Category Archives: Strats

Heroic Hellfire Citadel: Kilrogg Deadeye, Kormrok, & Gorefiend

So far, I like Hellfire Citadel. It looks cool, I like some of the bosses and I don’t absolutely hate any of them (yet). We’re 7/13 Heroic in Group #1 half mains, half alts, and 6/13 in Group #2, similar comp.

HFC

Hopefully your experience in there hasn’t been too bad, either! I’m gonna take a look at the next 3 heroic bosses as quickly as possible. 😀

HFC 2

As before, clicking on the boss’s name will take you to the video.

Kilrogg Deadeye

We’ve had our eye on this guy since the beginning of the expansion… >.>

Okay, seriously though, here’s what you need to know:

  • Heartseeker is a projectile launched at a player. It displays an arrow targeting the person, then a few seconds later it travels to the chosen target, doing damage to and spawning a Blood Globule add on anyone in the path. We just split the raid on two sides and had the person targeted run to the middle of the room as far back as they could go.
  • Blood Globules will explode if they reach the boss for a ton of damage, so don’t let them.
  • Salivating Bloodthirsters are adds that spawn throughout the fight, 2 toward the back of the room and one in front. If they reach the pool at the front of the room, they become Hulking Terrors. The one at the front will always transform but the two in the back should be killed before making it to the boss.
  • Hulking Terrors need to be tanked and interrupted when they cast Rending Howl.
  • Death Throes is a raid-wide AoE that does less damage the further from the boss you are while also launching fire around the room that you should avoid.
  • Shred Armor does damage and causes a stacking tank debuff. The debuff will not be applied if the tank has active mitigation running when it casts.

There’s one other very important mechanic to know about: the Visions of Death.

When Visions of Death is cast, the boss will place 3 glowing rune circles on the ground in the direction he’s facing. One player needs to stand in each rune, and these players will be teleported to a second realm where they need to kill adds and survive.

As players kill adds in the realm, they will receive a stacking buff that increases their damage for 1 minute. The goal is to survive and kill enough adds to get to 20 stacks. When players die in the realm, they are transported out to the main room, at which point they should use their CDs to pump out damage with the active buff.

We sent in 2 alternating teams of 2 dps + 1 healer each and getting the 20 stacks was not a problem.

Handle mechanics, kill the boss, it’s really not more complicated than that.

Kormrok

Kormrok

Okay, this guy is big and ugly and whatever.

Abilities:

  • Waves – He spawns waves from around the room (how many depends on where the boss is at and which pool he has most recently jumped into). Just dodge these. They’re a little obnoxious when empowered (coming from all 3 sides), but even hitting a wave won’t kill you. Hitting 3 or 4 of them probably will.
  • Grasping Hands – Similar mechanic to Kromog, but you don’t have to stand in them, they’ll grab you automatically. Stack up before they come out and AoE them down. When they’re empowered (green pool), they will drag you towards the closest pool, so kill them ASAP.
  • Runes – These runes explode on the raid if left to their own devices, so players need to pop a cooldown and run over them, soaking the damage and preventing the explosion.
  • Explosive Runes – These have to have their own category because there’s a trick to dealing with them. After Kormrok jumps in the red pool, the next runes will be empowered, and when a player runs through a rune, it will spawn a new rune directly in front of that player. Handling this: Have a team of players prepared to handle runes. These players will walk through the runes while facing the middle of the room, forcing the runes to spawn towards each other. When the runes get close enough to each other, they will start canceling themselves out until there’s only one rune left (you can see how this is handled at 4:57 in the video).
  • Pound – Unavoidable raidwide AoE that can be mitigated by spreading out 4 yards from other players and requires a healing cooldown.
  • Tank Junk – Tanks in this fight get knocked back (Swat), grasped by a big hand that must be targeted down (Fel Crush), stunned and forced to explode on the raid like Mark of Chaos (Explosive Burst), and be taking increasing magic damage (Fel Touch).

