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  1. #1
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    Rotface Encounter

    Hello, and welcome to Tankspot's written pre-release strategy guide on the Rotface Encounter in Icecrown Citadel. My name is Spiritus and I will be going over the abilities seen on the PTR for this fight, as well as some basic speculative strategy on how to approach your first attempts.

    BIG NOTE: As always, this is all speculative, but well researched. Nothing is ever certain until launch day, and even then the fight mechanics can change overnight. If I feel dodgy on something, I say so. Below is the best capture I could find for the Rotface Encounter.


    Environment, Positioning, and Pull:

    (1) Rotface's room is circular and has one entrance, which becomes gated once the encounter starts.

    (2) 2 tanks are needed for this fight. One for the boss, and one to kite the Big Ooze add. You can use a ranged tank for kiting, but it is just as easily done by a normal tank (DK preferred). Why lose DPS on the boss if you don't need to?

    (3) MT runs in and places Rotface in the center of the room. Everyone who isn't one of the 2 tanks makes a melee ranged semi-circle around the boss. This will place them outside of the range of Ooze Flood and the Big Ooze kite path. The OT/kite tank will place him(her)self on the outside edge of the room.



    Figure 1. Rotface Positioning

    Boss/Add/Environment Abilities:

    First I'll talk a bit about environment damage, then about Rotface himself. Finally, I'll discuss how to handle the Little Oozes and the Big Ooze, which is really the core of the encounter. BIG NOTE: The damage on these abilities changed frequently during the PTR, so I wouldn't be surprised if these aren't the final numbers.

    Ooze Flood
    The Ooze Flood inflicts 6338 to 6662 damage every 1 sec and reduces move speed by 10% for 5 sec [speculation] stacking up to 10 times [/speculation].
    Throughout the encounter, 1/4 of the room will be flooded with ooze at a time (NE, SE, NW, or SW). There is a pattern to this. Lets say the first sector flooded is NE. The next will be SE, NW or SW. If the next is SE, then the third sector will be NW or SW. Lastly, if the third sector is NW, then the last will be SW. After four floods, the pattern will reset but not necessarily in that order.So, the sector that is flooded is random, but cannot be flooded again until each other sector is flooded in turn.

    With the positioning I am recommending, the only raid member that will have to contend with these is the Off/Kite Tank. Ooze Flood is easily avoided this way.


    Figure 2. Ooze Flood Sectors


    <---Rot Face--->
    36.26m HP

    Slime Spray
    1.5sec cast, ??yd cone. Approx. 5sec channel. 20sec frequency.
    Raining Green Ooze. Deals 5363 to 5637 Nature to enemies in cone and deals 6338 to 6662 Nature damage to enemies in a cone in-front of the enemy every second while channeled [NOTE: This may be 10man damage. I could not find another version of this spell].
    This is a basic channeled cone that is targeted at a random raid member. Though it is only a 1.5sec cast, Rotface will first turn, target, and then begin the cast, which gives you another second or so. There is also a raid warning for those not paying attention to the bosses movement. Everyone but the targeted person must run to the MT's side of the boss. Once casted, the targeted raid member should also run out of the channeled cone. When over, everyone should reset their positions. Handling Slime Spray in this way removes the RNG out of what direction the cone will be cast, and guarantees the tank will never be hit by it.


    Figure 2. Slime Spray Positioning

    Mutated Infection
    Instant Cast. 15sec frequency.
    Inflicts 3900 to 4100 damage every 1 sec. Reduces healing received by 75%. When the Infection is removed a Small Ooze is created.
    Similar mechanic to Grobbulus, but instead of spawning a poison cloud, you spawn a Small Ooze. Do not "insta" cleanse this. Read below for strat.



    <---Little Oozes & Big Ooze--->
    HP Inconsequential

    LITTLE OOZE
    These are spawned after Mutated Infection is removed. Every 15sec, a random raid member will be infected with Mutated Infection. They must run to the OT/Kite Tank and then be cleansed to drop the add. At this point the OT will hold the Little Ooze until a second one is spawned in the same manner. When two Little Oozes are next to each other, they will merge into a Big Ooze.

    Sticky Ooze
    1sec cast.
    The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50% [Note: May be 10man numbers].

    As stated, a small puddle will spawn near, not on the target. Do not stand in it.

    Weak Radiating Ooze
    The Radiating Ooze inflicts 3413 to 3587 damage to enemies within 10 yards every 2 sec, it will also cause the Little Ooze to merge with
    other nearby Ooze.
    [Note: May be 10man numbers].
    When the 2nd Little Ooze is dropped in this aura, it will merge the two creating a Big Ooze.


