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Thread: Icecrown Strategy Notepad

  1. #11

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    My bad. I was basing my assumptions on the thought that it was either between divine guardian and aura mastery, but I neglected to realize using divine guardian would give us the 20% on top of our normal shadow resist of 130 - aura mastery alone would just give us the resist, which would be less than divine guardian + 130 SR. So, I figured you were thinking that divine sac's additional damage mitigation was the determining factor, but, alas, I fail at reading.

    Anyways, I think we (I) have talked too much about something that will probably end up being relatively easy anyways.

    PENIS

  2. #12

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    Quote Originally Posted by Wildhide View Post
    Anyways, I think we (I) have talked too much about something that will probably end up being relatively easy anyways.
    Hey, we gotta find something to do the other six days of the week...

    Quote Originally Posted by Wildhide View Post
    PENIS
    Quote Originally Posted by Wildhide View Post
    PENIS
    Quote Originally Posted by Wildhide View Post
    PENIS
    Quote Originally Posted by Wildhide View Post
    PENIS
    Quote Originally Posted by Wildhide View Post
    PENIS

























































    Quote Originally Posted by Wildhide View Post
    PENIS

  3. #13

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    Few more notes on Festergut/Flu Shot Shortage:

    More info has come out now that these bosses are live and one of those tidbits is the reason we've seen tank swaps on this fight.

    Festergut casts Gastric Bloat on the current Main Tank every so often (unknown how long between applications, probably 10-15 seconds). This deals a bit of Shadow Damage to the tank but also increases the Tank's damage output by 10% per stack. If the stack reaches 10, causes the tank to instantly explode and deal AE damage from Gastric Explosion. Therefore, we'll have to use two tanks and transition appropriately to survive.

    Notes on Professor Putricide/Nausea, Heartburn, Indegestion...:

    Watch this video to get an idea of what to expect:



    Some key points to completing this encounter:
    • Khrash is probably best to MT, backpeddle-kiting around the central circle of the room until an green or orange Ooze spawns ("Professor Putricide casts a wicked/unstable expiriment."), at which point kite him to the South of the room (opposite of where the Ooze is spawning. Of course, if DPS fails to kill the spawned Ooze before it reaches it's target it will pause and reform quickly, choosing a new target, so quickly kite away from that location to maximize distance between Putricide and the Ooze. Lastly, move him slightly if a green puddle or orange gas cloud appear under you or nearby DPS.
    • Kulldam is probably best doing the abomination since the last phase requires an OT and I'd be doing virtually no damage otherwise until the final phase. Further, without me tanking Putricide, we lose a chunk of melee DPS due to no Sunder Armor, but the Abomination ability Mutated Slash I assume can be used on Putricide and thus would allow me to somewhat keep Sunder up on Putricide when not doing other stuff. As the Abomination, I will focus on doing two things: removing slime pools around the room and hitting Ooze spawns with Mutated Slash to help DPS them down. Also, of course, avoid using Regurgitated Ooze for the achievement.
    • Melee DPS (Rofl, Matt, Thaw) should focus on Putricide full time except when he casts an experiment and thus spawns an Ooze. Since we do not know who the random target of the Ooze will be, melee must take care to stay far away from the Ooze spawn location (hopefully that's where Putricide is anyway) until the Ooze selects a target, then melee rush in and beat it down asap. In the event of a Green Ooze that is going to reach it's rooted target before dying, melee should ensure they are within melee distance of the rooted target before the Ooze arrives to help soak the AE damage from Volatile Ooze Adhesive. Once that explosion goes off and is soaked, run the opposite direction again (at this point, the Ooze should be in the South part of the room, so run North), wait to verify the target is not you, then rush and kill the Ooze again, repeating the process until it dies.
    • Ranged DPS (Ugra, Kilwenn, Fides), like the melee DPS, should focus on Putricide full time except when he casts an experiment and spawns an Ooze. However, unlike the melee DPS, ranged DPS should all stay away from the Ooze spawn location (again, near Putricide, somewhere South), and if a Green Ooze, immediately stack on top of the targeted player and wait there, spamming DPS abilities on the incoming Ooze so DPS will be maximized until it reaches the target. This will ensure there is no mad scramble to reach the Green Ooze's targeted player if it suddenly looks like it won't die in time (and again, the point of this achievement means no snare, so that's likely going to be the case for every Ooze spawn).
    • Healer (Khee and Wild) should stay near Putricide of course to be in range of everyone at all times. Otherwise, the only thing to worry about is, like the Ranged DPS, watching for a Green Ooze spawn and quickly stacking up on the targeted player. This will ensure there is always at least 5 people stacked up even if every melee DPS fails somehow, which means the maximum a Green Ooze explosion will do is 14,000 to all 5 targets. Obviously, when this is about to occur, make sure everyone is topped off healthwise so no sudden killing blows can happen.

