Tag Archives: Strategy

Healing ICC: Rotface

Rotface

Rotface requies good positional awareness more than anything. If your raid group can master that part of the fight healing is relatively light.

Normal Mode

  • Keep Rejuv and Regrowth on MT
  • Once a big ooze has formed, keep Rejuv and Regrowth on the kiter
  • Stand in Rotface’s hitbox. If he casts slime spray in your direction just move through him to the other side.
  • Wild Growth can be used (target Rotface for best effect) on the people who are slow to get out of slime spray
  • Give some extra HoT love to hunters – they’re the only ones incapable of standing in the hitbox and will have to move further for slime spray and and are more likely to take a few ticks of radiating ooze or ooze flood
  • Hit anyone who gets Mutated Infection with a Rejuv, Regrowth and maybe even a lifebloom. They will be taking less healing, take damage from the infection itself and probably take a few tics of radiating ooze
  • Supplement your healing with Nourish and Swiftmend when people get low on health
  • If you get Mutated Infection, use Barkskin as you are running to the big ooze
  • At 30%, the infection rate increases and healing will get a little heavier
Heroic Mode

Hard Mode

The differences in hard mode are:

  • Rotface has more health and hits harder
  • Professor Putricide will cast vile gas on random ranged players (need at least 7-8 ranged)
  • Mutated Infection hurts more and reduces healing by 75% instead of 50%
  • Ooze flood puts a stacking movement speed debuff on anyone who runs through it

Rotface is one of the easier hard modes. The biggest difference is that you will need people to stand at range. If you’re short on ranged dps, resto druids are a good option to stand out.

  • The healing strategy for hard mode is almost identical to normal mode. HoTs on the tank and kiter, WG on people who get stuck in slime spray, HoTs on anyone who gets Mutated Infection. Supplement your healing with Nourish and Swiftmend when people get low on health
  • Rejuv any ranged who get Vile Gas. The damage from vile gas isn’t bad, unless people are standing too close together and start damaging each other.
  • Ranged will also likely be taking occasional damage from Radiating Ooze as the ooze is kited around the room, keep them topped up
  • If you are assigned to stand at range, keep away from others. Vile gas can be chained and it will also inflict damage on anyone close to you. The most important thing is to not stand too close to melee. Vile gas in the melee group will wipe the raid.
  • Don’t forget to use Barkskin

Optimal Glyphs

Glyph of Swiftmend – I think at this point it’s safe to say I’m going to recommend this for every fight.
Glyph of Wild Growth – This will help keep the people who get hit with Slime Spray topped up

The third glyph is really a matter of personal preference. I like Glyph of Rapid Rejuvenation as this isn’t really a fight where you need to blanket the raid, but the Glyph of Nourish is decent too.

Healing ICC: Festergut

Festergut

The flow of healing changes throughout the Festergut fight. At the start the raid is taking significant damage while tank damage is low. As Festergut inhales, the tank damage increases while the raid damage decreases. Where you stand during this fight will depend on how many ranged you have. 25-man festergut requires 7 people to stand at range (3 in 10-man). If you do not have 7 ranged dps, healers will need to fill in the gaps. As druids are the most mobile of healers, you’ll probably be one of the healers assigned to stand outside of melee. If you have 7 or more ranged dps, you can stand on top of the melee and your job will be much easier.

