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 Post subject: Re: Some tips for Putricide
PostPosted: Mon Jan 11, 2010 2:39 am  
KFC
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There is already a thread about Putricide 25.

I definitely recommend taking Typhoon for this fight. There is a lot of movement and you want to take advantage of ever GCD that you can.

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 Post subject: Re: Some tips for Putricide
PostPosted: Mon Jan 11, 2010 4:50 am  
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Dots on 1-2 targets, starfall, treants - even with all that running, i think there will always be other spells to cast.

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 Post subject: Re: Some tips for Putricide
PostPosted: Mon Jan 11, 2010 10:19 am  
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KFC
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i suggest u to gliph starfall to get a lower CD, so u can pop it everytime a green ooze spawns, since the cd of the ooze is 1.30 sec~, and the gliphed starfall too.
Perfect timing YEY :D


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 Post subject: Re: Some tips for Putricide
PostPosted: Mon Jan 11, 2010 3:45 pm  
Spamkin
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typhoon is good to throw at them whenever you are moving and have a spare global. i have it in my build as well, but its knockback is completly useless on this fight since the slimes are immune to root/slows/knocback. (other than the slow from the abom of course)

the only real big tip i can give is try to position yourself in places where you can stand and nuke for the longest amount of time before having to move again. make sure you keep DOTS ticking away on the boss while you are killing the slime/gas cloud. also try and get fresh dots on on the boss and the add that is spawning right as you transition into ph2.

for example i found running straight to the first corner we would be kiting him to right as we pulled allowed me to nuke him without moving until the first slime spawned.

i also found that after the gas cloud has someone targeted, and you know you arent the one that has to kite it, you can try and position yourself towards the middle of the room. since we kite both putricide and the gas cloud around the outer edge of the room, it allows me to dps on both without moving too much. it is also alot easier to avoid the maleable ooze (shadow crash things) that he throws out if you are further away from the boss. of course you will need to move back towards the raid right before the next green ooze spawns.

any time you are moving for more then like 3 seconds you need to be putting up/refreshing dots

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 Post subject: Re: Some tips for Putricide
PostPosted: Mon Jan 11, 2010 5:37 pm  
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yeh i've found the best way to do it is pretty much what sneww said, keep dots on both boss and the slimes/gas cloud and try to position where you have to move as least as possible... there's a great spot in the middle of the room that puts you at max range to both putricide and the green slime when it spawns that (unless you get unlucky with a slime pool) you can stand and nuke for ages... it'll take a bit to get used to the fight and places to stand and whatnot, but it'll definately be worth it in the end...

i'd also suggest (if your raid leader lets you) get a pink flare and drop it in 2 spots you know to be max range to both adds where you can just stand and nuke your heart out whenever each add is up

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 Post subject: Re: Some tips for Putricide
PostPosted: Tue Jan 12, 2010 4:33 am  
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We had our 10 tries on Prof Prut yesterday on 25 man, and i was a bit dismayed about my damage at first. But as we refined our tactic (learning that melee should just go in and share the green hit with the target, while range was standing in the middle, which gave ranged a lot more DPS time, allowing us to get the green slime down before second explosion), i saw my DPS go up.

Ill admit, i took a few chances to see how it went. It definately helps to keep a note of when the green slime will pick a target, at then get the most out of your eclipse time. We tank him in the middle and then move him to the side when he has done the first few puddles. At this point everyone moves to the wall to give the slime more travel time, but i would usually have eclipse running. So i stayed put, and only ran so i would just make it to Prof Prut in time for a stun - so i was DPSing if i had eclipse up, rather than moving straight away.

This allowed me to make more use of eclipse, and have a generally higher DPS. Ofcourse, it helps as you progress through the fight and get more accustomed to it :)

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 Post subject: Re: Some tips for Putricide
PostPosted: Tue Jan 12, 2010 3:00 pm  
KFC
Joined: Mon May 11, 2009 11:07 am
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Is there a good mod out there that will tell me when my dots are falling off a target when I'm on a different target? Like the situation of keeping dots on putricide while dpsing the ooze or clouds. One that doesn't require me to sit and configure it for 6 hours. Thanks for the help. If this is something I should have known years ago please be kind. Oh I did try the addon that was based on the lock one, hmm can't remember the name, but it was way to busy.


