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Putricide Picturesez

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Putricide Picturesez

Postby Trihugger on Thu Jan 07, 2010 12:46 am

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Here's what I want to do differently:

Tank wise I want to designate and then actually go in and have people practice setting up along roughly 5 points on the map. The reason for this is to alleviate the problem of slime pools, and in p2 bombs, trapping people or making it very difficult to move where you need/want to be for adds. The general gist is simple, he tosses out a bomb/slime pool, the tank and raid shifts. There will be NOBODY standing in an area that we will be moving to, so we're guaranteed a safe place to run, and also guaranteed that everyone will need to be dynamic as a byproduct. The numbered spots on the picture are general aside from the very first one. I do NOT want the boss in that corner until he has dropped off some slime pools first. After that more than likely everyone including Zain will be trying to take out the Volatile Ooze and the abom will have to clean up the next set of slime pools as they appear. Once we're waiting for the spawning of a gas cloud, we'll move him over to 3 instead of across the room, wait on pool/bomb spawns, and then move near 4. After the pools are cleaned up and bombs go out, it is probably very possible for the tank to simple shift back to the previous point rather than kite farther away from either respective "wait" locations.

Instead of having everyone stacked off far on the opposite corner of the volatile ooze, I want the ranged to be a little bit further out. I want you guys to have some space to work with in terms of a spread. Ideally I'd like the healer's somewhere between the ranged and the melee, but it's not terribly important. What looked to be the best was something of an arc between the closest pillar like thing and that orange vat of shit. (The right most red arc on the drawing more or less). This should also put you guys a little closer to the Volatile Oozes so that you can start damage on them a bit sooner, but will have them be a little closer to you. This is the tradeoff that I think we have to make. When we're setting up our various points in the room, I'll explain how exactly I want the casters/hunters to stand as the volatile ooze is spawning and when I want you guys to move out to meet it. Until we get, or ever get, a boss mod that will inform us of who is getting the adhesive, melee and Zain will wait for the slime to actually begin it's channel before running out to kill it.

The Gas clouds will work a little bit differently. The location numbered 4 on the drawing is where I want the boss tanked AFTER he's dropped slimes/bombs and we're expecting the gas cloud to spawn. Since the gas cloud can and will be kited, cutting down on movement here seems like a fairly good way to get some extra damage on both the boss and the add. Or just simply regroup from a slower dps volatile ooze. The casters will be in some kind of a spread arc again until the gas cloud begins to spawn, also designated by a random looking arc in the left side portion of the room on the picture. Once the gas cloud is spawning, IE brown shit is raining out of the faucet, all the ranged damage will IMMEDIATELY move towards the circled point (The point where that central tile scheme meets the middle insignia) and hang out near there ready to unload on the gas cloud, and also ready to kite if they become the target. Ideally if slime/bombs target people out there, I want them moving towards the middle of that insignia rather than back towards the melee/tank.

Something I just read about the gas clouds is that they are the reason for that -75% hit debuff and NOT the bomb potion things. Melee cannot attack the gas clouds, as this is a 3yd range aura. What I want to see here is a designated "hole" set up for the gas cloud to pass through the space between the ranged near the middle of the room and the melee/tank that are on wall near the gate. The kite path I'd like to see followed is shown by the red looping arrow. This means you dumb fucks need to know how to actually kite a mob where you're turning into it. WIDE FUCKING TURNS. The angle of the picture makes it look like there's not much space, but there is indeed plenty for this maneuver.

The issue will simply be having people be smart enough to kite a mob that has to move through a certain point and then back around. So, since I have a feeling this is going to be VERY difficult for some people, you will immediately B-line towards the area between the melee/ranged and direct the mob away from where the casters are. Once the mob is moving in a non-collision path with that caster group, you wait for it to get past them and start your long wide turn as you attempt to bring the gas cloud back around and ideally end up where we want to be for the volatile ooze phase. More than likely the Abom will go onto putricide and put up the sunders once the gas cloud has been slowed since it seemed to also be subject to that miss shit. Damage on the add will really determine where the abom ultimately goes.

