When the phase change starts, each player either gets a "Gas Variable" or "Ooze Variable." You can only deal damage to the ooze that matches your variable. If you have the Gas Variable (orange debuff icon), you can only attack the orange ooze. If you have the Ooze Variable (green debuff icon), you can only attack the green ooze. Pets receive no affinity and thus should always be put on the green ooze to split the damage. For us, the Green Ooze typically dies when the Orange Ooze is around 30-40%, though sometimes this can be very variable.
The important thing is to make sure that you get all necessary debuffs up on both mobs. Assign a warlock to put Curse of Elements on both Oozes. Improved Shadowbolt for the 5% crit is another nice debuff to put up. (You can still attack and put debuffs up on the opposite colored ooze, but no damage). Healers should try to DPS before the damage starts rolling in. Try to save "pet" cooldowns for the Green Ooze (Treants, Spirit Wolves, Shadowfiend, Army of the Dead) to split the damage more. Snake trap is another nice thing to throw down as you run to your positions.
Another common way to wipe is when the orange ooze switches targets. Because all your Ooze Variable players are likely tunnel-visioning on the green ooze, it's really easy to forget about the orange ooze, have it be very close to you, switch targets to you, and catch you. Similarly, the green ooze can explode while the orange ooze is picking a new target (a deadly combination at the start of the phase). Also, make sure the orange ooze target has a dedicated healer, as it's easy to have the healers knocked away from that person by the green ooze, leaving that player out of range.
In the 25man, the disease is a lot less deadly. You can let the disease bounce around the melee for ~25-30 seconds before it starts doing any real damage. Ranged should pass it off to almost anyone. It's permissible to actually get the disease with the 1-stack of Plague Sickness as long as you get rid of it in 6 seconds or so. Personally, I would argue that Malleable Goo is more deadly than the disease. (Sidenote: There are 3 Malleable Goo on the heroic 25-man, each one hits for 20k. Getting hit by 2 kills you).
For managing the disease in 25man, we completely abandoned the "rotation" idea and just made one simple rule:
If you die with the disease, it's your fault, period.
We make jokes about it too - if you're trying to catch someone and they run away from you, and you die trying to catch them, it's still your fault. Under all possible circumstances, it's your job to manage the disease if and when you get it, pass it off before it kills you, and then get far away from it while you have Plague Sickness.
In phase 3, it's best to completely ignore the disease. Throw it into the melee. One of the melee will die, but the damage loss from that is much less the damage loss from managing the disease.
One last tip for the disease and phase transitions. Have warlocks get soulstones out before the fight. If you get a new disease right before the 2nd transition, soulstone whoever has it and let them die. Not only will they avoid the Ooze / Gas Variable, but it'll make the transition infinitely easier.
Phase 3's damage requirement is quite ridiculous if you've never seen it before. If a tank hits 4 stacks of the plague, your raid will be dead within 4 seconds. Even 2 tanks with 3-stacks becomes incredibly demanding. Time Shadow Aura Mastery for the tank transitions when a tank gets 3 stacks. There are several strategies out there that try to get you extra time. One option is to simply bring 4 tanks, which is a pretty viable strategy in itself. Another option is to use a DPS as a tank temporarily. For us, we have a DPS feral druid switch to bear form, blow all his cooldowns, and eventually get Pain Suppression. He gets 2 stacks to buy us time. A final option is to have hunters use taunt+deterrence, though this requires timing.
A little tip for phase 3 (as well as the start of the fight if you're getting 2 diseases) is to have healers DPS. When we pull the boss, we have 4 of our healers DPS to ensure that we get him to 80% before he ever spawns an orange ooze. The only real damage is on the tank, so 2 healers can manage fine. Some of our healers switch back to healing once the Green Ooze is out. I strongly recommend approaching the fight as "we cannot get an orange ooze before the first transition." If you can push Putricide just before the first orange ooze spawns, the phase transition will have no disease and it'll be a lot easier. For phase 3, we also have healers DPS until the first transition.
Regardless of what you do, know that Putricide in the 25man heroic is nothing about managing the disease. It's all about damage output in both of the phase transitions and the final phase. If you've practiced in the 10man heroic, the disease will seem like a joke in the 25man.