Honestly, the fight itself is pretty straightforward, and the execution isn’t terribly difficult. Ezpz.

Gorefiend

BELLEH

This fight has a lot going on, but you can break it down pretty easily, I think. This guy, though; dat belleh.

The Main Room

  • Spread Out. You’re constantly doing damage to each other, so stay spread 5 yards.
  • Touch of Doom targets a player with a debuff that will explode when it expires and leave a puddle at the player’s feet. Move to the edge of the room before it expires.
  • Shared Fate connects 3 people by beams of light. One of them is rooted, and the other 2 players must run to them to free them.
  • Kill/Kite Adds. Adds spawn throughout the encounter. If one is attached to you, run away from it, otherwise kill the adds quickly.
  • Don’t Stand in Swirls. Purple swirly circles spawn on the floor in a spiral shape, don’t stand in them.

The Belleh

If you die in the main room, you aren’t immediately killed; instead, you’re sent inside Gorefiend’s stomach. Some players will be debuffed with Shadow of Death, as well; which will kill you and put you in the stomach.

While there, your first objective is to kill adds (or if you’re a healer, heal the friendly NPC) before they get to the middle. Roots and knockbacks work, as well.

Your second objective is to run to the center when your debuff is about to wear off so you don’t die inside. If you die inside you’re really dead.

Also, if you die shortly after coming out of the stomach, you die permanently.

Feast of Souls

This is like the boss casting Evocation. During the channel, he takes 100% more damage. He also spawns adds that move toward him and will explode for aoe damage upon touching a player.

  • Stack up together in the middle of the room in melee range.
  • Assign soakers (we had tanks and warlocks doing it) to catch the adds that are going to attempt to blow up on the raid.
  • Pop CDs and go as hard as you can.
  • Healers will need to have healing CDs planned for the entirety of Feast of Souls.

It sounds complicated, but once you see it, it’s really not.

We’re doing flex tonight (Thurs 6/25) for fun and tier, then Heroic again Sunday @8pm Eastern on twitch.tv/ambermist. 😀

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Adventures in Blackrock Foundry: Day 2

We had so much fun Tuesday, we had to go back in last night (seriously, new content is so good), and we ended the night at 9/10 Heroic.

As I did yesterday, just posting a quick recap of the 2 bosses we did last night as ranged.

Note: If you click the boss’s name header, it will take you to the video on my stream!

Blast Furnace

Here an add, there an add…the first two thirds of this fight is nothing but killing adds and blowing yourself up properly.

In Phase 1, We left Foreman Feldspar up and just cleaved him down with the other adds, putting the raid on one side at a time while leaving one group of ranged to kill the Bellows Operator on the opposite side of the raid. Security Guards leave shields on the ground that will protect any add within them, so adds shouldn’t be in the shield.

While you’re handling these adds, it’s important to run bombs well–players will be targeted with bombs just like in the Spoils encounter in Siege of Orgrimmar, and bombs also drop on the ground when Engineers die.

If you’re targeted with a bomb or you pick one up, you run it to the Heat Regulator on the side of the room in which you’re fighting and then use your extra action button to blow the bomb up, damaging the Heat Regulator. You have to kill both to proceed to the next part of the fight, and the longer it takes, the more you’re wearing on your healers.

Phase 2 is honestly probably a bigger DPS check than the Phase 3 boss, because getting through Phase 2 quickly makes the rest of the fight much, much easier. During P2, there will be Primal Elementalists channeling around the center area of the room. They’re shielded and immune to all damage, and the only way to break the shield is to kill a Slag Elemental on top of them.

We just decided on a kill order starting from the side of the room we were on and moving around the circle to the other side. When someone is fixated by a Slag Elemental, they stand on top of the Primal Elementalist (you can have more Slags than you need, in which case the extras should just hang out, they don’t hit that hard) and the Elemental is killed.