If damage is good enough on the volatile oozes, it frees up my Abom to put up sunders on the boss. Right now as it stands I have my hands completely tied between slime pools and adds, so if we can do something on that front, I can add a fair amount of extra damage on the boss himself. I also can't use that snare more than once per add and maintain enough energy to reliably be able to snare the next add that's spawning. DPS on the adds has to get to the point where once the slime pools are put back down, I have to be able to leave the add and go eat them up and the add still die. The adds we killed fast tonight were the ones where I either used my raping snare dot on them twice, or stayed on it until it died and then had to play catch up with slime pools. Catch up with slime pools is bad.

One other thing that I'm considering is just straight up more dps. With 6 or however many healers we had, would it be possible to drop one and have them go deepz? It really seemed like it would be rather doable with basically 5 healers. A paladin, two druids, a priest and a shaman. Then again, I was VERY preoccupied with my own rat-race of shit I had to do and this might not be as feasible as I think. Selene may also have to take my fun away from me Abom wise and squeeze out extra damage that way. /Sadface.

The last noteworthy piece of info is regards to the "shadow crash" like mechanic. Basically its a green ooze ball that resembles the exploding ooze shit that flies up and chocolate rains down on us all during rotface. It will bounce twice, and explode on the third bounce. It seems fairly predictable where its going to land, so people need to be vigilant and not blow up. What LOOKS like it might work is to go where the thing first lands if it looks like it's going to bounce over to you. The blow up radius is something like 3-5 yds, so as long as you see the goddamn thing, you really shouldn't get hit by it.
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Re: Putricide Picturesez

Postby Trihugger on Thu Jan 07, 2010 4:15 am

So Faulty, Trip, and I made another strat early this morning as we walked around in the cleared 10m thing thinking about where exactly to place people and how to best maneuver shit. I think we got something pretty decent that at least sounds like it might work. I however am too tired to amend my beautiful drawing at this time and am going to pass de fuck out. I'll fix the picture and change the explanation tomorrow to match what we thought would work out.

Strat edited to reflect what we came up with.
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Re: Putricide Picturesez

Postby Uzziel on Thu Jan 07, 2010 10:41 am

I agree that having the ranged closer to the add when it spawn and is "deciding" who to target is a good idea, however, what happens when a ranged gets targetted by the green blob? Just have the ranged all collapse? Otherwise DPS on the green while it moves towards the non-ranged person it targets?

In my head, it seems to work that having the ranged blowing up the adds right when they spawn and Melee sticking on the boss until the add has chosen a target. By the time the add is moving towards said target, the melee meet the add halfway to its target and assist with the ranged. If a ranged player is targeted by the green add, all ranged clump up on that player and anticipate the worst. If a ranged player is targeted by the orange add, that player runs like hell. If a melee player or healer is targeted by either add, they should be in a position so as to not have to move, or maybe at worst run a little ways away.

The adds have what, like 1.4 million HP in 25man? And they have to die in, 20 seconds? With 12 people doing 6k DPS to the add, it will die in the 20 seconds I just thought up. Gaseous Bloat (the debuff put on the target by the orange add) starts at a 10 stack and loses 1 stack every 2 seconds, so 20 seconds seems like a pretty good number. That would put the orange slime getting to its target right at the last stack, which really isn't that big of a deal. The AOE produced by the orange add hitting its target is dependent on the number of Gaseous Bloats on the player.

Now, could grid users add Volatile Ooze Adhesion and Gaseous Bloat to their unit frames in order to see who is being targeted a bit easier? As far as I can tell from memory and from reading the resources I have in front of me, these are the debuffs put on the target being chased by an add.
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Re: Putricide Picturesez

Postby Uzziel on Thu Jan 07, 2010 10:47 am

Also, the four kills to date:

http://worldoflogs.com/zones/Icecrown_C ... icide/25N/

For looking at numbers, times, dmg done, etc.
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Re: Putricide Picturesez

Postby Trihugger on Thu Jan 07, 2010 11:25 am

Quick response to the questions. Grid first. They can setup grid to do exactly what you said, the gas cloud puts on that bloat debuff, and the ooze puts on some kind of adhesion debuff.

With regards to the ooze stacking... When the ooze is spawning, the casters will all be basically collapsing to a more clustered central area along that arc. I don't mean right on top of eachother, but within 10 yds or so of most everyone out there. The hope is that one of the melee/healers get the debuff, but that's not really dependable. The melee/ranged SHOULD all be basically within 10 yds of eachother once the ooze reaches its target, which with the way I want to do things, should be 20 people all sharing the blast damage. By that time the ooze should be below 10% and should die before it can really do any more damage.