    For Everyone -- What to do if a Green Ooze targets you

    As you saw in the video, if a Green Ooze picks you, you'll see a green energy beam between you and the Ooze (similar to Yogg beams) and you'll be rooted. You'll also get a raid mark from DBM I imagine. Therefore, it's important that as Putricide is casting the experiment (and thus spawning an Ooze) everyone runs to the opposite side of the room to maximize your own distance from that Ooze spawn point. Seemingly, Oozes always spawn from the North side of the room, so moving to the South corner or in that direction is best.

    Otherwise, no much to do as a Green Ooze target since you can't move. Once it reaches you and explodes, immediately run to the opposite side of the room with the rest of the raid because the Ooze will pick a new target at random and it could be you again.

    For Everyone -- What to do if an Orange Ooze targets you

    This one is more difficult than the Green, because the targeted player gets 10 stacks of Gaseous Bloat. It does a very minor amount of DoT damage, but more importantly, the Ooze will chase you and if it gets in melee range of you, casts Expunged Gas which does big AE damage to the entire raid.

    Therefore, as soon as an Orange Ooze spawns, check if you are the target (raid mark, debuff, size increase, orange beam) and if so, run the opposite direction and find the longest path to keep you away from the Ooze. Every tick with Gaseous Bloat lowers the damage that will be dealt when it reaches melee range, so buying time is the name of the game. Again, without a snare from the Abomination, unless our DPS is insane, expect at least one explosion from the Orange Ooze as well before we can kill it off.

    Phases 1 & 2

    Very little changes between Phase 1 and 2. Phase 1 will not last long enough to notice really, so Phase 2 is the majority of the fight.

    The name of the game is the same in both though: Don't stand in any green or orange shit on the ground. Move away from Ooze spawn locations quickly and kill the Ooze fast if not targeting you. Stack on Green Ooze targets before Ooze reaches them but stay away from Orange Ooze targets. DPS Putricide when not dealing with Ooze.

    Phase 3

    Phase 3 is a DPS race/burn phase. Oozes stop spawning and the green puddles he'd been casting on the ground throughout that were removed by the Abomination will now be unremoveable and slowly grow. Just before or just after Phase 3 starts (about 35% health), Khrash should move Putricide next to any wall of the room (doesn't matter which). As he casts green puddles, once they threaten to surround or move to close to the raid, backpeddle kite him around the outside of the room, similar to Grobbulus in Naxx, until in a clean/safe spot then stop and DPS some more, until slimes are on you/too close, and repeat. Do not move constantly as it drastically lowers our DPS. Instead, move only when necessary.

    Also in Phase 3, he casts a stacking debuff on the Tank called Mutated Plague, that causes raid wide damage for every stack. Therefore, we will need to transition tanks at some point (3-4 stacks is ideal) so the AE damage to the raid doesn't get too high.

  4. #14

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    I should try to see if I can CoI the ooze. If yes, this will be fairly easy(except the time when I don't have Frost rune up)

    Also, the comment page on the Abomination's slash ability:
    Does not stack with Sunder Armor or similar effects.
    So yes, you are the best peson to do this, unless that 100% weapon damage/second spam can do some serious damage from a 2H user like Thaw.

    p.s. zomg a female player o O.

  5. #15

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    I don't know if the strategy we're implementing for Dances With Oozes is viable.