When the Elemental dies, the Elementalist will lose his shield. If you want to make Phase 2 & Phase 3 more manageable, focus on getting the Elementalists dead before their shield respawns. Use the CDs you have available and give up padding on the Slag Elementals to get the Elementalists down as quickly as possible.

Note: Slag Elementals do some pretty sick AoE damage when they die, so don’t be standing next to them when they explode.

That's gonna be a wipe, guys.

Phase 3 is a boss fight with a ton of raid-wide damage (sorry healers). We started on one side of the room with ranged stacked and then moved out of the puddles on the ground, working our way around the room. Ignore Slag Elementals at this point, they don’t hit hard enough on their fixate targets to matter and it’s not worth trying to kill them and/or risk blowing them up in the raid, just focus the boss down and win.

Iron Maidens

This is one of those fights that starts out with a couple of mechanics and then just keeps stacking them. Fun fight, though.

The three bosses have to be pushed below 20% at the same time, then you just dps, don’t die to mechanics, and pray. On a timer, the boss with the lowest health that hasn’t already will jump to a ship across from the main platform, and you’ll want a group assigned to grab the hooks and kill the adds on the ship. Each boss has its own ship mechanics/adds, so the order in which you do them depends on your raid. We chose to do Marak > Garan > Sorka.

I’m just going to make a list because that’s easier. Abilities you need to know how to handle as a ranged DPS:

  • Blood Ritual: Marak will choose a target and start Blood Ritual, which looks like a red squiggly line (yup, dem’s professional-soundin’ werds) connecting the target to the boss. Move so that you create a triangle with the tank who will move into the cone you’ve created and soak the AoE damage she does when Blood Ritual ends.
  • Rapid Fire: Gar’an will target a player marked with a red arrow and begin to shoot a volley of pain at that person that detonates in an AoE marked by a circle on the ground. Move out of the raid and kite it around the edge of the room. Tip: it moves more slowly than you think it will, so don’t rush or speed boost or you might cause it to arc through the raid. Don’t hurt your friends.
  • Penetrating Shot: Identical to the Aim on Paragons except that you won’t take splash damage from standing too close in the beam while you soak it, so just pile everyone into it. It can be feigned, guised, and invised just like in Paragons.

How to Be a Boss at Bombs

When one of the bosses goes over to the ship, it will trigger a barrage of bombs on the main platform. This mechanic is stupid easy to avoid taking damage from if you know what to expect.

First: Red targeting circles land around on the ground, not many at all, avoid them. Bombs will appear wherever there was a targeting circle. Get close to one and pay attention to where it is.

Second: Those targeting circles will disappear. As soon as they do, move onto the bomb that was dropped by the circle. In another second, targeting circles will fill the rest of the space that was not previously targeted–basically, anywhere there’s already a bomb will not be targeted.

Third: That bomb you’re standing on is going to start looking really pissed off because it was one of the first to drop. After a few seconds of looking angry, it will explode. Before that happens, move to one of the new bombs.

Fourth: As soon as the first bomb detonates, move back to that spot and wait for the rest of the bombs to explode.

It sounds like a lot, but I promise once you see it, it will make sense.

The last phase, after they’re pushed, is pretty chaotic and hella fun. And you might die. You’ll probably die. Burn them down one at a time, kill turrets as they spawn (and avoid the fire spitting from them), and continue to handle the other mechanics.

There’s 2 more mechanics to be aware of in this phase: Dark Hunt is just damage, but when it ticks off it hurts for a lot, so use a CD. Lesson learned. There’s also a debuff called Convulsive Shadows that should NOT be dispelled. It will hurt a billion times more if you dispel it than if you just let it fall off.

The fight’s a mess, but I thought it was fun.

Next up is Blackhand. I’M READY, LET’S GO.

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Icecrown Citadel: The Lich King (Phase 3)

Well, it’s all come down to this, hasn’t it? Your raid (mostly) mastered Phase 1 and successfully conquered the transition. After several attempts, a miracle happened and you made it past Phase 2. Your raiders overcame their shock at not dying to Defile and pulled out a clean transition.

