
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.










