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CoolNitro
04-19-2010, 01:16 AM
Just wondering what are the changes to Rotface on heroic mode 10 man I have looked around but can't seem to find any information or vids for it, our guild has not tried him yet but I would like to know what I am getting into before hand.

saedo
04-19-2010, 01:21 AM
There's a vile gas that targets ranged people. So keep 3+ people out there instead of clumping. This version of vile gas only roots people for a second or so (while damaging others). No disorient, can still cast through it. Otherwise, it's basically the same fight. Oh with more damage / hp of course, and one other slight detail, the Infection is a 75% healing reduction so might want to cleanse those off sooner than later.

Blacksen
04-19-2010, 06:28 AM
The first big mechanic change is the introduction of Vile Gas. Vile Gas is similar to the Festergut version, only it will only disorient you if you try to move. As long as you stay still, you will not get disoriented and can continue casting. It won't target people in melee range as long as there are at least 3 people far away from Rotface. It's recommended to have EVERYONE except your melee at range just so that you lower the odds of your kiter getting hit (the kiter is a valid target).

The other big mechanic change is the ooze flood. The ooze flood on normal mode is just a constant "aura," similar to a hunter frost trap. It reduces your movement speed while dealing a constant stream of damage. In the heroic version, the ooze flood starts a stacking debuff that stacks up to 20. Each stack of the debuff deals damage and reduces your movement speed by 10%. If you're not watching for it pouring out of the tanks, you'll likely die. If you stand in it for 4 seconds without realizing it, you'll get rooted at 10-stacks and die somewhere around 15-16 stacks as the DoT damage from it ramps up. It can be removed by freedom, human racial, or anything that eliminates snares.

gacktt
04-19-2010, 06:34 AM
Free action potions are very effective here especially for the kiter. It's really easy compared to even most normal modes but it's always good to be prepared.

CoolNitro
04-20-2010, 05:32 AM
Thanks for the info, we didn't end up trying it this week but hopefully we will get to him again next week.

bill2b
08-18-2010, 01:13 PM
any difference on 25m heroic ?

Quinafoi
08-18-2010, 01:16 PM
any difference on 25m heroic ?

Same mechanic change as 10 man heroic however you require at least 7 targets at range (like you would for Festergut) in order for Vile Gas to never target a melee. Error on the side of caution and have more at range because there is considerable movement involved dodging the flooding areas you don't want someone running too close to the boss to cause the minimum number of targets to not be at range and get Vile Gas in the melee.

Theotherone
08-18-2010, 01:27 PM
There's a vile gas that targets ranged people. So keep 3+ people out there instead of clumping. This version of vile gas only roots people for a second or so (while damaging others). No disorient, can still cast through it. Otherwise, it's basically the same fight. Oh with more damage / hp of course, and one other slight detail, the Infection is a 75% healing reduction so might want to cleanse those off sooner than later.

The vile gas can it the kiting tank also, which is not a lot of fun - as I found out from personal experience. Just have a hunter or other range prepare to pick up some aggro to kite until the tank comes back. That will keep the ooze out of the raid.

proudmoore
08-22-2010, 03:18 PM
The kiter can solve this issue in general by staying further ahead of the Big Ooze. Even at relatively modest distances (10-15 yards), the Ooze will only just catch you in the duration of the Gas (bear in mind, the root effect is not instant, nor does it last for the full duration - you can make a bit of ground if you have to even with the debuff). In this way, Vile gas hitting the kiter is a fairly trivial mechanic.