You are now ready for your final confrontation with the Lich King.

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Icecrown Citadel: The Lich King (Phase 2 & Transition)

I don’t love splitting strats into parts, but if ever an encounter warranted it, this one does. It really is simple when you break it down into its parts, and that’s what we’re going to continue with.

TLBC Strats: ICC

Phase 2 is easily the longest phase of the encounter and this is where the bulk of the coordination is going to take place. This part is probably going to take a while, but there’s good news: once you get past Phase 2 a few times successfully, you’ll probably win within a small handful of attempts.

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Icecrown Citadel: The Lich King (Phase 1 & Transition)

Ahhhhh, finally. It feels really good to get here. Unless I do a Ruby Sanctum strat, this will be the last time I write a strat for this expansion.

Whoa, really? That’s nuts! We’ve come along way from Ulduar together, you and I.

All right then, ladies and gents, night elves and tauren, let’s take on the Lich King!

ICC: Strats by TLBC

In it’s entirety, the Lich King fight seems pretty complicated, but if you think about it in phases, it’s really pretty simple. I didn’t consciously decide to do it, but I think I really saw each phase as a fight of its own, and that made it a lot easier to understand and then execute properly.

This fight is like a song with three verses and a chorus. You’ll do Phase 1, then a transition phase, then Phase 2 followed by another transition, and then Phase 3. So we’re going to lay it out just that way.

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Icecrown Citadel, The Frostwing Halls: Sindragosa

Long overdue, I know. As those of you who follow me on Twitter know, a few months ago I informed everyone that my blogging was being cut back by real life stuff. That hasn’t changed, but I still want to finish the strats for ICC and I can’t abandon my blog, it’s like a buddy! Onward to Sindragosa!

TLBC ICC Strats

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Icecrown Citadel, The Crimson Halls: Blood Queen Lana’thel

Phew. I don’t know how your guilds are doing, but we’ve fallen on some tough times lately. Raiders getting bored and frustrated and just not showing up seems to be a pretty big problem across the board right now, and we’re no exception. Thankfully, we’ve had great raids the past two nights, getting my first BQL kill on Monday (although apparently the guild had previously killed her on a night I was out; I had no idea) and a 10-boss clear to Sindragosa on Tuesday.

TLBC Strats: ICC

Now, finally, the  BQL strat:

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Icecrown Citadel, Frostwing Halls: Valithria Dreamwalker

TLBC Strats: ICC

From what I’ve seen, most raids are doing Blood Princes and Dreamwalker before their respective wing-end bosses, so I’m going to hit Dreamwalker next.

KMBBefore I do, though, a brief thought on trash, since there’s a miniboss. You’ll be joined in the Frostwing Halls by Crok Scourgebane and some Argent Crusaders (you’ll recognize them if you’ve ever done Troll Patrol). As you fight your way through the vry’kul before you (Deathbringers summon adds, Frostbinders throw ice, so choose which ones to kill first based on that info), the humongous floating val’kyr named Sister Svalna at the end of the hall will slowly kill off the Argent Crusaders (no, you cannot keep them alive, their deaths are scripted).

Once you reach her, she will raise the Crusaders back to life as scourge, and you will have to kill them in addition to the deathly angel herself. Although the scripted conversation will ask you to kill the Captains and then assist Crok in killing the Svalna, we have found it just as easy to keep a tank on the captains while we burn down Svalna (easy peasy) and then turn and kill them. You get an Emblem of Frost for killing her, so yeah, it’s cool.

Now, onto the important stuff.

The point of this fight is to take the green dragon Valithria Dreamwalker from 50% to 100% health. Continue reading

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Icecrown Citadel, Crimson Halls: The Blood Princes

TLBC Strats: ICC

On the excite-o meter, this one doesn’t top very high, but it IS very easy once your raid group gets the hang of it. Besides, get past these guys and you’ll be doing Blood Queen Lana’thel, and that’s an encounter with some fun mechanics.

