ICC Plagueworks: How Not To Die A Poisonous Death

So you’re standing in the heart of the citadel. You’ve just walked through fire to get here – quite literally. Before that you ran the gauntlet of the lower spire and left the Lich King’s doormen smattered over the walls. That place feels like home to you now.

But now you’re on the upper levels you’re choking on the Citadel’s hostility, which is no surprise given the fat ochre clouds seeping out of the Plagueworks nearby. You must conquer it – but how?

I’ve been there too, alongside nine others. Here are my tips for your group regarding the trash guarding the entrance, a strategy for Precious, and some healing advice for the Rotface encounter.

 

Getting your foot in the door – trash tips:

1. Bitesize the trash pull as it’s more dangerous the more you pull here. It’s very easy to get mobbed by everything lurking in the entrance to the Plagueworks. It’s also very easy not to do so.

From our experiments we believe that everything will pull if you set foot on the platform in front of the door to the Plagueworks, upon which the Blighted Abominations are standing. Have your group gather a bit back – at the blue brazier on the left-side platform perhaps – and have your tanks pull the abominations back to the group.

2. Healers! Be on the ball. When you engage the large trash group just inside the door in combat, be aware that it will be a hectic fight. Plague Scientists will be turning random group members into slimes, and those players will take the opportunity to bounce around playfully. Because it’s fun. Meanwhile (shackle-able) geists will be jumping on people and eating them alive. Not to mention the fact that the rest of the mobs will be inflicting various nature-based attacks on chunks of your group.

3. Be on your toes. That applies to everyone. The abominations will emit plague clouds. Yuck. Move whatever’s standing in it out, be that you as a healer or the mob needing a tank to kite him out.

Also, the Pustulating Horrors will start the 5 second cast of Blight Bomb when they’re nearly dead: a kamikaze move. Everyone should watch out and move away before it’s cast; it does a lot of AoE damage and DPS or healers may explode alongside the Pustulating Horror.

Precious tactic: Making the Dog Play Dead. Er.

When my group first met Precious we wiped. We’d stand and nuke him; sometimes we AoE’ed the zombies, sometimes we didn’t because our 10 man didn’t have many AoE options. Either way we died horrible deaths. So, we did a bit of research and brainstorming. This is the tactic we have adopted since.

1. Have your healers and ranged DPS stand halfway down the circular staircase. Pull Precious to the stairs. Kite him round past them (decide clockwise or anti clockwise beforehand). Have healers and ranged run ahead of you so they don’t become zombie chow later.

2. When Precious summons zombies, speed up the kiting a bit to get ahead of them. If you have any shamans or hunters – or both – then earthbind and frost trap really help to put some distance between you and the braaaaaain munchers. I’m sure other slowing effects work. Be creative. Don’t speed up so much that you lap the zombies.

3. Rinse repeat with kiting and earthbind/traps until the dog is dead. Turn round and deal with the zombies. AoEs you can run in, drop, then out – like consecrate – work well. Pre-positionable AoEs like shamans putting up earthbinds and fire totem/fire nova repeatedly while still running away also work. While we were perfecting this my guild had an attempt whereby the group’s several shamans finished off the zombies while everyone else ran in – er, I mean, recovered from temporary inability to help.

 

Rotface tricks for healers:

1. Surround him. Rather than clumping together in one huge mass, have your group stand in smaller clumps round Rotface’s…. well, I guess they’re feet. At least one healer to each clump. This has two benefits for healers. Firstly it reduces the number of people who may get hit by slime spray. Secondly it means that at least one healer should always be in range of the tank who is kiting the big ooze, wherever they are in the room, in case of problems.

2. GO team Heal! If another healer gets mutated infection and so has to run, heal him until it’s gone and he’s safe. This may sound silly but sometimes when the elephant hits the jet fan, healers assume that other healers can look after themselves. Yep, usually. But you should always remember you’re a team and work like one. Particularly here, where the infection ticks for a fair chunk and a lot of healers can’t heal and keep running at the same time.

3. Assume the worst. We all make mistakes: we’re human. But this is an encounter in which one person making a mistake can make things three times more hectic and it’s us healers who have to try to get the group through it. The retri paladin thinks he’s delivered his ooze to the big ooze but has actually dragged it into the melee and is standing there? Someone’s got two infections in a row and not realised?

Watch as much as you can. Watch for people making mistakes so you can go into overdrive. Watch your and other healers’ mana and pop things like mana tide or hymn of hope either early or at (an early) crunch time. Importantly, watch *your* positioning. You might think that concentrating on your own situational awareness might make it a bit harder to focus on healing when there’s a lot of damage. Instead, consider how doing so will make your job easier rather than if you get caught up in healing and, say, forget to move during an Unstable Ooze Explosion.