    Rotface has 8,645,000hp. He releases Mutated Infection about every 14 seconds in the beginning of the fight and faster as the fight progresses. If we intend to save bloodlust for the end, where he will be inflicting the infection on us almost two at a time, then we're looking at roughly 30k raid dps for the first 70%. This means that even if the rate of Mutated Infection does not go up, by the time he reaches 30% (about the time a bloodlust would be planned for the final burn) we would have two big oozes, one with 4 stacks and one with 3 stacks (201 seconds into the fight at 14 second intervals between mutated infection means 14 separate small oozes, which, if controlled perfectly will make the oozes I listed)

    At this point, just over three minutes into the fight, we would have to remove another dps for to kite a big ooze that would spawn, and have to burn through 2.6M hp while hoping that neither of the two kiters get Mutated Infection.

    I believe that there is either a steep gear requirement to this fight or a trick that we are overlooking.

  6. #16

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    Well, I wouldn't call this reasonable yet since it'll require pretty heavy much a perfect 'dance' from some members. But I'm posting it here mainly as a self-note.

    First, tank him in the middle, with the raid spread around him in melee range(so only a few get hit by the breath have to move)

    The first 2 oozes can go spawn anywhere outside the raid without being near the pipe ooze(they can be if really necessary, but if possible less damage to kiters would be safer)

    First kiter(me) pick up the ooze and kite it on the 'thick ring' of the room.

    -I WILL kite it through the ooze pipe if it's in the path, since trying to go around have the larger risk of me getting melee'd.(and the 4k/s from Ooze Flood is not as lethal compare to the 40k/s(the big ooze have .5s melee swing) coming from the big one))
    -The next person(small ooze) run in front of me in the ring, but not near enough to combine(or just run far ahead, so they don't have to constantly move)
    -The person after(combining to Big) run to the small ooze, timing it so that I'll be close by when the big ooze is spawning(best case scenario is to have the big ooze spawn on top of the big ooze I'm kiting, but that's rather tricky)
    --Obvious, but don't do it so far in front that if I taunt the big ooze I'll be trap between the two(or have to run through the raid to have those two merge without melee-ing me)
    --Another option is to spawn the big ooze at the edge of the room as I pass by, so I can simply taunt it and align the 2 oozes.
    Repeat until I get to 4 stacks. Next kiter do the same in front of me on the path(or behind me)

    So healers might have to heal kiters from
    -Ooze Flood (4k/s, better than risking a melee(30k every .5s or so, pretty much instant-kill for anyone below 20k armor)
    -The breath Rotface does(since kiters can't stop, they will have to run through it)

    Other kiters I think might be possible:
    -Thaw(healing) using something like http://www.wowhead.com/?talent#sxAzgz0sVu0tgdZVcb0b (remaining points up to him to decide) to give him both extra movespeed and a ranged attack(judgement/shock)

    If the kiter need to 'slow down' their ooze in the ring position, they simply need to kite to the outer edge of the room and back on the ring. This will cause the ooze to take extra travel time compare to other oozes on the ring.

    Still pretty much a complicated setup, with people actually have to have the tank's awareness of the situation while still DPSing/healing/kiting. And having to hope the kiters doesn't get target for the ooze again.

    p.s. or it could just be one of those achievements where you NEED better gear(like Hodir's, where it's unlikely to be possible with starter gears)
    Last edited by Rofldat; 01-07-2010 at 11:23 AM.

  7. #17

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    Well, I tried analyzing our logs a bit to determine how the speed increase of Mutating Injection works, but it's difficult to tell from such small sample sizes, so I encourage you to look over this as well and help us analyze:

