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Thread: Icecrown Putricide Hard

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    Icecrown Putricide Hard

    You can find a guide to the normal version of this encounter here!





    Quote Originally Posted by Aliena
    Hello and welcome to the TankSpot Icecrown Citadel Raid Guide! My name is Aliena and in this video I'll cover everything you need to know about the heroic mode 10-man version of the Professor Putricide encounter. I will assume that you're familiar with the normal version of this encounter. If you're not, I suggest first watching our guide to the 10-man normal mode to learn about Putricide's base abilities.

    If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right so you will be automatically notified as we release movies.

    Compared to 10 million health in normal mode, Putricide sports almost 14 million in his heroic version. Naturally, he also hits harder. Basically everything inflicts significantly higher damage than before - that includes Slime Puddles, the Gaseous Bloat and Volatile Ooze Adhesive debuffs, Choking Gas and Choking Gas Explosions and Malleable Goo which even inflicts double of what it does in the normal mode.

    Too long didn't listen version: Don't get hit by stuff.

    We used a setup of 2 tanks - one of which controls the abomination in the first two phases - 2 healers and 6 DPS. Since our warlock was dead for most the encounter anyway, it's definitely doable to do this fight with 3 healers and 5 dps and still beat the enrage timer of 10 minutes should your healers have trouble.


    There are also a couple actual mechanic changes you're faced with. For one, Putricide won't stun the raid with Tear Gas on his phase changes anymore, but instead release both a volatile ooze and a gas cloud at the same time on both phase changes. Outside of phase changes, he'll spawn oozes alternately one by one. Both add types have about 70k more health than their normal version counterparts and obviously still have the highest kill priority.

    To make sure we kill both oozes during the phase change and without losing any players, we stack up on the volatile ooze side of the room and focus it down as soon as it spawns while having everyone that is not followed by the gas cloud stack up on it, so no one takes lethal damage in case the green ooze doesn't die before it reaches its target. Meanwhile, the person chosen by the gas cloud kites it as best as they can and if consistently slowed by the person controlling the abomination, it should not reach its target.

    Abilities, enchants and items such as body and soul, swiftness pots, tuskarr's vitality boots enchants and other movement speed enhancements are useful for this part of the encounter.

    The other new mechanic is a debuff called Unbound Plague Putricide will toss out at least once every phase on a random player. This can target melee, so be forewarned. When you get it cast on you, it has a one minute timer, but unbound plague will inflict increasing damage every second that it remains on you, so after about 12 seconds you have no choice but to pass it off to another player, which you do by moving close to the raid member you want to pass it off to.

    Their plague will start with as many seconds as you had left on the disease, so if you passed it off after 12 seconds, they'll start with 48 seconds left, and if they pass it off after another 12 seconds, the next person will start with 36 seconds left and so on until it runs out.

    Once passed off, you get another minute-long debuff called Plague Sickness that increases damage from Unbound Plague by 250%, so it's crucial to not tag the same player twice with the same plague. Players with Plague Sickness are easily visible by the green disease aura that surrounds them.

    Having a pre-assigned chain for Unbound Plague is useful, but since your raid is consistently spread out, you may have to change the order on the spot, so make sure to have good vent communication so people are aware the order has changed. If you're a current plague carrier, make sure not to get close to other players unless you're attempting to pass it off.

    Everything else in the encounter stays the same, so if you're able to handle the double slime attacks on phase changes and the disease cycle on top of Putricide's normal abilities, you should be able to beat this encounter. Good luck!

    Thank you for watching this movie. As always, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. Also, TankSpot Donors can download all of these movies in High Definition directly from our servers -- so if you'd like to learn more about that, just click the second link in the movie information box!
    Last edited by Aliena; 02-21-2010 at 02:11 PM.

  2. #2
    BURN mr.warlock!!
    http://www.siglaunch.com/sigs/wow/1/...12666KkLgi.png

    The best part of playing mmo's is you know your annoying the shit of someone else when they die!