 

The Plagueworks is not a friendly place and only the bold set foot on its flagstones. Although, looking at Rotface I think Professor Putricide has other ideas about what feet should do. I hope your bravery is rewarded by victory, and that something here has helped if you were bouncing off those flagstones!

What about you? Have you got any tips, either general or class/healer specific, to add for any of these three encounters? Are you having trouble on any of them, or have been and are slowly getting better at dealing with them? Do you actively like or dislike these fights, given that they go in a different direction to the fights in the first wing?

Healer 101: How To Storm Citadels More Smoothly

ICCHealing1

Say you’re storming the Citadel on a fairly regular basis, massacring the Lich King’s advance nasties from Lord Marrowgar right up – literally – to Deathbringer Saurfang. You might be progressing through it at your own pace, or you might have it on farm and are running through weekly as a warm-up to pick up gear. Well, either way. Here are some general and some shaman-specific tips from my own experience on how to healing can help your group steamroller the nasties.

Lord Marrowgar:

1. Bone Spike Graveyard: Pain. In. The. There are two things you can do to mitigate its effect on your healing. Firstly, make sure you remind your healing  Marrowgar diagram 3teammates to watch out for bonespike on each other. For example, if your tank healer is spiked then you need to pick up the slack for him and heal the tanks. Just til he gets back on his feet. Secondly, standing behind Marrowgar as shown in the diagram will help your DPS get you un-spiked as quickly and safely as  possible.

2. Coldflame is not cool. Really. Move out of the fire before it gets to you. Yep, I know it’s a pain and it seems to as soon as a healer has moved there’s more coldflame racing towards you. Standing at range will give you time to see it and move.

3. One shaman to another: people stand in fire. Us healers know it like we know the sky is (sometimes) blue. Bone Storm and Bone Spike Graveyard do damage. There’s a lot of it going round. So consider dropping mana tide early to have it ready again later if needed and using bloodlust after the first Bone Storm so that DPS get time to use it when Marrowgar’s not doing the tango.

 

Lady Deathwhisper:

1. Spread out. At least a bit. Deathwhisper’s room is just big enough that if you stand too far to either side you won’t be able to reach the people on the other side. Spread your healer team out so that tank healer A is covering the tank on the left, tank healer B on the right and raid healer in the middle. If you’re running two healers then they’ll need to be a bit closer to the middle for raid coverage. There’s also less chance you’ll all get caught in death and decay if you spread out.

2. Healer, cleanse… everything. This fight has some status changes which give Deathwhisper and her crew an edge. If Curse of Torpor is running amok on your raid then cleanse it, first on you then on other targets. If a Cult Fanatic casts Vampiric Might (magic effect) on itself then cleanse it in order to down it quicker. Or tell your mages to spellsteal it: they’ll love you.

3. Shamanic wisdoms: think about your totem placement; you might want to manually place them rather than drop all four in one place. Personally I drop stoneskin and healing stream well to the left with the tank I watch over. I then separately drop Flametongue and Wrath of Air nearer the middle/mid-back, depending on whether it’s 10 or 25 man. I re-place totems at Deathwhisper when phase 2 hits.

 

Gunship battle:

1. Welcome returning soldiers back. With a lot of healing. When the boarding party returns Muradin might well still be trying to kill at least one of them, probably with rending throw. In my opinion it’s best to play it safe: overheal them all as they come back over rather than waiting for them to take an unexpected damage spike they might not survive. If at all possible have one member of the boarding party announce when they’re returning.

2. You’re a field medic, not a pirate. I think healers should stay on their ship rather than boarding. Healing on the Edge ™ of the ship works just fine. Yes, you have to move out of the cannon fire patches but at least there is ample time to do that. Things can and do go wrong for the boarding party and the chance of that goes up exponentially according to how many people jet over. You don’t need to.

3. Shaman talk: Consider earthshielding a different target, particularly a DPS on the boarding party. My 10 man run usually has an enhancement shammy swinging over to swash some buckles, and full of health they’re not. If Muradin/Saurfang decides he doesn’t like her she’s the most likely to go splat quickly and she is aware of it. I put earthshield on her for this fight: not only might it help in a pinch but it also makes her feel a tad bit safer when jetting off to hostile territory. She hasn’t died here since I made that change.