Normal Mode

  • As always, keep a Rejuv and a Regrowth rolling on the current tank
  • During the start of the fight (0 to 1 Inhales), raid damage is heavy. Keep a Rejuv on each of the ranged players and cast Wild Growth on the melee (I like to target Fester when I cast it) on cooldown.
  • Give extra heals to the ranged who get Vile Gas. Regrowths work well. Swiftmend anyone who gets really low on health.
  • Once Fester has used Inhale Blight a couple times and the raid has gotten a stack of Innoculated, raid damage decreases significantly, but the tank starts getting hit harder.
  • At two Inhales start focusing more of your heals on the tank. Nourish, Swiftmend and even stacking Lifebloom will help. Keep the rejuvs rolling on the ranged people as much as possible, focusing on those who get Vile Gas. At this point I find the melee are pretty much taken care of by Chain Heals, CoH and Judgement of Light, but continue to use WG on them if you have time.
  • Watch the current tank’s Gastric Bloat stacks. When it reaches 8, start pre-hotting the next tank in preparation for the switch.
  • ~8 seconds before Pungent Blight happens, make sure all the ranged have a Rejuv on them in preparation for both the blight and the return to heavy raid damge.
  • Use Barskin right before the Pungent Blight, especially if you’ve missed a Spore stack.
Heroic Mode

Hard Mode

The differences in hard mode are:

  • Festergut has more health
  • He hits harder
  • Professor Putricide will throw Malleable Goo at people throughout the encounter.

Heroic Festergut requires much more awareness and movement than normal.  Putricide will be tossing Malleable Goo down from the balcony which needs to be avoided as it not only does a heap of damage it will also slow your casting speed. Like normal, there is the option of standing at range or with the melee. Standing in melee will require you to move a short distance to avoid Goo fairly often. Standing at range you are less likely to be targeted by Goo, but you will have to move for Spores. I prefer to stand in melee. A small green goo puddle will appear at the spot Putricide is targeting before it lands. It has about an 8 yard splash radius.

  • As always, keep a Rejuv and a Regrowth rolling on the current tank. Pre-HoT before the pull.
  • I also find it useful to pre-Rejuv all the people who will be standing at range. The first Vile Gasses hurt. The beginning of the fight is also the time people will be most likely to chain Vile Gas as it’s cast as they are still moving into position. Supplement healing on the Vile Gas targets with Regrowth.
  • Cast Wild Growth on the melee (I like to target Fester when I cast it) on cooldown.
  • It is extremely difficult to see where Malleable Goo will be landing before any Inhales have happened (as the floor is covered in orange gas), especially since our fat roots cover a lot of space. Keep an eye out and move immediately if you see a green goo puddle appear under you or near you.
  • Once Fester has used Inhale Blight a few times and the raid has gotten a stack of Innoculated, raid damage decreases significantly, but the tank starts getting hit harder.
  • At two Inhales start focusing more of your heals on the tank. Nourish-spam and stacking Lifebloom will help. I try to save Swiftmend for the times when a number of healers are forced to move (to avoid goo, to get to a Spore).
  • Keep the rejuvs rolling on the ranged people as much as possible, focusing on those who get Vile Gas. At this point I find the melee are pretty much taken care of by Chain Heals, CoH and Judgement of Light, but continue to use WG on them if it’s needed. Another option for WG at this time is to use it on the ranged who have collapsed on a Spore.
  • Watch the current tank’s Gastric Bloat stacks. When it reaches 8, start pre-hotting the next tank in preparation for the switch.
  • ~8 seconds before Pungent Blight happens, make sure all the ranged have a Rejuv on them in preparation for both the blight and the return to heavy raid damage.
  • Use Barskin right before the Pungent Blight, especially if you’ve missed a Spore stack.
  • If you ever get hit with Malleable Goo make use of your instant heals. Don’t bother using spells with a cast time.

Optimal Glyphs

Glyph of Swiftmend – I think at this point it’s safe to say I’m going to recommend this for every fight.
Glyph of Nourish – During the 2nd and 3rd Inhale Fester is hitting the tank like a truck while the raid is taking minimal damage. You should be using Nourish a fair bit here.
Glyph of Wild Growth – This will help keep the melee topped up.

A word of warning on Glyph of Rapid Rejuvenation – Unless you are positive you can avoid getting hit by Malleable Goo at all, do not use this for heroic Festergut. The 200% cast speed reduction will effect your Rejuv, making it tick every 6-7 seconds rather than every 2-3 seconds.