  3. #3
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    Do you have the person with unbound plague stay away from the raid till he has to pass it along or do you just try to stay as spread out as possible? Even so i imagine it gets tricky if a melee gets so my best guess would be that he's just to stay away from the boss until he has to pass it?

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    I may be blind, but I don't see this movie in the donor section.

  5. #5
    same; I don't see it on the donor thread either!!

  6. #6
    Where is the donor download?

  7. #7
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    Stilllllll not in the donor section

  8. #8
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    yay, it's there now!

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    Question

    I have a question about what occurs at 3:12 in the video. It appears that the Volatile Ooze 'stops' (at a very opportune time). Is it possible to do this reliably, and if so, how? Thanks.

  10. #10
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    Sometimes the oozes bug out and just freeze and retarget, I don't know what causes it either and it has saved us more than once, but I can't say what reliably causes this.

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  11. #11
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    In the video it looks like the warlock is targeted by green ooze and dies from the channeled attack. Once its target is dead it picks a new target. If you're lucky enough to have the green ooze target a player with a complete aggro drop like a hunters feign death, they can use it just before the green ooze reaches them, and then it will take a few seconds to pick a new target.

    If the unbound plague is passed to a rogue/pally/mage and they use immunity like bubble/iceblock does the debuff drop?

    I think i've seen groups get rid of unbound by plague by soulstoning whoever has it and let them die. This would be nice to get rid of the debuff quickly in p3, im wondering does he recast it once the debuff is no longer active, or is it a timed ability?

  12. #12
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    Quote Originally Posted by ulyssez View Post
    I think i've seen groups get rid of unbound by plague by soulstoning whoever has it and let them die. This would be nice to get rid of the debuff quickly in p3, im wondering does he recast it once the debuff is no longer active, or is it a timed ability?
    It's timed. Boss mods have a timer for it that it somewhat accurate at least and I know from our 10man tries that if someone dies to the plague it's not recast until the boss mod timer is up again. Our problems is mostly to handle transitions.

  13. #13
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    transitions are definitely the bane of this fight, once you start controlling the plague and have a rotation up and people executing the passing, the only real "oh crap" factors come when the transitions appear because we HAVE had the gas cloud and the green ooze pick the same person who also happened to be the plague quarantine person. 48%.... damnit =T

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    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.
    http://i.imgur.com/3vbQi.gif

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    We've only attempted this once before. Do you have to stand directly on top of another player to pass the disease... Or, will it pass once in close proximity?

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    i think it's close proximity, but I don't know the actual range (i'm tanking sadly so I haven't been able to test it) but I know as the tank i've definitely had it passed to me accidentally by melee or people running across me without having to actually touch me.

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    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.
    http://i.imgur.com/3vbQi.gif

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    Quote Originally Posted by Pwnzi View Post
    We've only attempted this once before. Do you have to stand directly on top of another player to pass the disease... Or, will it pass once in close proximity?
    It is still kind of buggy/random, mostly you just have to be close, like if it goes on a melee it will bounce around 3-4 times before someone can successfully get it out. Other times you run over and stand on a person and just die because it refuses to jump



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    that would require one of us to actually kill him in 25 man heroic... which is quite the daunting task! A lot of the fight mechanics don't change though in most heroic formats which is why we don't have very many of them posted. not sure about the LK one though.

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    Quote Originally Posted by Turelliax View Post
    I will never be a kaz.. no one can reach the utter awesomeness of you.
    http://i.imgur.com/3vbQi.gif

  19. #19
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    the only real change between 10/25man hardmode is that during the transitions each player is given an affinity, and they can only do damage to their affinity (like attacks like).

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  20. #20
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    what do you mean? like the twin valkyrs? So you get a debuff/buff that forces you to attack certain type of ooze during the tear gas?
    When you are courting a nice girl an hour seems like a second. When you sit on a red-hot cinder a second seems like an hour. That's relativity. - Albert Einstein

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