 

Deathbringer Saurfang:

1. Healers need time to breathe. Mark of the Fallen Champion can make things hectic if everyone’s trying to deal with everything on this fight. Arrange for one person to deal solely with victims of the mark when it starts hitting. Personally I have our disc priest doing that while our shamans chain heal around the rest of the group. It just gives everyone enough slack to not turn into headless chickens.

2. Be prepared. You’d be forgiven for thinking this was a healing-easy fight based on the first couple of minutes of it. Remember that the longer it goes on the more healing-intensive it gets, and its length is dependent on your group’s general level of kit and knowledge of the fight. Don’t let boredom tempt you into overhealing early on. Manage mana well and be ready for it to be challenged.

3. If you’re a shaman: Earth bind is your friend. Place it near-ish the platform to catch blood beasts as they spawn. It’ll just give the ranged DPS some breathing time, which should give you breathing time with less potential for blood beasts tearing up your warlock. Keep it refreshed. If you have more than one shaman co-ordinate to have your earthbinds cover a greater area.

 

World of Matticus: helping healers storm their local citadels since 2010. As with many fights at present the thing to remember above all else is to be mobile and flexible if the situation requires. I’ll also briefly be extolling the virtues and citing an example of shamans retreating to advance, later in the week.

How about you – are you a healer with any tips to add for the first wing? Any widely held tactics you’d particularly like to discredit? Any questions been troubling you about the healing on wing the first, whether or not you’re a healer? Comments are very welcome!

It Came From The P.U.G.: GearScore Edition.

For those who might not know yet, my gluttony for abuse knows no bounds. As a result I find myself in a rather large number of P.U.G. groups. At the end of the day I bring you, my readers, the stories of my travels in the random grouping of Azerothian adventure!

This week I’m going to focus on a mod that’s been getting a lot of attention for a while now, (both good and bad) Gearscore. The irony of this event is it comes right after listening to a podcast (no not mine) but the resident gentleman Dorf himself Brigwn over at The Hunting Lodge podcast. They had the creator of the addon as a guest and asked him all sorts of questions about the mod. Why it was created, if this was it’s intended use and where it’s going from here. Gearscore is a quick comparison of gear assigning a number based roughly on stat allocation per class / role on the item. It does not, in any way shape or form reflect skill. Simply put it tracks maximum potential for a role, the higher the number the better potential healing, dps or tankage you can do. You’re probably why I’m bringing this up. Well here’s why…

Last weekend I got bored and didn’t feel like doing heroics on my Shaman, and my Hunter needed a night off. So I did something I haven’t done since Naxx was THE place to be, I broke out my Death Knight Tank. She was the bomb when Naxx was the raid zone of choice and as a result has Naxx level tanking gear. Not the best, but not the worst. More than enough for heroics, which I can then convert the badges into T9 tanking gear. So I put on my tanking gear, change my specs, and hop into the queue to tank. 20 seconds later I find myself in AN with similarly geared people, everyone sitting there in Naxx (25) level gear, and seemingly good attitudes. So we buff, and I head down and start making pulls. First pull, no problem. Second pull, no problem. Then we get to the watchers. I pull the first group and pull them wayyyy back. I Deathgrip the caster onto me and drop Death and Decay. All of a sudden the healer leaves group! Not a word, not a disconnect, not lag and no vote kicking. Just up and leaves. One of the people in the P.U.G. Happened to be on the same realm as the person, so he shot them a tell asking what happened. The response he got back sort of shocked me.

“I looked at the Gearscore for the tank, too low I can’t heal that.”

I had a good chuckle at that. My DK might not be ready to storm into ICC at all, but she tanked Naxx 25 and is more than adequately geared to handle some measly heroics. So as me and the rogue are laughing about this the Warrior of the group drops, for the same reason as the priest. So what remains is a rogue and a mage and myself, all laughing about it. You would think that the story would end there, but it doesn’t. People joined and dropped the group 4 or 5 times before eventually a healer and a dps stuck. The kicker? The healer was in full tier 9, the DPS was another DK, in full heroic ToGC / ICC gear. I jokingly asked

“I have a low gear score you guys sure you want to stick around? already lost a handful of healers an dps”

Healer looks me over says

“Nope you’re fine, just keep shit off me”

the new DK pipes up.

“If I can’t manage my aggro on you, then that’s on me, no worries let get some badges”

Finally, after waiting for nearly 30 minutes we start really pulling, and blow through the instance, I don’t lose any mobs to the healer, there are no close calls there. And the DK ganked once, stopped attacking so I could taunt and then didn’t gank again. The run was smooth, and quick. With my badges in hand I hearthed back to Dala and logged for the night.

