View Full Version : Putricide 10

03-08-2010, 01:49 AM
Our guild has taken 7 bosses now and working on putricide in ICC10.

What worked best for us was just standing on green side tanking Putricide with all melee on top, and ranged spread out on a line in the middle of the room.

Phase 1 and 2 works out pretty great now, but we are failing on phase 3.

Whats the best rotation for stacking the debuff on tanks in phase 3. We use 2 tanks.
We tried 4\4 and 5\4, but would it be better do do a 2-2-3-3-4-4

What we did wrong was that the first tank ran out of raid when the other took over tanking, we thougt it was a limited range on the debuff. But im guessing both tanks are supposed to be on the boss all the time.

Any other tips appreciated especially for phase 3. Like when is the best time to pop bloodlust, should we use nature resistant totems etc...

03-08-2010, 02:10 AM
Nature res (either hunter or shammy is useful) although on 10man it depends on how much DPS you're going to lose by using it.
You want to keep the stacks low, as they build exponentially, so something like 2-2-3-3-4-4 is best although if it gets a bit out like 2-2-3-4-4 it's not a disaster, be careful of not running into taunt resists. You want to keep time at 4 stacks to an absolute minimum and make sure you save CDs for 3stacks onwards (as healers will have to be more on the raid from then on).

In P3 the most common tactic involves slowly kiting the boss backwards around the outside with the range stacking on top (dodging malleable goo) and moving round the edge of the inside circle. You'll need to move the boss from both melee puddles and bottles as well as to make sure the range keep between the boss and the very centre (if you see what I mean). Make sure no one is ahead of where the tanks are kiting (as if you get slime puddles there it can be a pain), obviously the higher the DPS the more room for error there is as he will die before the room is covered in slime. You can have one healer on the melee (melee stacked very tightly to avoid bottles) to make sure not all your healers are moving at the same time (also range will be dodging malleable goo - make sure they all regroup up after each goo, as you want slime puddles close so they overlap).

03-08-2010, 02:44 AM
Yea, the only time you should ever take 4 stacks off the bat in p3 is if you are solo-tanking it (which I probably wouldn't recommend for most guilds). Once either tank gets to 4 stacks, the raid damage is very nasty. 5 stacks is insane. You want to have the boss dead as one of the tanks takes their 5th stack. So swap every 2 till you each get 4, and hope she dies before or shortly after a tank takes the 5th stack.

03-08-2010, 04:41 AM
We do 1-2-3-4-1-2-3-4-5-5-end for our rotations, though he usually dies halfway in normal, the reason we prefer that is because you can have 40 seconds of all tank cooldowns and only have 1 tank swap. At 5 stacks the raid(nontanks) loses about 25% health per 3 seconds on 10man.

03-08-2010, 10:02 AM
PHASE 3 MATH (The Ideal Rotation, Proof)

n = number of stacks of the debuff on the tank.
That's the equation you need to know in order to understand the exponential growth of the damage caused in phase 3. Lets say that 1 stack of the debuff does 1000 damage per tick (to keep the math simple).

1000 * 2^(1-1) = 1000 damage per tick
That checks out for 1 stack. Try two stacks.
1000 * 2^(2-1) = 2000 damage per tick
3 stacks... 4000 damage per tick
4 stacks... 8000 damage per tick

Now here comes the STRATEGY
It takes the boss a preset amount of time to stack the debuff. This means I will always have the same total amount of the debuff applied at the same point in the encounter regardless of the number of tanks it is distributed to.
So if I have two tanks, both with a stack of 2, from the math above we said this is 2000 damage per tick. Well if there are two tanks, double it and you get 4000 damage per tick. This is half the damage of the 8000 per tick we would have if we had all 4 of those debuff stacks applied to a single tank.

The absolute ideal rotation is a step ladder approach.

The first tank takes 1 stack... 1000 raid damage.
The second tank takes 2 stacks... 2000 raid damage and 3000 raid damage.
The first tank takes 2 more stacks (up to 3 now)... 4000 raid damage and 6000 raid damage.
The second tank takes 2 more stacks (up to 4 now)... 8000 raid damage and 12000 raid damage

This is the method that will result in the least possible damage taken by the raid.

MT +1 stack to 1
OT +2 stacks to 2
MT +2 stacks to 3
OT +2 stacks to 4
MT +2 stacks to 5

Or if you prefer this representation.

MT: 1
OT: 1-2
MT: 2-3
OT: 3-4
MT: 4-5

Note, this 1000 damage isn't the actual number, it was just used to show the numbers in a simple representation. Also note that this method since it has two in between each taunt will not suffer deminished returns on taunt.

03-08-2010, 10:06 AM
You can do any combination of spacing on the tanks.

We use 2,2,2,2,1,1

But really any set up will work. If a tank takes more than 5 stacks its probably a wipe though.

Use heroism as soon as the first tank has the boss under control on the kite path, which is pretty much right away in phase 3. If you have any warriors have them shatter.

03-08-2010, 10:19 AM
We use 2,2,2,2,1,1
You will find that if you do the 1 at the start, the ideal is always each tank takes 2 after that until the boss is dead. Then you don't have to worry about that take one at a time at the end of the encounter. In your method it makes sense to do that because the tanks have the same stacks that towards the end they would taunt each stack. But if they are one even and one odd they always take 2 and basically leap frog each other until the end (because if 1 was at a 3 stack and the other a 4 stack, when the 3 stack gains 1 and becomes a 4 stack, there is no benefit to taunting yet because regardless of which the 5th gets applied to first the net result is the same, you'd have 1 with a 5 stack and 1 with a 4 stack).

Since the trading every two until the very end is very similar to the ideal, you only really lose efficiency at a certain point. Specifically you will lose efficiency at the 6 stack.

10x debuff damage
8x debuff damage

Having one tank always stack to odds and the other always stack to evens (leap frog) is ideal.

03-08-2010, 06:32 PM
MT +1 stack to 1
OT +2 stacks to 2
MT +2 stacks to 3
OT +2 stacks to 4
MT +2 stacks to 5

this, although he should be dead before anyone gets 5 stacks.

03-09-2010, 02:47 AM
We had 2 attempts on the boss yesterday, worked out very well, first try was wipe cause one new guy didnt know he should kite the orange slime.

We actually used 3 healers as we got pretty good dps, was overkill with healers in phase one and 2, but phase 3 was great having 3 healers.

We did a 2-2-3-3-4-4 stacking on tanks, he died as soon as he got his 5th stack

03-09-2010, 04:49 AM
I'd say 3 healers is overkill or the whole fight tbh. You only need the 3rd healer in the later stages of P3 but then you only get to the later stages (4+buffs both tanks) if you use 3 healers.

03-09-2010, 07:21 AM
If we got enough dps theres no reason why not just safe it a little more with a 3rd healer, but I do agree 3 is to many. But since im feral tank and we took another tank in i just went healer. With 3 healers we still had enough dps to kill him the second our tank got 5 stacks.