    [22:58:40.000] Fight StartSeconds Since PreviousDamage DealtRemaining HPHP %
    [22:58:52.309] Thawfore afflicted by Mutated Infection from Rotface12358580828642095.85%
    [22:59:06.572] Kilwenn afflicted by Mutated Infection from Rotface14418343786807791.01%
    [22:59:21.011] Rofldat afflicted by Mutated Infection from Rotface14418343744973486.17%
    [22:59:40.508] Kheelan afflicted by Mutated Infection from Rotface19567751688198379.61%
    [22:59:52.725] Kilwenn afflicted by Mutated Infection from Rotface12358580652340375.46%
    [23:00:04.597] Wildhide afflicted by Mutated Infection from Rotface12358580616482371.31%
    [23:00:16.665] Fideslol afflicted by Mutated Infection from Rotface12358580580624367.16%
    [23:00:34.896] Rofldat afflicted by Mutated Infection from Rotface18537870526837360.94%
    [23:00:43.863] Kheelan afflicted by Mutated Infection from Rotface9268935499943857.83%
    [23:00:53.891] Kilwenn afflicted by Mutated Infection from Rotface10298816470062254.37%
    [23:01:04.013] Fideslol afflicted by Mutated Infection from Rotface10298816440180650.92%
    [23:01:16.469] Kulldam afflicted by Mutated Infection from Rotface12358580404322646.77%
    [23:01:24.398] Kheelan afflicted by Mutated Infection from Rotface8239053380417344%
    [23:01:32.709] Fideslol afflicted by Mutated Infection from Rotface8239053356512041.24%
    [23:01:49.570] Wildhide afflicted by Mutated Infection from Rotface17507988305713235.36%
    [23:01:56.623] Ugra afflicted by Mutated Infection from Rotface7209172284796032.94%
    [23:02:04.425] Kilwenn afflicted by Mutated Infection from Rotface8239053260890730.18%
    [23:02:11.474] Kheelan afflicted by Mutated Infection from Rotface7209172239973527.76%
    [23:02:17.507] Kulldam afflicted by Mutated Infection from Rotface6179290222044525.68%
    [23:02:24.415] Rofldat afflicted by Mutated Infection from Rotface7209172201127323.27%
    [23:02:29.495] Thawfore afflicted by Mutated Infection from Rotface5149408186186521.54%
    [23:02:35.440] Kilwenn afflicted by Mutated Infection from Rotface6179290168257519.46%
    [23:02:42.246] Mattingly afflicted by Mutated Infection from Rotface7209172147340317.04%
    [23:02:48.180] Fideslol afflicted by Mutated Infection from Rotface6179290129411314.97%
    [23:02:49.000] Fight End129882126423114.62%

    This is derived from the output of a log query then applying some basic math to get the damage figures. The damage and therefore the health remaining percent values are not very accurate and are instead derived by taking the known damage dealt for the entire fight, and dividing it by the total fight time to get our average DPS, then determining what our damage output would be for any given interval and totaling that damage. Then subtracting that damage dealt interval from the total health pool/damage dealt thus far.

    There are some definite outliers in the intervals between casts and again, with such a small sample it's difficult to say with certainty, but if I had to guess based on that, I'd say the delay between Infection casts is on a degrading 2 second reduction timer starting at 14 or 15 seconds and dropping 2 seconds each interval.

    Unfortunately, from this it's still difficult to tell if the drop is from time or health percent. If you look around the center at:

    [23:01:24.398] Kheelan afflicted by Mutated Infection from Rotface8239053380417344%

    and look ahead to the end with:

    [23:02:48.180] Fideslol afflicted by Mutated Infection from Rotface6179290129411314.97%

    There's about 85 seconds difference and 30% health difference and both areas are within "8 seconds" and "6 second" intervals, respectively.

    However, go up the chart to about 85 seconds prior to the first entry to about here:

    [22:59:52.725] Kilwenn afflicted by Mutated Infection from Rotface12358580652340375.46%

    And the time difference is about right (92 seconds prior to that first entry) but also the health difference is about the same (31% higher than first entry). Yet, considering both these metrics are approximately the same relative to the first two entries, the interval delay here is very clearly in the 12 second margin.

    We could argue that the middle entry (with 44% HP) should be rounded up to 9 seconds, which would then put everything equivalent between the 3 entries (same time spread, same health spread, same interval spread of 3 seconds). If that's the case, we can look at a linear reduction in the intervals based on our our variables:

    Time-based Interval Reduction

    To figure if it's time-based, we know a few things to be true based on all previous time-based encounters. First, that the change will be linear based on the time -- that is, if Blizzard reduces a cooldown timer in a fight based on time elapsed, the elapsed time trigger and effect modifier are linear and won't exponentially increase.

    Second, we can assume the time trigger interval will be a common/simple number (30 sec, 60 sec, 45 sec, etc.).

    Therefore, looking at our data, we have a few good timestamps to use.