Healing ICC: Deathbringer Saurfang

Deathbringer Saurfang

The beginning of the Saurfang fight has very little overall damage, especially if you have a disc priest in your raid. Until you get a couple Marks up (which is avoidable with decent dps), the healing is light.

Normal Mode

  • Keep Regrowth and Rejuvenation on the current tank, filling in with Nourish/Swiftmend when needed.
  • Be aware of the timing on Rune of Blood. When the first tank is about to get hit with it, pre-HoT the second tank before he taunts.
  • Use Rejuv on anyone who gets Boiling Blood.
  • You can use Rejuv or Nourish on Blood Nova targets if no one else tops them up first.
  • Watch your aggro when the Blood Beasts spawn, especially later in the fight when you are doing more healing.
  • Be prepared to top up anyone who gets hit by a blood beast (even though they shouldn’t be getting hit).
  • Keep Rejuv and Regrowth on anyone who gets Mark of the Fallen Champion, fill in with Swiftmend/Nourish when needed.
Heroic Mode

Hard Mode

The differences in hard mode are:

  • Hits harder
  • More health
  • 6 minute enrage timer
  • Blood Beasts gain Scent of Blood five seconds after spawning, increasing their damage done and putting an 80% movement speed snare on anyone around them
  • If the Mark target dies, Saurfang heals for 20% of his health
  • Gains blood energy faster

Hard mode Saurfang starts out the same as normal, there’s not a lot of healing to do. Once the first Mark of the Fallen Champion is applied, the damage quickly ramps up.

  • Keep Regrowth and Rejuv on the current tank, filling in with Nourish/Swiftmend when needed.
  • Be aware of the timing on Rune of Blood. When the first tank is about to get hit with it, pre-HoT the second tank.
  • Rejuv anyone who gets Boiling Blood.
  • You can use Rejuv or Nourish on Blood Nova targets if no one else tops them up first.
  • When the Blood Beasts spawn watch your aggro, especially later in the fight when there is more healing needed. I suggest standing near the back so you’re as far away from them as possible or keeping Shadowmeld (if you’re a NE, Tauren are out of luck) at the ready. You can shapeshift to break their snare.
  • Put a Regrowth and a Rejuv on each Mark target. A single stack of Lifebloom can come in handy here as well.
  • Work with your other healers. Paladins will generally be assigned to heal 2 marks or 1 mark and 1 tank, these targets should be a lower priority for you as they’re already getting a steady stream of big heals. Still keep your HoTs up on them, but they’ll be last priority for refreshing if you start running out of GCDs.
  • If you get Mark use Barkskin every time it’s available.
  • In my experience the Marks most likely to die are the later ones (5th or 6th to get marked) or the ones standing at the edges of the room who are likely out of range of a healer or two. Keep a special eye on these people and be ready to Swiftmend or Nourish if you don’t feel your HoTs are doing enough.
  • When Saurfang gets to 30%, tank damage will increase. Be especially wary of the tank switches and make sure they are pre-HoTted before the taunt.
  • Wild Growth has limited use on this encounter since people are quite spread out. It can be useful if 2 or more melee get Mark and/or Boiling Blood, so it will hit both them and the tank. Otherwise, it will generally be wasted.

Optimal Glyphs

Glyph of Rapid Rejuvenation – There aren’t too many people taking damage at once, but the ones who are take massive damage. The faster ticks will be worth more than the ability to cover extra people.
Glyph of Nourish -Tanks and Mark targets take a lot of damage and sometimes your HoTs won’t be enough. The boost to Nourish will come in handy, especially if you are assigned specific targets.
Glyph of Swiftmend – You don’t want to waste any GCDs refreshing HoTs if you don’t have to.

Healing ICC: Gunship Armory

Gunship battle

If you need healing instructions for this, I think you’re in trouble.