The Blood Princes

There are 3 bosses sharing health on this fight, and you will be jumping from boss to boss as one or another gains power. Throughout the encounter, one boss at a time will become Empowered. While the other two bosses will drop their health to 1% (no, you can’t kill them while they’re not empowered, sorry), the Empowered prince will have a health bar and strengthened abilities.

Allow me to introduce you to the mouthy little princes you’ll be dealing with:

Haven't we heard this somewhere before..

Prince “Merely a Setback” Valanar

This guy is into some shocking behavior (/rimshot). We usually tank Valanar in the front of the room, bottom middle of the steps (there are good reasons to run away from him, so we leave room all around him). Careful, though; too far up the steps and you’ll be out of LoS for the healers.

Shock Vortex. Valanar casts this when he is NOT empowered, so you need to be careful of this. He will choose a random target and create the Vortex around them. It’s a big swirling circle of light and easily avoidable. Don’t stand in it, as it does a considerable amount of damage and a knockback to anyone near it.

Empowered Shock Vortex. When empowered, Valanar casts this on all raid members within 30 yards. Not only will those players take damage, but anyone near them will also take damage and be knocked back. Ranged need to be spread out around the room, and when Valanar is casting Empowered Shock Vortex, everyone needs to run away from everyone else. Chances are, you’re probably going to get hit by at least one other person at some point, and that’s pretty easily recoverable. Getting hit by 3 is inexcusable, so /distance 12 on this fight, please.

Kinetic Bombs are balls of light Valanar casts around the room that float down (anyone else notice the ball theme in this expansion?). When they hit a solid surface, they explode (this can be floor or ceiling). Each time damage is done to them, they float up, but be cautious, as too much damage will cause them to blow up on the ceiling and rain down pain.

My best advice for dealing with these is to use hunters. It’s what we do and it generally works perfectly, as their pets can be assigned to certain balls and do just enough damage to keep them up in the air. Hunters can also babysit the ones that don’t have a pet on them and easily send a shot in their direction. One of our hunters is really good about calling out where the balls are spawning so they can keep an eye on them.

Fellow Moonkin, I’m sorry to say that you will probably be asked not to Starfall on this fight for fear that you will over-damage kinetic bombs or pull aggro on Keleseth’s pets, which I’ll get into in a minute. It stinks, I know.

"You're just jealous 'cause I glitter," said the Prince.

Prince “Glittery” Taladaram

Sparkly boy here is the fire boss, and we tank almost directly where he spawns as well, just pulling him to the bottom of the steps.

Conjure Flame is Taladram’s casted, non-empowered spell. He will target a player and then form a ball of fire that will chase that person. It does splash damage when it hits, so go ahead and run to the back of the room to minimize damage.

Empowered Conjure Flame requires a bit more effort. It works as before, but this time it will shoot off flames at anyone in its path, and this is a good thing. The more times it shoots other people, the lower its final damage will be. The person targeted should run, and other raiders should try to run in range of the ball while it’s traveling.

However, and this is a big however, the ball does not split damage upon impact! It will hit everyone in range of the targeted person for the exact same amount, so for the sake of your healers, don’t stand next to the targeted person, and for heaven’s sake don’t stack on them.

Glittering Sparks is my favorite spell in the whole encounter. It’s a well-deserved poke at Twilight, and it also does pretty icky damage. He will target a random player and do a cone of sparks. It hurts and it slows movement speed, and it’s just another reason for healers to cringe.

Can your warlock catch the purple balls...? o.O

Prince “Balls” Keleseth

Keleseth can be a pretty big jerk (typical warlock), and while he can theoretically be tanked by a melee tank (choose your favorite DK if you go this route), we’ve had much more success with a warlock tank.