The gas cloud bit has changed somewhat in terms of what I want to see happen, take a look at that for a reference. To see the entire picture, you have to A: Be using firefox and B: right click and tell it to show picture. Fucking skinny forums ftl =(.
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Re: Putricide Picturesez

Postby Uzziel on Thu Jan 07, 2010 11:48 am

Well, I think with consistent slowing of the add as well as strong ranged DPS, the add should be blown up really fast. Do we usually run with a 9 ranged, 8 melee setup? I'm assuming 6 healers of course. Dropping down to 5 healers would be cool, but some of the other kills I've seen use 6. I suppose it just depends on how long we want the fight to last and how fast the adds die.

If the ranged and healers always collapse onto a stack when a ranged DPS is targetted, the 70k explosion ends up being a mere 5k per person (assume 14 people) this is of course assuming that the tank and melee don't make it there in time, which the melee should. I don't think it is necessary for the tank to ever collapse in fact, I think that as soon as the player is targetted, the tank needs to start moving putricide to the other side of the room.

One of the issues we had it seemed was falling behind on switching sides so that the group is on the other side of the room when an add is created. Having the tank healers stick sort of close to the tank and the raid healers hanging out between Putricide and the Ranged DPS (about around the melee) could help a lot.

I'm not sure if stacking up all the time isn't a bad idea. Sort of like Shadow Crashes where we stack and then move as a group either right or left (or away from the table or towards the table sort of thing) because it seems ALL of the abilities are targeted to where players are/were standing when the ability was used. In our last pull last night, one of the green puddles didn't form because whoever it was targeting was standing WAY against the wall and it seemed to fizzle upon impact, not creating a pool. That is what it looked like to me at least.

Anyhow, if we are stacked we should be able to better control where puddles spawn, bottle are placed, and the annoying flying ooze thing lands. As long as everyone is aware.
Last edited by Uzziel on Thu Jan 07, 2010 12:25 pm, edited 1 time in total.
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Re: Putricide Picturesez

Postby Trihugger on Thu Jan 07, 2010 12:06 pm

We shall see healer wise, but the other points you've made are pretty clearly explained in the bit I updated this morning.

The reason I don't want people stacked up all the time is to avoid huge spikes of damage with bombs/slime AND the fact so much damage is lost if EVERYONE has to move. The fight is not a DPS race by any means, but don't get me wrong, if we can damage him down faster in a controlled manner and get to p3, the sooner the better. P2 is where the fight is basically a problem with those adds, faster you get out of it and onto the final zerg, the sooner this clown will die.

With regards to the slime ball shadow crashes, you guys are going to have to be aware of them. They do not appear to come while adds are up, but rather right before or right after seems to be how the timers worked out. I don't find it to be a terribly difficult or strenuous task for everyone to have their camera zoomed way the hell out and be watching for them when they're expected to happen.
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Re: Putricide Picturesez

Postby Trihugger on Thu Jan 07, 2010 12:09 pm

I stand corrected, choking gas is the debuff from the bombs and not the gas clouds aura. As such how you kite the cloud makes no difference, but positioning wise I want everything else to remain similar about it. All dps will go after all adds. Fucking tankspot.
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Re: Putricide Picturesez

Postby Flemtality on Thu Jan 07, 2010 12:27 pm

Phase 2 is pretty much the entire fight. On 10 man phase 1 and 3 were pretty much a joke, once you figure out and execute phase 2 properly you have it. From what we have seen so far, it seems like 25 man phase 2 is going to take awhile. That's fine though if we have the damage to kill the clouds and slimes before they can fuck shit up, and on at least two pulls last night we managed to survive it for quite some time.

I'd say 6 heals is probably the way to go, even if phase 3 takes that much longer if that 6th healer is a priest or a pally it gives us the extra shieldwallish cooldown to work with and a lot of survivability in phase 2.

Also two druids for energy cheese.
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Re: Putricide Picturesez

Postby Uzziel on Thu Jan 07, 2010 12:32 pm

I see, you edited the first post, that makes more sense. I like the movement scheme you wrote out with the different points.

Yes, once we get into a groove and get the movements down, this fight seems pretty straight forward. Long fight, but not too wildly out of control. I think it is pretty obvious that going into P3 with as little slime on the ground as possible is the best case scenario.
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