Normal Mode

  • Run to and jump in a cannon so you have something to do during the fight
  • Failing that, heal anyone whose health bar isn’t full
  • Don’t stand next to the whirl winding adds on your ship
Heroic Mode

 

Hard Mode

  • Like normal mode, a good strategy is to heal the people who aren’t at full health
  • If Saurfang/Muradin is being tanked the conventional way (on the edge of his ship), stay on the edge of your own ship so you are in range of the tank. You should never have to jump over.
  • While standing at the edge, avoid the explosions from rocket blasts or risk being knocked off the ship and mocked for the rest of your raiding days.

Healing ICC: Lady Deathwhisper

Lady Deathwhisper

Normal Mode

Lady Deathwhisper on normal mode is by no means a healer fight. Your success will hinge mostly on your tanks ability to corral multiple adds and your dps being able to focus fire, interrupt and manage their threat.

Phase 1 healing:
The objective of phase 1 is to deplete Deathwhisper’s mana shield while killing packs of adds that spawn every minute. Your tanks will be taking moderate damage from the adds. Deathwhisper will cast Shadowbolts frequently on random targets, along with Death and Decay. She will also mind control one person every minute or so.

  • Keep Regrowth and Rejuvenation up on all tanks. Stand in a central location so you can reach both of them.
  • Throw in a Swiftmend or Nourish when any of the tanks start to get low on health
  • Throughout the fight, the Cult Adherants will cast Curse of Torpor on random raid members. This is a nasty curse that increases the cooldowns on any abilities you use while the curse is on you. As long as no one is on the verge of death, decursing should be your top priority. Priority order for decurses should go: yourself > tanks > healers > dps > people who yell out “decurse me!”
  • With 30% extra health, the Shadowbolts don’t hurt too much, but you can cast a pre-emptive heal whenever you see DW switch targets to keep people topped up.
  • Use Wild Growth on the people who get caught in Death and Decay.
  • When Dominate Mind is coming up, throw a Rejuv on yourself. Resto druids generate a lot of aggro and there’s a good chance the person who gets mind controlled is going to come after you.
  • Cyclone is a fantastic form of CC for the mind controlled person. If your group is short on CC, you might be asked to do this.

Phase 2 healing:
When Deathwhisper’s mana shield is completely drained, phase 2 starts. From here on, the tanks will be alternating tanking the boss. Her regular melee damage isn’t too bad, the thing to watch out for is Frostbolt, which hits like a truck if it isn’t interrupted. She will continue to cast D&D, will cast Frostbolt Volleys on the raid, and will spawn Vengeful Shades who will chase a random target and use Vengeful Blast if they reach them.

  • Keep Rejuv and Regrowth up on the current tank
  • Use Swiftmend and Nourish to keep the tank topped up. If a Frostbolt is not interrupted the tank’s health will drop significantly and they will need to be healed quickly.
  • Be aware of when the tank switches will happen. Usually the taunts will happen when the current tank gets to 3 or 4 stacks of Touch of Insignificance. When the debuffs are approaching this number, start rolling your HoTs on the other tank.
  • Continue to use WG on the people in D&D
  • Watch out for vengeful shades. If one appears to be heading your way, run. Use Barskin if you don’t have time to get away.
  • Use Rejuv and Nourish to top people up after Frostbolt Volley or getting hit by a shade.
Heroic Mode

Hard mode

The differences in hard mode are:

  • All Deathwhisper’s abilities deal more damage
  • Deathwhisper will mind control 3 players at a time (instead of 1) and will continue to use mind control in phase 2
  • Adds continue to spawn in phase 2 (3 at a time)
  • When a Vengeful Shade reaches its target the Vengeful Blast will deal damage to everyone within 20 yards
  • Deathwhisper is immune to taunt

Deathwhisper is one of the tougher hard-modes, it requires a lot of raid awareness and ability to heal on the move.