    Figure 4. Creating the Big Ooze


    BIG OOZE
    The Big Ooze is created by merging two Little Oozes as seen above. Once the Big Ooze is spawned, the OT will start to kite. The Big Ooze moves slowly, making kiting fairly easy. It is unknown if the Big Ooze can be stunned, snared, or rooted. All future Infected raiders will run in-front of the Big Ooze and be cleansed to drop a Little Ooze. The Big Ooze will absorb the Little Ooze and grow bigger. After the Big Ooze absorbs 5 Little Oozes, it will stop moving and cast Unstable Ooze Explosion.


    Figure 5. Kiting the Big Ooze

    Sticky Ooze
    1sec cast.
    The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50% [Note: May be 10man numbers].

    As stated, a small puddle will spawn near, not on the target. Do not stand in it.

    Radiating Ooze
    The Radiating Ooze inflicts 4,388 to 4,612 damage to enemies within 10 yards every 2 seconds, it will also cause the Big Ooze to merge with other nearby Ooze. [Note: May be 10man numbers].
    When Little Oozes are dropped in this aura, it will merge the two, creating an even bigger, Big Ooze which builds up charges of...

    Unstable Ooze
    Increases damage dealt by 20%. Stacks to 5. Applied each time an ooze merges with Big Ooze.
    Self explanatory. When 5 stacks are reached the Big Ooze freezes in place and casts...

    Unstable Ooze Explosion
    Launches multiple (8+) bolts of ooze, inflicting 9,750 to 10,250 damage to anyone caught in landing area. This is caused by the Big Ooze merging with other oozes 5 times. The Big Ooze is destroyed in the process [NOTE: May be 10man numbers].
    This is my own description of the ability, as the definition currently provided does not match the version seen on the PTR. After the 5th Little Ooze is absorbed, the Big Ooze will freeze in place and cast this ability, shooting out several (8+) "rockets" of ooze that have travel time to where the targets were standing at the time of the cast. Immediately after the "ooze rockets" are launched, the DPS, healers, and MT must scatter from the center, effectively preventing this damage. The OT seems to have a "homing" rocket launched at him that is unavoidable.

    After this, repeat the strat until the boss is dead.

    IMPORTANT NOTES:

    (1) The key to this fight is managing the oozes.

    (2) When Rotface turns to cast Slime Spray, and your not the target, run to the tank. If you are targeted, run to the tank immediately after Slime Spray is cast. After Slime Spray is finished, reset your positions.

    (3) Immediately after Unstable Ooze explosion is cast, run away from the middle of the room.

    (4) DO NOT CLEANSE MUTATED INFECTION EARLY! Wait until the Infected raider gets into position first.


    This encounter seems relatively simple if this strat is followed properly. However, the numbers on many of the abilities are subject to change as much of the testing done on this boss was bugged at first.

    As always, feel free to add info to this post that will further everyone's understanding of the fight.

    Good luck on the Rotface Encounter and clearing your first boss in the second wing of ICC! Stay tuned for the Festergut strat which will be coming out soon.
    Last edited by Spiritus; 01-05-2010 at 12:27 PM.

  2. #2
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    For the slime spray:

    Is it not easier to have to have the tank run to the back and the spray target to the front, so the DPS and healers can stay still and do their stuff and the tank still won't get hit. The tank can then go back to his original position when he's finished.
    Xianth <Seraphim> - 10-man hard mode progression guild

  3. #3
    From the description it seems like Rotface picks a random target for slime spray and follow it until the cast acually goes off. That way the tank can't do anything to change the direction of the slime spray. But depending on the angle of the cone it would be possible for the targeted person to get out of the group if all stand in one spot.

  4. #4
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    Quote Originally Posted by Inaoe View Post
    From the description it seems like Rotface picks a random target for slime spray and follow it until the cast acually goes off. That way the tank can't do anything to change the direction of the slime spray. But depending on the angle of the cone it would be possible for the targeted person to get out of the group if all stand in one spot.
    Yeh that's what i mean, the spray target runs to the tanks spot and the tank runs to the rest of the raid (who are all stood on top of each other)
    Xianth <Seraphim> - 10-man hard mode progression guild

  5. #5
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    Rotface picks a random target, faces him, cast the 1.5 sec Slime Spray, and then channels it for 5sec. The channeled portion of the Spray does not follow the target. So, as soon as Rotface targets someone for the Spray, everyone but that person runs to the tank. Immediately after the Spray is cast, the targeted individual runs to the tank. At that time, Rotface will not move or turn until Slime Spray has finished its channel.

    You can see this well executed in the video at the 1:10 time mark.

    EDIT: The "target" running to where the tank is (and then having the tank move) *could* be done, but if there is any hiccup, your going to get the entire raid sprayed, which is bad. Having 23 people ready to move every 20sec is better than 23 people waiting to see if they are the one who needs to move one person failing to move and wiping the raid.
    Last edited by Spiritus; 11-26-2009 at 01:30 PM.