Last night, we attempted Putricide 25H. During one of the attempts, I was targeted by the orange gas cloud and was a fairly good distance away. I started kiting and suddenly, half the raid is dead. Apparently, it reached me and exploded on me. But I was too far away for it to catch up to me so quickly, unless it wasn't slowed.
Has anyone ever had this happen to them - where it seemingly bugged out?
Thanks for the tip, used that strategy for our first kill tonight with couple small tweaks:
Originally Posted by Blacksen
-Have dps-feral delay his taunt so that he taunts just before next application of Mutated Plague, this shortens the duration he has to tank to reach 2 stacks.
-Protection warrior with Safeguard should Intervene just before dps-feral taunts, that 30% reduction for 5 seconds is pretty handy but don't do it too late or he will lose aggro.
Last night, during one of our Putricide 25H attempts, during phase 3, I taunted to begin taking my first two stacks and Putricide hit me no less than 25k with a max hit of 29k. Needless to say it was a wipe because I wasn't prepared and neither were the healers. I certainly didn't have my back to him. I thought maybe my equipment manger bugged out on me, but even if I had my stamina set on which has 31k armor, I still shouldn't have bit hit that hard. Anyone ever had this happen?
Most of the bosses in HC hit for around 30k. So its normal.
Those who die by Unbound Plague can they get a brez? Or will it not work?
yes they can, and on one of our first 10 man kills, we had 3 druids in the group (1 resto druid, 1 boomkin, 1 feral dps), so during phase 3, we just had people who got unbound plague, run off and die rather than try to pass it during such a hectic dps time, and we'd just brez them after death to get rid of the plague =P
I took one for the team on our first h. putri kill: I was in a bit of a bad spot, holding the disease while others were stacking for a green experiment. It took a little long for the experiemnt to die so I just calmly put my affairs in order, then ankhed back up afterwards. ;)
Can anyone give some insight into driving the Mutated Abomination. Getting enough energy to use two slows during the transition with only allowing one ozze to spawn causes an issue for slows.
My current plan is allowing one puddle to stay as a small puddle till the next two puddles are out. Then get back down to just one small puddle again. Even doing this I still only have enough energy to put out one slow for the 1st round of double spawning Oozes.
That slow is going on the green because we start on the green side. I am then sucking on the pools as quick as possible to get the orange slowed. This usually means the orange has gotten to run a bit but if people are on the green side it doesn't reach them by the time the slow is on it. Where this becomes an issue is when people stand in the middle of the room making the distance even shorter.
My current counter is no matter what variable a person has stack for the 1st knock back on green facing so the push back puts them further into the green wall/side. The disadvantage to this is orange won't have much dps on it yet. Is there a better way to approach this?
We had the same problem with slows. Our solution was to only worry about slowing the orange experiment. We stack on the green side during the phase transition, kill the green first, then the orange.
Don't eat the ooze when it gets close to the transition phase. This is particularily tricky on the first transition, as you haven't had as much time to get the ooze power you need to 100%. All you can do is keep up 1 puddle all the time, don't worry too much about size, if it is 2 ticks from the smallest then it is usually good to go timing wise. You really just have to feel it out.
As for which ooze to slow? The orange, always the orange. That orange will wipe the raid, the green is just annoying.
We also stacked up on PP's table during the transitions, maximizing the distance between the raid and both oozes for the transition phase. This gave us enough time to kite the orange and absorb the green explosion.
We found it helpful to tank Putricide at the table for Phase 1 and 2. We placed the Unbound Plague spot in the very center of the circle. With our rotation set-up for pass off, the person needing to take the plague runs into the middle to pick it up and remains there for 12 seconds until it is picked up again. Occasionally the tank on Putricide would get the plague. It would be necessary for a melee who has not had the plague yet to pick it up and bring it to the middle. We stopped all dps on Putriced (including pets) at 85% and 35%. Once both oozes were down, we pushed phase. During Phase 2 the tank only need to kite Putricide 10 yards either direction to avoid the gas bombs on the floor while remaining near the table. Phase 3 has the same mechanics as regular mode. Good luck!