If everyone understands the encounter and you have a good warlock tank, this boss is the easiest one in the room. If either of those things is not the case, your warlock tank will die a miserable death and he will go around shooting 80k shadow lances at people until you’re all wallowing in self-pity.

Shadow Lance hits for around 17k and he casts it when he’s not empowered. He only casts it on his aggro target, so keep your warlock topped off.

Empowered Shadow Lance hits for a whopping 85-90k (yes, really). But if your lock tank (and everyone else) does what they’re supposed to, most of this can be mitigated, using…

Shadow Resonance. Through the encounter, Keleseth will be using this ability to instantly create Dark Nuclei (more balls, yay!). These Nuclei attach themselves to people, and you want them all attached to your lock tank, as they increase shadow resistance (makes sense now, yeah?). This is why we prefer the lock; he can grab aggro on them quickly and carry them around, as long as no one else attacks the Nuclei. They cannot be misdirected. If you get one attached to you somehow, find the guy running around with all the purple balls floating above his head and let him take it off of you. NO ONE ELSE SHOULD ATTACK THE NUCLEI, kk? If your lock tank is able to pick up most or all of the balls (and keep them alive, which is why AoE is a bad choice), then Keleseth’s Empowered Shadow Lance won’t one shot him (take a look in the comments below for tips for your warlock tank!).

That’s everything. The power will jump from one to the other throughout the fight, so just keep on the one with the active health bar and avoid the bad stuff, then get your fangs ready for Blood Queen Lana’thel.

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Icecrown Citadel, The Plagueworks: Professor Putricide

Unrelated Intro (no, seriously, if you want to get right to the strat, scroll below the image). This happens about every three months. I get burnt out on doing anything that resembles work, and so I spend a week or two just playing the game I write about so often.

But we had a patch this week, which always increases the fervor for information. I’m not going to bother posting the patch notes this time ’round, you’re probably already read them, and everything that changed has been discussed ad nauseam. Good news: heroics are a little shorter and moonkin get a straight dps buff from Earth & Moon.  If you haven’t yet, read the notes here.

Now, to business!

TLBC Strats: Putricide

You’ve seen unordinary gas clouds and poisoned slime pipes, and you can fully appreciate my choice of the Professor Farnsworth image on my last strat post.

Now the green ooze and the orange gas combine in the hands of an oddly fierce Professor Putricide, and I have this to tell you: put on your running shoes.

There are three phases to this fight, but the first two are basically the same fight with some added mechanics, so I’d rather take you in order of the things you need to consider.

Positioning. You will have to fine tune this to your raid, I’m only going to tell you what we’ve chosen to do. There are two sides of the room: orange and green. You will be running back and forth between them. We start out with the tank, boss, and melee on the orange side and the ranged and healers on the green side. This is so we can try to encourage a slime pool to appear on the green side first; it works about 60-70% of the time. As soon as the slime pool drops, we run to the orange side with the tank.

slime poolThe Slime Pools. They are big. They are green. They are round. If you choose to stand in one, you deserve the repair cost that will come with your death. They exist in the first two phases for one reason only…

The Abom. An offtank will run in at the beginning of the fight, grab a potion from Putricide’s table, and become an Abomination, which he will remain until the beginning of phase 3. His job is twofold: first, he sucks up the green slime pools, because they grow quickly if not kept under control and they give the Abom energy. It’s important to not just gobble them up as quickly as possible (although there should consistently only be one slime pool on the ground), but to use the slime pools to maintain enough energy to do the second part of his job: using the Abom’s slowing attack on…

The Adds. There are two types of adds, and you will encounter them constantly through phase 1 and phase 2. Putricide will summon the add by casting Unstable Experiment. The green side will always spawn the add first, which is why we have everyone move to the orange side before the first Unstable Experiment. You need to start killing the adds the second they pop, but you absolutely MUST be at max range from them. For this reason, you will run from side to side as the adds die. You’ll start on the orange side and kill a green add, then you’ll run over to the green side and kill the orange add, and do that over and over again until you’re exhausted.