  6. #6
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    Quote Originally Posted by Spiritus View Post
    Rotface picks a random target, faces him, cast the 1.5 sec Slime Spray, and then channels it for 5sec. The channeled portion of the Spray does not follow the target. So, as soon as Rotface targets someone for the Spray, everyone but that person runs to the tank. Immediately after the Spray is cast, the targeted individual runs to the tank. At that time, Rotface will not move or turn until Slime Spray has finished its channel.

    You can see this well executed in the video at the 1:10 time mark.

    EDIT: The "target" running to where the tank is (and then having the tank move) *could* be done, but if there is any hiccup, your going to get the entire raid sprayed, which is bad. Having 23 people ready to move every 20sec is better than 23 people waiting to see if they are the one who needs to move one person failing to move and wiping the raid.
    Well, with one person moving it's down to them * up, with 23 people moving you have 23 chances to * up. Also, when boss mods are sorted it's most likely you will get a big trumpet noise if you are targeted by the spray so it would be easier to know when you ARE getting targeted than not. You could even have a triangle formation and the tank stand the "top" of the triangle, the raid stacks up at the bottom right and then the slame spray target evacs a few yards to become the bottom left of the triangle, the tank wouldn't even have to move.

    edied by Penlowe
    Last edited by Penlowe; 01-05-2010 at 02:18 PM.
    Xianth <Seraphim> - 10-man hard mode progression guild

  7. #7
    Quote Originally Posted by Xianth View Post
    You could even have a triangle formation and the tank stand the "top" of the triangle, the raid stacks up at the botton right and then the slame spray target evacs a few yards to become the bottom left of the triangle, the tank wouldn't even have to move.
    Another advantage of this would be that ranged dps and healers don't have to move twice every 20 seconds, interupting their casts. Of course if the tageted player fails moving fast enough the spray hits the entire raid, but that's the deal here, you have to be quick.

  8. #8
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    I do not think the enrage will be an issue, and as a healer, I'd rather have 2 or 3 people mess up and have to heal them extra then have one person mess up and have to heal the entire raid. With one person moving, if they make a mistake, they wipe the raid. If you have the entire raid move, only those who aren't paying attention get hit. The consequence for error is much, much less with the 2nd strat.

    I think you may wish to watch the video again to see how fast the targeted member must move to implement the "target move only" strat. I am also uncertain what Rotface's behavior would be if the targeted member were to move before or during the 1.5sec cast. He may stay stationary or he may rotate with the target. I think a triangle would be the be the best compromise to help reduce the number of people moving.

    That being said, if you have utmost confidence in every one of your raid members to recognize that they are the target and move into position in less than 1sec, then by all means. I think, however, that the DPS increase gained out of this is not worth the potential risk. It is a such a small window (or perhaps non at all), that the slightest bit of lag or hesitation will cause your entire raid to get hit with slime spray.

  9. #9
    Yes it's fast, maybe too fast. Also, the raid in the video isn't one that would do it that way if there was a better way.

    I was just thinking of possible other strategies to reduce raid movement. But still depending on the cone angle and size of his hitbox multiple "camps" may be an option later. Not for the target to run out, but for a camp not having to move, if you can see the direction of the spray and it's going to hit the other camp.

  10. #10
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    I agree that a 3-point or 4-point might boost rDPS, but until I can observe the angle of the spray (180deg? 135 deg? 90deg? 45deg?), I cannot say for certain what is best.

    Another thing to keep in mind is the more complicated the positioning, the longer its going to take for people to get back into the formation after Unstable Ooze Explosion.

  11. #11
    Is there any chance on getting a narrated guide for this fight?

  12. #12
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    Quote Originally Posted by Doctathunder View Post
    Is there any chance on getting a narrated guide for this fight?
    The Project Marmot team will be putting up narrated videos shortly after the launch of the boss on live. At this time, I am not creating any narrated video guides.

  13. #13
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    Quote Originally Posted by Spiritus View Post

    That being said, if you have utmost confidence in every one of your raid members to recognize that they are the target and move into position in less than 1sec, then by all means. I think, however, that the DPS increase gained out of this is not worth the potential risk. It is a such a small window (or perhaps non at all), that the slightest bit of lag or hesitation will cause your entire raid to get hit with slime spray.
    Yeh I guess I'm thinking of it from a purely 10 man perspective, it's a lot easier for me trust any of my other 8 people stood behind him to move in time, but in 25s I guess it could be a nightmare. Anyway, it's one of those things that can only be tweaked when it comes out and we get some practice on the live version
    Xianth <Seraphim> - 10-man hard mode progression guild

  14. #14
    Great guide, it really is helpful. Hopefully I'll have a chance within a day or two to really try to nail him down on the PTR.

