Well, that wasn’t nearly as hard as I thought it was going to be. Got him on our ninth pull and had an hour left in our raid time to wipe on Sindragosa trash. 🙂 We effectively 24-manned, since we had a healer auto-release (oops), so I think we would have still gotten him without the buff.
Fight tips:
- Pick a strategy for experiment management and stick with it. We kept PP permanently on the green side; this let our melee stay stacked up to take a hit, or move with the slime and then jump in front for ranged. Gas clouds were easier; the target kites it past PP so the melee can break off and kill it quickly without having to run halfway across the room. It sounds complicated, but it’s not too difficult after a few attempts.
- Managing phase transitions are a pain, but it’s important, especially going into P3 (you lose the abom, so no slows on the add). We were stopping DPS on PP at 36%, which worked most of the time. If you’re having problems with this, try splitting DPS with PP at 36-37% while a slime’s up. An add at 20% health isn’t a big deal, but an add at 100% health will probably wipe your raid.
- Tanks really have to be on the ball for this one, kiting wise. The slime’s easy to stay out of; the choking gas bombs, not so much, but make the effort. Melee DPS will be target switching so much that they’ll have trouble tracking the gas bomb timers (I know I did). Our tank did an amazing job of kiting PP, and our other
Feral tips:
- Bears make for a great OT here, since they can go cat and dps P1/P2.
- Use your speed! You should be in on every slime stack (unless your strategy dictates otherwise). Pop Barkskin to help mitigate the damage. Also try to position yourself so that the explosion sends you back towards PP; if your DPS is reasonable (and it should be if you’ve made it here), the slime should be mostly dead at the first explosion, so you can just switch back to PP; this will save you some time.
- Save FC/Dash for getting back to PP. Dash is also great for kiting the Gas Cloud (If it’s up, pop BS to help with the damage)
- Berserk in P1 and on CD in P2; save the third for P3.
- Do NOT get hit by Choking Gas in P3. The tank should be kiting away from them, but he’ll be constrained by slime. They’re almost impossible to spot (IMHO) if you don’t see them spawn, so keep your eyes open when the timer goes off.
- I didn’t on the kill, but in retrospect, one of our previous wipes might have been a kill if I’d used Tranquility. With NI, you’ll be kicking out 10K hps for 8 sec. Great for keeping the tanks propped up for the final 5%. It’s especially good to do this if you get hit by the Choking Gas, as you’re pretty useless dps-wise until that wears off.
http://coldbear.wordpress.com/2010/01/28/bigwigs-and-how-cb-stopped-sucking-on-putricide/
might help out a bit and make things smoother
choking gas is huge, find the list of people affected by it on WoL or WWS or WMO or whatever you use, and post it to your guild’s forum
Nitro boosts. Engineering is huge on this fight. Mages and Rogues can dps during Tear Gas, btw.
A tank has tons to do and will not always be able to kite away right after the bottles drop, so melee need to rock out and move ahead of the probably kite path a second or two ahead.
Punking people out sucks and creates ill-will, but it’s the only way to make sure people understand that they have to avoid this AT ALL COST.