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 Post subject: Re: Some tips for Putricide
PostPosted: Tue Jan 12, 2010 3:30 pm  
KFC
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I do have a question about this fight. On the green ooze does anyone else have to go stack on it's target? My guild is being overcautious about positioning and stacking on the green ooze's target imo. "Be on the back wall", with the amount of movement they expect from me and the positioning they keep telling us it's difficult to get any nukes in at all.
I personally think the melee is enough to split the damage, thus giving ranged an opportunity to do as others have mentioned and position around the middle of the room for max range dps and more dps time.


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 Post subject: Re: Some tips for Putricide
PostPosted: Tue Jan 12, 2010 4:01 pm  
Badgekin
Joined: Sat May 09, 2009 7:04 am
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This is something that is brought up a lot. Here is my advice.

If your raid leader says to do something, you should probably do it, even if it is less than optimal for you. It's not all about you, it's about killing the boss.

However, if he comes to you afterwards and complains about your dps, that's when you need to explain to him why your dps is doing so poorly, and changing the strat a bit can improve dps by a lot, not just for you, but for the other casters as well.

Or you can be proactive about it and discuss it with him beforehand, and again, explain that if he wants some decent dps from you, he's going to have to be a little more flexible about positioning.

Either way, try to discuss these things outside of raid time :)


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 Post subject: Re: Some tips for Putricide
PostPosted: Tue Jan 12, 2010 5:06 pm  
Pewpewpoultry
Joined: Thu Jan 07, 2010 3:13 pm
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Kayla wrote:
Is there a good mod out there that will tell me when my dots are falling off a target when I'm on a different target? Like the situation of keeping dots on putricide while dpsing the ooze or clouds. One that doesn't require me to sit and configure it for 6 hours. Thanks for the help. If this is something I should have known years ago please be kind. Oh I did try the addon that was based on the lock one, hmm can't remember the name, but it was way to busy.



ForteXorcist is the one that you're thinking of. I'm not sure if any other mods do this. SquawkandAwe might have an option somewhere to keep track of this, but I switched to ForteXorcist a while back. It just tracks my DoTs, Eclipses, and Totem of Wrath/Demonic Pact for me.

As for Putricide, I'm still trying to convince our raid leader to let the ranged dps stand at max range for the green slimes to allow them to dps a few seconds earlier even if the ranged are slightly closer to the green slime. I honestly dunno if this is better for overall dps, but we do have some heavy hitting locks in our raid (as well as myself and the others). As far as I'm concerned, the green slimes should die right after they hit their first target at the latest but I'd like to see them die before they reach their target.


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 Post subject: Re: Some tips for Putricide
PostPosted: Wed Jan 13, 2010 6:07 am  
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As i said above, with melee going to the ooze and taking the hit with the target, and ranged running out immediately to allow them to simply nuking, seems like the way to go for us. It allowed more cast time for ranged, which resulted in a higher raid DPS, and that the ooze's died faster :)

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 Post subject: Re: Some tips for Putricide
PostPosted: Wed Jan 13, 2010 9:44 am  
Badgekin
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Just kill him on 10 man last night and it really helped for range to switch to the adds as soon as they were targetable, healers and melee backing away much farther. If a healer or melee was targeted by the ooze it was simple to kill before it reached the target, if ranged was targeted it may blow up once but died soon after. Gas clouds were just an issue of the target not failing at kiting.

Of course I know my guild will have lots of issues with cordination of this fight on 25 man. Too many need to improve on their awareness of their suroundings.


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 Post subject: Re: Some tips for Putricide
PostPosted: Wed Jan 13, 2010 2:28 pm  
KFC
Joined: Mon Jul 27, 2009 3:13 am
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I'm not perfect at this fight but I did make a few observations that helped my dps a lot. As has already been said, movement and position is key.