Phase 1 healing:
I find the hardest thing about phase 1 is the mind controls. Any MC‘d dps can do a lot of damage very quickly. CCing them as fast as possible is always the priority. I’d suggest bringing an extra healer or two for hard mode. RNG can really screw you on this fight. In my raids, Deathwhisper has a habit of MCing three healers at a time – if you’re only running with 5 or 6, this can cause a real problem.

  • Keeps HoTs on each of the tanks while the adds are up. You may have to move around a bit in order to have range on them all.
  • Curse of Torpor should be decursed as quickly as possible. Priority order for decurses should go: yourself > tanks > healers > dps
  • Use Wild Growth on the people who get caught in D&D
  • Be generous with your HoTs. People will be taking damage from Shadowbolts, D&D, add abilities (cleaves and explosions should be avoided but aren’t always)
  • Make sure you have at least a Rejuv on yourself when dominate mind is about to happen. Using Barskin is also a good idea. Resto druids generate a lot of threat and MC’d people will likely target you.
  • Depending on the CC available in your group, you might need to help control the MC’d people. Cyclone is awesome because it not only prevents the target from dealing damage, it also prevents them from taking damage. I will usually cyclone a melee dps when I’m able to. AoE effects from the other dps can kill an MC’d melee very quickly. Be aware that you might have to cast Cyclone a couple times due to your lack of hit rating.

Phase 2:
This is where the fun begins.  Vengeful shades will start spawning, mind controls continue and adds keep coming 3 at a time. The intensity of the healing in phase 2 is very dependant on how often people get hit by shades, so your healing strategy may differ.

  • Your number one priority is not getting hit by Vengeful Shades. When they reach their target, they will explode and do a lot of damage to everyone within 20 yards. If one is coming towards you, move away immediately. You can see where the shades will spawn. It will look like streams of light coming from deathwhisper to the spawn points. Put some distance between yourself and the spawns.
  • Stay spread out from the other ranged.
  • Keep at least a Rejuv on yourself
  • There will be two tanks on Deathwhisper who will be switching back and forth. Keep HoTs on the current Deathwhisper tank and pay attention to when the tank switch happens. Since this is a high movement phase, you will likely have to focus a fair amount of healing on the tanks since not everyone can heal on the move as well as druids can.
  • The third tank will be on the adds. This tank will be moving from one side of the room to the other. You will also need to move back and forth to stay in range. Keep HoTs up on the add tank when there are adds up. Damage on this tank will worse when there are two Cult Fanatics up at once.
  • Curse of Torpor will still be cast, though not as frequently as phase 1. Decurse ASAP.
  • When the tanks have been taken care of, start spreading some Rejuv love around the raid. The raid is taking damage from Frostbolt Volleys and shade explosions. I focus on the melee in particular. Since a number of people are going to be clumped up around the boss, many of the Shades will head towards them and at least a few of them are bound to explode. I use Wild Growth on the melee, or any clump of people who have just been exploded, as often as it’s needed.
  • Use Barkskin on cooldown.
  • If you think you can stop healing for a couple seconds, Cyclone one of the people who gets MC’d.
  • If you need to Combat Rez someone, be aware of what’s going on. You don’t want them to rez into a Shade, and they won’t necessarily know where you were standing when you cast the rez if they wait a few seconds before taking it.

The damage on this fight can change from attempt to attempt based on how well people do at avoiding shades, interrupting Frostbolts and CCing anyone who gets mind controlled. These are just guidelines, especially for phase 2. In general, you should be avoiding Shades at all costs and pumping out heals constantly. Two Vengeful Blasts in a row or a Vengeful Blast/Frostbolt Volley combo can kill people very quickly. Keeping proactive HoTs on the people who are likely to take the most damage plus some quick reactive healing when the damage happens can save a lot of deaths.

