of trouble with any of the adds, and executed phase 3 pretty well.

So here are a few things I can think of:

General
1) Compared to Friday I was a bit less tired and a bit more vocal about what to do, warning a bit more of switching to oozes etc.
2) We had a few more melee DPS yesterday which maybe helps keeps everything going well on the boss
3) Healing seemed better, maybe we had a better raid healing setup?

Malleable Goo
1) I reminded ranged people to keep to the green side/right (as we look at the start), to keep in a slightly spread bunch - and MOST IMPORTANTLY told ranged not to cheat and move into the gap between the rest of ranged and melee (as this gives you practically no chance of avoiding goo)
2) I think putri was maybe tanked further away in general? On friday it seemed as though he was kept much closer to the green ooze spawn point, yesterday he was a lot more mobile? Or am I imagining this? It seems like a tanking style type thing rather than a tactic but learning from it may help solidify future kills - Again this helps ranged avoid goo more effectively

Add DPS
1) It just felt MUCH higher, maybe some people friday were not DPS'ing adds or cheating on the boss? ON friday we had green oozes almost always do 2 root and explodes, and sometimes 3. Yesterday they were managing 1 root and explode and dying very quickly after

We may have lucked out on phase changes a bit as the P2, P3 one was perfect, but in general everything just worked.

If anyone has any thoughts on the differences then please post them, on Friday it seemed like we'd never kil him again, yesterday it seemed like he should be 1-shot farm material.
« Last Edit: April 20, 2010, 10:33:51 AM by Stormhammer » Logged

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strucktwice
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« Reply #8 on: April 20, 2010, 02:44:58 PM »

not much to say xept that when i tanked putri i was looking for a way to make sure melee dps would stay clear of the bombs so instead of kitting him round the green spawn spot i just tried to pull him away from the bomb spots and turn myself arround so i could drag him back to the spawn point as soon as the next bombs showed up so i try to keep a consistand few spots to stop and let melee nuke him instead of that they had to keep moving with me .
at first this didnt go to wel and i evaded the spawn point a bit unintended ofc =) but later on i got the hang of it as my agro was solid so i got time to watch more for when the bombs were gona spawn and could "plot "a route to take him with the least harm to the melee dps wich should make it a bit easyer for the healers instead of going ....oh shit....emergency heal they could now just random heal ....wel i hoped that worked atleast did not have the time to check on that hehe
hope this is useful for other tanks on putricide and maybe can give me some tips on how to controle the movement beter in further runs  Thumbs Up
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Chia
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« Reply #9 on: April 20, 2010, 08:31:11 PM »

Someone with more time than me can pick them apart, but parses are here:

Wipe night parse

One-shot parse

Comparing the longest and highest damage wipe attempt (try 8 ) to our kill shows raid dps was 110944 on the kill and 85441 on the wipe, looks like raid dps was generally higher (including the mutated abomination which did 10k dps on the kill). Healing was a bit higher but damage taken wasn't much different.

I don't know if you can get the parse to show how long oozes lived for, but they were dying much quicker last night. I kited two red oozes both nights iirc and I was covering twice the distance on friday before they died. I also felt like I was doing much less running around on the green oozes yesterday. Tbh I think there were just too many of us feeling tired or ill on friday. We came back with a fresher more focused raid and kicked some Putri ass Wink
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