    Code:
    [22:58:52.309] 12 sec
    [22:59:52.725] 12 sec
    [23:00:53.891] 10 sec
    [23:01:56.623] 7 sec
    [23:02:48.180] 6 sec
    Now, knowing the interval numbers aren't exact due to script delays with Rotface's own triggers and such, we can safely assume the first interval is in the 14 sec category. Same with the 7 sec which is likely 8 seconds, so it would really look like:

    Code:
    [22:58:52.309] 14 sec
    [22:59:52.725] 12 sec
    [23:00:53.891] 10 sec
    [23:01:56.623] 8 sec
    [23:02:48.180] 6 sec
    That gives us basically a very handy 60 second split of each timestamp with 2 seconds between each (or even perhaps 30 second split with 1 second interval drop between each).

    However, it could be coincidence because now we look at the health-based setup...

    Health-based Interval Reduction

    It seems 15 second interval at 100% and a 1 second interval drop for every 10% roughly matches our data. 50% health has about 10 second intervals, many 6 second intervals in the 10-20% HP range, etc.

    So, I still have no solid answer. However, we can easily solve this question with one simple test next raid: Run through the fight as normal except don't do damage to Rotface. Run a live-log on World of Logs and after we wipe 3-4 minutes in, check the numbers on a table similar to above again and see if the intervals dropped or stayed roughly the same at 14ish seconds.

    Raid Configuration

    The first thing we should optimize is our raid setup for this fight. As I eluded a few times during our attempts last night, using me as a DPS is truly hurting our raid DPS as I simply don't have the gear level to match others, especially without full-time melee buffs. We're also wasting a great deal of potential DPS using Rofldat as our kiter virtually from the start.

    Therefore, I would propose the following changes:
    • Kulldam MT Rotface
    • Wildhide & Khrash heal
    • Kheelan Feral DPS
    • Rofldat DPS

    Now, the pure number gains from this setup will be fairly substantial even on the surface.

    First, we have a great deal of physical DPS boosts that will be 100% present with a Warrior MT and Feral DPS that would not be present 100% with a Paladin MT, Arms DPS, and no Feral.

    Sunder Armor, which is obviously used by me even as Arms DPS, cannot be reliably kept up 100% of the time when Arms on this fight due to running away for infection/oozes and of course when I start my kite phase, it's gone altogether. Further, my bleeds are no longer present to boost Matt's damage.

    Add to that the Feral buffs of Leader of the Pack and Faerie Fire, where the only lost physical buff is Blood Frenzy, and I get the following rough calculations from Rawr:

    Code:
    Mattingly w/ Arms Buffs: 7242
    Mattingly w/ Prot War/Feral buffs: 7765
    Difference: +523
    
    Thawfore w/ Arms Buffs: 6607
    Thawfore w/ Prot War/Feral buffs: 7007
    Difference: +400
    Kheelan's armory profile doesn't have his feral spec atm and I don't know enough about DKs to setup Rofl's Rawr profile correctly, but surely they gain similar numbers from 100% Sunder uptime. We'll low ballpark it and say 400 DPS for Rofldat and since Kheelan always has his own buffs as Feral, 200 DPS for Kheelan from Sunder Armor alone.

    That comes to ~1523 Raid DPS gain just from the buffs by swapping our roster around. Then add the DPS difference Kheelan would have over me as Arms, which is probably 1800-2000 (less the 200 we tacked on already, so 1600-1800) on this fight since he'd never have to kite. Finally, add the gain of Rofl's DPS (6000ish?, less the 400 we added already, so 5600) for 70% of the fight (I'll get to that later), so about 3920 (5600 * 0.7).

    That's a grand total Raid DPS gain of ~7143 over the duration of the fight. Our DPS is on track with other similar kills to be around 4:30, so that's an additional 1,928,610 damage (270 sec * 7143 DPS), which is 20% of his health.

    Again, these are all ballpark figures, but if we can manage this, it would drastically increase our DPS throughout the entire fight, especially later on when we're starting to become overrun.

    Ooze Kiting

    Now, obviously the big question is still, what about the kiting? Well, Wild and I discussed it briefly and Rofl even hit on it a bit in his below post, but it seems we'd be best off going back to the central tank position and kiting Big Ooze around the outside of the room. Further, instead of infected people running out of the raid (which might put their Small Ooze too close to a Big Ooze), they get instant dispelled and we just heal through the Small Ooze damage as it sits on the raid. As Wild suggested, if the Ooze spawns on a ranged DPS/healer, they can step out slightly so it doesn't have to AE the melee constantly, but either way if we can heal that damage the next infection can be instantly dispelled and a Big Ooze will form and be instantly taunted by a kiter.