Optimal Glyphs

Glyph of Swiftmend – Phase 2 can be very damage intensive. You don’t want to waste any GCDs refreshing HoTs if you don’t need to.
Glyph of Wild Growth – This will come in use when healing those in D&D as well as those who get hit with Vengeful Blast. Great for healing melee in phase 2.
Glyph of Nourish

Healing ICC: Lord Marrowgar

This is the first of a series of posts going over some strategies for healing the encounters in ICC as a resto druid. I’ll go over both normal and hard modes, highlighting optimal spell choice and the best glyphs for the encounter. I focus on 25-man raiding, but most suggestions can be applied to 10s as well.

Lord Marrowgar

Normal Mode

Marrowgar is a two-phase fight. The damage pattern changes dramatically between the two phases.

Phase 1 healing:
During phase one most of the damage will be focused on the three tanks. One tank will be getting hit with normal melee swings and all three will be taking damage from Bone Slice. During phase 1 there will also be Bone Spikes which damage 3 random players at a time, and Coldflame, a line of fire which will go in a straight line from Marrowar to his ranged target. Most strategies involve having the raid stay in his hit box so the only people in danger of getting hit with Coldflame in this phase are tanks and hunters.

  • Keep Regrowth and Rejuvenation up on all three tanks
  • Throw in a Swiftmend or Nourish when any of the tanks start to get low on health
  • When Bone Spikes hit, target Marrowgar and cast a Wild Growth (I’m assuming that the raid is standing in his hit-box). Targeting Marrowgar for the WG is optimal as both tanks and non-tanks will be in range. I usually set the boss as my focus target so I can do this easily.
  • Spikes should go down rather quickly, but feel free to cast an extra heal on Bone Spike targets if it’s taking a bit longer, or if anyone missed your WG.
  • If a hunter is spiked cast a Regrowth and/or Rejuv on them as they will be out of range of AoE heals, and their spike may take longer to go down.

Phase 2 healing:
In phase 2, Marrowgar stops hitting the tanks, casts Bone Storm and starts spinning around the room. Bone Storm inflicts damage on everyone in the room; the closer you are to Marrowgar, the more damage you take. This lasts ~20 seconds. Coldflame behaves differently in phase 2. Each time he starts spinning in place, he will send out 4 lines of Coldflame in 4 different directions. The fire will stay on the ground for 3 seconds.

  • Cast Rejuvenation on yourself
  • Hit Barskin. It will not last through the whole phase, so you might want to wait to see where he goes before using it. If he starts spinning close to you, pop it; if he goes to the other side of the room, you can wait until he comes back your way.
  • Because of the damage reduction of Barkskin, I find it is easiest to stand in one spot (unless you need to move out of fire) for this phase. Pick a position close to the middle so you are in healing range of as many people as possible.
  • Go crazy with Rejuvenation
  • Regrowth if anyone is getting really low on health.
  • Continue to cast Wild Growth on Marrowgar to give extra healing to the people who get caught too close to him, or the melee who insist on continuing to dps through this phase.
  • When phase 2 is almost over, start putting your HoTs back up on the tanks.
Heroic Mode

Hard mode

The differences in hard mode are:

  • Marrowgar has more health and deals more damage
  • He will continue to cast Bone Spikes throughout phase 2
  • Bone Storm lasts longer
  • Coldflame stays on the ground for 8 seconds, rather than 3

Marrowgar is a fairly difficult fight on hard-mode, the damage ramps up a lot in phase 2 and positioning becomes very important. Be sure to Innervate yourself early and often on this fight. Phase 2 is very mana-intensive, especially when you’re learning.

Phase 1 healing:

  • Keep Rejuv and Regrowth up on all three tanks
  • Use Swiftmend and Nourish liberally to keep the tanks topped up
  • When Bone Spikes hit, target Marrowgar and cast a Wild Growth. Targeting Marrowgar for the WG is optimal as both tanks and non-tanks will be in range. I usually set the boss as my focus target so I can do this easily.
  • You may have to cast additional heals on the Bone Spike targets.
  • Don’t forget to toss some extra heals to hunters who are bone spiked.
  • When the timer shows that Bone Storm will happen in ~20 seconds, I start casting HoTs on the raid. I’ll cast Regrowth on the squishier people until ~10 seconds to Bone Storm then start spreading Rejuv around. This provides a nice buffer for the start of phase 2. I try to get one HoT up on each of the healers and ranged dps.