In phases 1 and 2 our tanks kited him in the same pattern every time, so I made sure to stake out a good position in the beginning where I didn't have to move for as long as possible. I usually didn't have to move at all until the first slime was dead (unless he threw a slime pool at me). When I did have to move to the opposite side of the room, I stayed on the inside of the boss because being in range of the slime when it spawned was critical. Staying on the inside like this also let me move a lot less than moving to the complete ends of the room. It takes something like 5-7 seconds between when he starts casting unstable experiment to when the slime spawns, so I positioned my camera towards the slime spawn point and kept dpsing him until it actually spawned. Since IS doesn't require you to face the target, I started on the slime with IS so that I didn't have to lose even a split second (and no I'm not keyboard turning) between dpsing Putricide and dpsing the slime. I always saved starfall for right before a slime popped up. Also, if my dots were running low I would refresh one or both on Putricide right before the slime spawned (and right before the tear gas).

I was watching the DBM timers closely (since I was calling out goo), and when he was about to throw malleable goo I always pointed my camera towards him. He throws the goos in a straight line, so all you have to do is move perpendicular to that line by a few yards. If I ran straight back from him, or at some weird diagonal I wound up moving a lot more than I had to. Obviously this becomes a lot harder in phase 3, but it's still totally avoidable until the entire floor is covered with slime.

In phase 3, our tank kited him around the outside of the room. I stayed in the center with the other casters at first, so that I only had to move for goo and slime puddles, and I didn't have to chase the boss around the room. I made sure to have treants up at this point for heroism. Towards the end of phase 3, I had to do some boss-chasing since most of the ground was covered with slime. I got into a good corner where I could keep range on him, and just kept nuking until the slime was at my feet. With barkskin + dash you take very little damage if you have to clip a slime puddle (and I did). Once you get to this point he should be nearly dead, so just use that dash to quickly grab your final spot and finish him off.


Last edited by Faunus on Wed Jan 13, 2010 4:46 pm, edited 1 time in total.

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 Post subject: Re: Some tips for Putricide
PostPosted: Wed Jan 13, 2010 4:10 pm  
Godkin
Joined: Thu May 07, 2009 8:40 am
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Kayla - not sure. If ForteXorcist truly monitors DoTs on OTHER targets -- specifically a FOCUS target -- that would be incredibly useful. Not sure if it does though, and don't know of anything else that would.


I agree with Lherin about following strategies during raid and talking about them outside of raid. I would recommend, however, going to an officer who is most likely to be sympathetic. If you have a "caster role lead" or any officer who's a caster, you might bring it to their attention first and have them talk to the raid leader. I find that raid leaders and guild leaders trust each other far more than random raid members, so appealing to a trusted individual who shares your predicament might be most successful.

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 Post subject: Re: Some tips for Putricide
PostPosted: Wed Jan 13, 2010 6:05 pm  
Badgekin
Joined: Sat May 09, 2009 7:04 am
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The thing that some less experienced raid leaders don't understand is that YOUR dps is not entierly in YOUR hands. For moonkins less movement means more dps. If they impose a strat on you (and this happens a lot, in a lot of different guilds) then they are effectively impacting your dps.

And I just want to repeat this: This is not a problem if you are killing the boss.

My personal DPS takes a back seat to the strat, and to the success of the encounter. This is the way I play, and personally I think it is the correct way to play.

Having said that, when/if people come to me with concerns that my dps is too low to be acceptable, that's usually when I explain to them how everything works for me. If they want to get more out of me, then they may have to accept a small change in strat/positioning in order for that to happen.

Also keep in mind when you are looking at other people's parses and dps, that they may be using a strat that favors their dps more than you. This is not a failure on your part to be the best moonkin you can be. It just means that their strat, with their guild, favors higher dps than yours.

This week our alt guild killed putricide, but they realized they needed to be A LOT more efficient and move the boss a heck of a lot less, because otherwise they just couldn't get the dps where it needed to be to kill the encounter. On our mains this was less of a problem because overall our dps is so much higher, that even with a lot of movement we powered through phase 3 anyway. So last week they actually moved the boss more on the mains (because it was safer at the time), and less on the alts(because otherwise the encounter was impossible).

Now if next week they move the boss as little as they did for the alt team, the main team is going to put out quite a bit better dps. BUT again, we don't NEED to do that to beat the encounter. It's nice, I like having the opportunity to put up big numbers, but I stress more about getting the boss down and getting loot upgrades into the guild for the hard modes that are around the corner.


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