    This has a few big advantages that our previous door strat didn't:
    • The kiter is always within Taunt range of Big Ooze spawns near the raid.
    • Once taunted, a Big Ooze will always have to take a path slightly longer than the current Big Ooze, forcing the newly taunted Ooze to run right into the path of the currently kited Big Ooze and merge them.
    • We can utilize Tricks of the Trade if necessary from Mattingly to 'force' new Big Ooze spawns onto a particular Kiter.
    • Infected raid members will not be prone to getting killed by Slime Spray because they will simply be able to rotate around Rotface even with their slime on them, rather than the door setup where infected people were always to the North side of Rotface and ate the full brunt of any Slime Spray that cast in that direction.
    • In a pinch, I as the MT, can Thunderclap/taunt a fresh Big Ooze spawn if the current kiter is otherwise occupied/out of range, since I'll be getting constant heals and can likely survive a few extra hits from a slime if needed before the kiter can taunt it off.

    Now, who kites and when? Well, while Rofl did a fairly good job all things considered, as mentioned above, it's a huge DPS loss for us to not have him on Rotface as much as possible, especially the initial burst time when we're lusting and all that.

    Instead, I think we should use Khrash as Holy Spec with a mix of heal/tank gear (high stamina pieces to give him a buffer) with Righteous Fury up for threat. He can then keep Beacon up on me but still has a 40 yard Judgement, a taunt with damage, and consecrate/holy shock to help keep agro on taunted Big Ooze. Once agroed, Judgements/Consecrate in kite path/Holy Shock on raid, will be plenty to keep Big Ooze angry at him and he'll still have two ranged taunts to quickly agro new Big Ooze spawns and continue his circular kite. Finally, he'll have self-freedom in the event he needs to run through sewage for any reason (though our kite path should not require it).

    Now, with this sort of setup means healing may be very stressful for Wildhide, especially adding the AE pulse damage of a small slime 10 out of every 20 seconds or so. However, if his can produce the output, I think two innervates + replenishment should be plenty to keep mana high enough by the time we get through the 4:30ish fight.

    Examples

    First, this movie shows a similar method (also with a Paladin kiter) but they utilize what I can only assume was the bug that was fixed in the recent hotfix statement by Blizzard. If you notice around 1:14-1:20, just to the left of Rotface in the background, the two Big Oozes are merging and instead of reforming into one larger one, they both cancel each other out.

    I cannot recall this even happening for us, so like I said, I assume this was the bug that they hotfixed, because I can't see anything strange about their method (the original kited Big Ooze gets a second Big Ooze fed to it, then the third matchup they both despawn).



    Here's another example using the same bug (see 1:48-1:53 for the first occurence). Unfortunately that somewhat soils the entire thing but still worth watching to get a feel for a central setup.



    This is the only example I could find that doesn't seem to abuse the "merge bug." It's also a great example of sort of what I expect Khrash to be able to do as a Paladin kiting for this fight. This team doesn't merge every 2 into a Big Ooze before allowing it to meet with the kited Big Ooze, and instead just drops singles, but it worked for them.

    The big things to take home is the paladin's methods (for Khrash), using his own heals and ranged attacks to keep agro and help himself survive even through slime. Also, their method of despawning Rotface at the start to get position is a great idea and something we should employ as well.

    Watch more videos of WoW

  8. #18

  9. #19

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    Quote Originally Posted by Wildhide View Post
    Rotface's health was just hotfixed, 15% less now:

    http://blue.mmo-champion.com/12/2241...ce-nerfed.html

    Yay?
    Interesting...

    This makes me think all the more a solo-healer (1.5 really with Khrash kiting) is the way to go and just try for a burn.

    Glad we didn't burn our entire raid week on Wednesday night this time!

  10. #20

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    Putricide fight animation... a bit funny and a bit serious

    http://i46.tinypic.com/14sd16p.gif

    Version2: http://i47.tinypic.com/xqet8h.jpg

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