Phase 2:

  • A few seconds before Bone Storm starts, run to your phase 2 position (my guild splits the raid into 2 groups who go to opposite sides of the room – your strategy may differ)
  • Make sure you have both a Regrowth and Rejuv on yourself at all times
  • Barkskin when Marrowgar is headed to your side of the room. Having talent points in Improved Barskin is very useful on this fight.
  • Unlike normal mode, you cannot afford to stay put if Marrowgar is close to you – there’s too much damage.
  • Keep Rejuv up on everyone on your side of the room and cast WG on cooldown.
  • When someone on your side gets spiked, load them up with HoTs, and Swiftmend or Nourish when necessary.
  • If someone gets spiked and is in close proximity to Marrowgar, you’ll need to spam heals on them. Their health will drop very quickly.
  • When Bone Storm is about to end, start putting your HoTs back up on the tanks. A quick Swiftmend or NS/HT will often be a lifesaver as the rest of the raid is running back into position for phase 1.

Optimal Glyphs

Glyph of Nourish – Phase 1 consists mainly of tank healing, so this will certainly come in handy. I also use Nourish a fair bit on the spike targets in phase 2.
Glyph of Swiftmend – During phase 2, everyone is taking damage. You don’t want to waste any GCDs refreshing HoTs if you don’t need to.
Glyph of Wild Growth – The extra target can be helpful during P1 bone spikes as a well-placed, well timed WG can hit all three tanks and all three bone spike targets. This will also get a lot of use in phase 2.

I don’t recommend Glyph of Rapid Rejuvenation for this fight. Although I used it for my first couple hard mode kills, I find being able to have rejuv up on as many people as possible in phase 2 beats the faster ticks.

Icecrown Citadel – How to Survive the Plagueworks

So, you’ve survived the Lower Spire (or if you haven’t yet, see my post on how to do it), now it’s time to face Professor Putricide and his adorable little monstrosities. Here are some tips on how to live through the encounters.

Precious and Stinky

Hunters: Put up Aspect of the Wild on Stinky if you don’t have a shaman to drop nature resist totem. It’ll really help with the AOE pulse damage.

Druids: Barkskin before decimates. Start rolling rejuvs on the raid before a decimate hits.

Festergut

In the 25-man, you need 7 people at range to avoid Vile Gas being cast on the melee. If you want to play it safe, keep 8 people outside. If you have enough ranged dps, the healers can stand with the melee so they don’t have to worry about moving or Vile Gas. But if you do need a healer or two to stand out, druids are your best bet. Ranged must be 10-12 yards apart to avoid spreading Vile Gas.

1. Spores

There should be three spore groups. One in each of the ranged groups and one in the melee. You need to be within 8 yards of a spore to get the inoculate debuff. Make sure to wait for the spore to explode before spreading out again. For the melee, whoever gets the spore should position themselves in the middle of the hitbox so the tanks are in range to get the debuff.

Hunters: Make use of Disengage to quickly spread out after a spore.

2. Pungent Blight

After three spores, Festergut exhales, doing massive damage to the whole raid, which is reduced by the Inoculate debuffs. If anyone does not have 3 stacks of the debuff, damage reducing abilities will need to be used to prevent them from dying. Mages can increase their dps time by ignoring the first 3 spores and Iceblocking through the first Blight.

Hunters: Deterrence does not work on the blight 🙁

Druids: This is a good time to pop barkskin.

3. Healing

The intensity of the healing on this fight shifts as Festergut inhales. At the beginning of the fight, when the room is covered in orange gas, the raid damage is very heavy (especially watch the first people who get the Vile Gas debuff), and the damage on the tanks is fairly light. With every inhale and inoculate debuff that goes up, the raid damage gets lower and the tank damage gets higher.