  • The Volatile Ooze is the green add, and it will target a random player and apply Volatile Adhesive. That person will be unable to move but will still be in full control of their abilities (so by all means, dps or heal). Hopefully he has been slowed by your Abom, and you can get him killed or nearly dead by the time he reaches that person. Once he reaches them, he will do a ton of AoE damage split between the nearest targets, so you’ll need to clump around the targeted player. Don’t collapse on him or her until the Volatile Ooze is about to catch them, though; because you could unwittingly produce a slime pool at their feet.
  • The Gas Cloud is the orange add. It targets a random player and begins to chase them, giving them a debuff called Gaseous Bloat. The debuff will start out stacked, and the stacks will lessen over time. The fewer stacks on the target when the Gas Cloud reaches them, the less damage will be done. If a Gas Cloud reaches a target with 5+ stacks, the explosion done will probably cause a wipe. So that target needs to be healed, and they need to kite that sucker for as long as possible.
gas

Gaseous Bloat...?

Tear Gas serves as the phase shift mechanic. At 80% (and again at 35%), Putricide will throw out Tear Gas, stunning everyone in the raid for about 10 seconds.  He will run to the table, drink a potion, and come back with more abilities to contend with. For this reason, we stop dps around 82% and around 37%. Between the time one of the adds dies and he casts Unstable Experiment again, we burn him to the transition; in this way we make sure no adds are standing during the transition.

Malleable Goo This stupid mechanic has wiped our raids a lot. It’s easily avoidable, but it will require your attention. In addition to the Unstable Experiments, he will now also target players and send Malleable Goo in their direction. They are big, green, flying balls of ooze, and if you see one of them coming towards you, you should get the heck away from it, as it  does a significant amount of damage and decreases your cast and GCD times by…well, by A LOT.   These oozes bounce, too; so just stay out of their trajectory. Although conditional, if you see the oozes flying right at you, the safest course of action is to run to the boss (do NOT clump at the boss’s feet; if there are not enough ranged he will target melee with goo, and that’s BAD!). Please don’t be one of the players that dies to Malleable Goo. Please, I beg you, fellow moonkin–don’t die to this!

Choking Gas Cloud These are two flasks he drops on the ground starting in Phase 2. They are big, orange circles with flasks in the middle, and they’re always together and within 5 feet of each other. They are landmines, triggering when a player touches them and raining AoE damage on anyone nearby. This is really, really bad. Avoid the flasks at all costs. For ranged, this should be ridiculously easy.

So now you’ve been killing adds for two phases, your Abom has been sucking up bellyfuls of goo, and you’ve been successfully dodging Malleable Goo and dancing around Choking Gas Clouds. Time for phase 3!

BURN HIM but don’t stop avoiding hazards! At this point, your offtank will no longer be an Abom, and he’ll need to get with the main tank and other offtank (we use 3 tanks) so they can taunt off back and forth again (yes, another stacking debuff boss–I think our tanks taunt at 4). While he won’t do any more Unstable Experiments, he will continue to do all of his other abilities, so you still need to avoid goo and flasks. Unfortunately, he also continues to drop slime pools. With no Abom to suck them up, these will eventually spread across the room. Your tanks will be kiting him out of the ooze, but you need to kill him as quickly as possible before the ooze fills the room. Burn every cooldown you have and bring that sucker to his knees as fast as you can.

And, as every boss that gives us trouble requires one…a diagram!

Putricide!!1!

Definitely the first truly staggering fight in terms of complexity thus far in ICC (although Blood Princes is a ridiculous avoid-this-that-this-and-this-too fight as well), but I think once this fight clicks for you, you’ll enjoy it as much as I do.

Update! When I wrote this strat, we had killed him in our 10-mans but were absolutely stonewalled in 25. Well, we finally got him! Here’s the killshot:

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