    But all in all, really great guide, really informative.
    Need some help or pointers? Ask me for my vent info or for my AIM screen name. You can also hit me up in game on the server Eredar, my name is Franchize. (Horde) <3

  15. #15

    25 Ooze Kiting Guide

    Thank you for the pre-release guide. I'd like to make a possible contribution to a scenario i forsee in the 25man encounter. Well i noticed in the vid that there was a portion where multiple small ooze were created(premature cleanse?) and an unstable explosion occurred rather prematurely - causing a few deaths. This would probably be worse off in a 25s version I assume. Well my suggestion is that for 25s you probably can have 2 OTs, kiting a half-circle around the room each (i.e OT 1 takes left half, OT 2 takes right half etc) and reversing the kiting direction (seems like the ooze really does move pretty slowly that you can pull this off) and basically have the infected raiders running to alternate OTs to basically create 2 big ooze instead of just 1. And you basically repeat this until both big ooze has 4 stacks and thereafter the 2 tanks just kite the 2 big ooze together to allow unstable explosion to occur.
    Benefits of this would basically allow unstable explosion (which causes the raid to lose some dps due to the requirement to scatter) to take place less frequently allowing for more DPS up time. Of course then you weigh the DPS loss in using one additional OT etc etc.
    On a similar point, with regard to the reversal of the kiting path that I mentioned earlier, I suppose this can be done as opposed to kiting through a flood sector (which is pre-empted by the jet of ooze shooting out of the side wall) Cons of kiting through a flood sector is of course more straightforward and the movement reduction can be easily managed thru HoF etc but I think its much better not to go through a flood sector as you can see when some of the "Infected" raiders runs to the OT while he's kiting through the sector, it often results in the death of that "Infected"
    Lastly, I'd like to query, is there a range to the slime spray cone i.e. would the OT have a chance of being hit by it ?
    Last edited by PuFFeRzzz; 12-04-2009 at 04:47 PM.

  16. #16
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    This is why I do not suggestion 2 OTs:

    (1) If you alternate 1,1,1,1,2,2,3,3,4,4,5,5,6,6 you just end up with two Ooze explosions in a row, which I cannot see as a benefit.
    (2) If you do 1,1,1,1,2,3,4,5,6,2,3,4,5,6 then you might as well use 1 OT and have extra DPS.
    (3) If your worried about premature cleansing, my less than sagely advice is to not cleanse prematurely. Assign one person to be the cleanser, and only that person should cleanse.

    (4) Probably not a good idea to run through the ooze as the OT if you can avoid it. You just want to make sure the Big Ooze damage aura stays away from the raid.
    (5) I'm not certain of the range on Slime Spray. I doubt it will hit the OT if his kite path is far enough from the center.

  17. #17
    I'm rather lost with all the 1s and 2s, my original understanding is that since unstable explosion occurs when the ooze gains 5 stacks of unstable ooze, wouldn't combining 2 big ooze with 4 stacks of unstable ooze just result in x8 stacks = 1 Unstable explosion?

  18. #18
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    Assuming that 2 big oozes can merge, then yes, you can lessen the number of unstable ooze explosions by using the strat you mentioned.

    That, however, doesn't necessarily equate to a DPS increase, as you will sacrifice w/e your 2nd OT could do as DPS for the entire span of the encounter. Also, by using this strat, your complicating the fight in hopes to reduce the frequency of a relatively easily avoidable mechanic. I wouldn't recommend it, but it is an option.

  19. #19
    Now I could be reading this wrong, which is entirely possible since it is new years morning but:

    "There is a pattern to this. Lets say the first sector flooded is NE. The next will be SE, NW or SW. If the next is SE, then the third sector will be NW or SW. Lastly, if the third sector is NW, then the last will be SW. After four floods, the pattern will rest but not necessarily in that order."

    Now, if the next flooded sector can be any of the remaining sectors that haven't previously been flooded and then once all 4 sectors have been flooded it doesn't follow the order previously established, then that makes this the exact opposite of a pattern. Kinda makes it random... Saying there is a pattern is confusing the issue. Can we get some clarification?

  20. #20
    Quote Originally Posted by Ayeree View Post
    Now, if the next flooded sector can be any of the remaining sectors that haven't previously been flooded and then once all 4 sectors have been flooded it doesn't follow the order previously established, then that makes this the exact opposite of a pattern. Kinda makes it random... Saying there is a pattern is confusing the issue. Can we get some clarification?
    The pattern is "Each quadrant is flooded once, then each quadrant is flooded a second time, then each quadrant is flooded a third time."

    It's a pattern with a random part in it.

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