Rotface

1. Slime Spray

Slime spray can very easily kill those who aren’t paying attention. Everyone except the Ooze kiter and the hunters should stand in a tight circle around Rotface. When the boss sprays slime in your direction, just strafe to the side or run through the boss to avoid it. The spray occurs in a cone in front of the boss. It will travel the length of the room, you cannot outrange it.

Hunters: Since we can’t stand right on the boss, we have the furthest distance to move to avoid slime spray. Disengage can be used to move quickly to the side. Unfortunately, Deterrence does not work on the spray.

Druids: If you happen to get caught in a Slime Spray, use Barkskin. A Wild Growth on the melee should take care of most people who take a tick of slime damage.

2. Mutated Infection

When you get a mutated infection, run to the area between the Ooze kiter and the big ooze. Wait until you’re cleansed and are sure the small ooze is going to merge before running back to the boss.

Pay extra attention to the slime spray as you run out. Getting hit with it in addition to the damage from the mutated infection will likely kill you.

Druids: Pop Barksin if you get a mutated infection.

3. Ooze explosion

When 6 small oozes have merged, the large ooze will explode. When running out of the center of the room, move with the tank. Rotface will usually do a slime spray at some point during an explosion and staying close to him makes it easier to avoid.

General hunter tips:
– There is quite a bit of movement on this fight. Try to stutter-step as much as you can so your autoshots continue to fire while you’re moving.
– Use Disengage to quickly get where you need to go.
– Don’t feign while you have a small ooze on you. It’ll aggro on someone else.
– Stand as close to the boss as possible to avoid the large slime puddles and reduce the distance you need to move to get out of slime sprays

Professor Putricide

1. Volatile Ooze

Volatile Ooze will always be used first in the fight. It will root it’s target in place and blow up if it reaches them.

Hunters: As the ooze is spawning, you’ll want to stand at your max attack distance from it and start damaging it as soon as you can. If you are targeted by the ooze, you can use Feign Death when it’s just about to reach you. It will usually take it about 10 seconds to get a new target which will give extra time to kill it before it can explode.

Druids: Keep full HoTs on the person who gets targeted by the ooze. If you are targeted, pop Barkskin.

Other classes: Many classes have a way to prolong the time the raid has to kill the ooze before it reaches you. Mages can Blink away and Iceblock when the ooze is close. Rogues can Vanish. Hunters can feign. Warlocks can use their portal to get further away.

2. Gas Cloud

Gas clouds need to be kited around the room. They do a significant amount of damage to their target and will do damage to the whole raid if they catch them.

Druids: Keep full HoTs on the person who gets targetted by the ooze. If you are targeed, pop Barkskin. If the cloud is getting too close for comfort, you can go into kitty form and dash.

Once phase 2 starts, Putricide gains two more abilities.

3. Choking Gas Bomb

Don’t stand near the orange flasks on the floor.

4. Malleable Ooze

Watch your range once phase 2 starts. One of the worst things you can do is stand just outside of melee range. If you get targeted by a malleable ooze it can easily kill a lot of people. Stand far away from Putricide so you can see when an ooze is bouncing towards you and have time to get out of the way.

5. Phase 3

Once phase 3 starts, adds stop spawning, but raid and tank damage increases. Watch out for the slime puddles that will start spreading throughout the room.

Hunters: Put out as much damage as you possibly can. Continue to watch out for Gas Bombs and Malleable Ooze.

Druids: Pop Barkskin on cooldown in this phase. Keep the raid blanketed in Rejuvs and pre-HoT the tanks when a switch is coming.

6. Abominations
Druids: As many people have pointed out, the Revitalize talent will give energy to the abomination. I like to keep a rejuv rolling on it at all times.

That’s it for the Plagueworks. I’ll do a post on the Crimson Halls later in the week.