The funny thing is that was my first hands on experience with Gearscore ever, and I do mean ever.  I heard about it when it was created at the beginning of wrath and wrote it off as something I didn’t need. Eventually as people kept talking about it and how it ranked gear and assigned a value, I pushed it aside from my thoughts. When I started seeing requirement levels in gear score for easy content, I got a little bit angry at it’s creation, but I had never run across it in all my travels in Azeroth.

Thanks to The Hunting Lodge, I now know the mod was created at the release of Wrath and it’s original goal was to show that the heroic blues (ilvl 200) were on par with the 70 purples (ilvl 154ish) so that people weren’t excluded from Naxx runs. It has since become this oddity that has people calling for 5k Gearscore for heroic runs. Without listening to that I probably would have looked on the above chain of events with a much heavier heart, and some abject hatred to the mod.

To put this in perspective, I installed the mod and had a look-see at all my characters and even the members of my raid. Lodur, my main who is decked out in T9.5 and Tier 10 / 10.5 only ranks about 5795 on gear score. My alt hunter Abigail, in T9 with heroic level trinkets ranks 4900. My tank, in Naxx gear is somewhere around 3799. Most of my raiders are in the 5500 – 5700 score mark and we’re clearing ICC25. It just seems odd to me to cling so hard to a scoring system that only appraises gear, and not skill or personality.

In other P.U.G. related news, I hit a random up last night with my main Lodur, wound up getting Gundrak. I’ve done this place a million times, yet somehow never managed to get Less Rabi achievement . We stacked a group from guild one day to try for it but for some reason it just fell out of reach each time. So we get to Moorabi and the tank pulls I instinctively wind shear the first transformation, and I notice his health is dropping like a rock. I wind shear the second and pop heroism and drop my elemental. he goes for the third transformation, the DK pounds him with a mind freeze and he dies. I see the achievement pop up and I’m one happppppppy Shaman. The hate tells roll in from some of the guildies yet to get it and I log off to go to bed one contented man.

So, how about you guys? Any interesting stories from the P.U.G.-Verse? Have any run ins with Gearscore? Good or bad?

Until next time, Happy Healing

Guerrilla Raiding: How To Scale Up to 25 Mans

TheFuture

My guild is special. No, really. We’re like a guerrilla force descending from our airborne stronghold to plunge deep behind enemy lines in a surprise raid. This is, you see, an affectionate way of describing my guild’s raids.

We are a small, ten-strong band of fighters not all wearing the same colours because our roots are in a small core relying on PUGgers. It is sometimes a surprise when our raids get going, even though they’re organised in advance. Yet despite these things we’ve managed to storm the citadel right up to Rotface. Not only that, we’re thinking to scale up to 25 man operations. How I hear you cry, is that special?

My guild, you understand, is not a raiding guild. At least that’s what we keep telling ourselves. Herding Cats is a small group of real life friends. But many moons ago we got together, grabbed a few random PUGgers, and poked our noses into Naxxramas, like guilds do. Northrend’s raids became second homes over the months.

In ye olde Naxx runs we decided we just wanted PUGgers to be friendly. Not imbah, not a great tactician, not rocking 18k DPS. Our raids might not be lightning fast but they should be jolly good fun, old chap. Whenever we found a friendly stranger we rejoiced. And kidnapped them. Oh, we didn’t recruit – only invited them to our raids. In this way we cultivated a network of friendly people who fit in with the raiding group.

Our network of non-guildies quickly outgrew the slots we had for 10 man raiding and priority was given to people who were already raiding with us. We thought it sensible to develop a core. Tactically the group would become a single unit capable of learning encounters and to work together in order to move forward. Naturally this had social benefits for our raid members, who were rewarded with progression, loot and group friendships.

The downside of this was that many Herding friends are left out. As the raid leader/organiser, I really feel bad about this downside, as we are lucky enough to have people ask every week if there’s a raid spot for them this week even though they’re often told “I’m sorry but we’re full at the moment.”

So my guild is special but not unique. I’d wager there are a lot of guilds either already in our position or considering adapting to something like it.

How can we include people? 25 mans. Our network is big enough to fill 15-20 slots of a 25 man raid. It’s one huge step for Herding-kind. Dangerous almost. It might bite. Going into the hydra’s den unprepared is a bad idea so we’re arming ourselves and going at it as a team. We’re still thinking about it but this is the current battle plan.

1. Delegation. There are a lot of hats to wear in a 25 man so we’ve agreed to split the hats between the five of us. We’ll have leaders for each role, and they will each have a chat channel to communicate with their players. For example, in the tanks channel the tank leader will ascribe tactics to the tanks and foster communication between them. The other leaders will do the same for healers and melee and ranged DPS. The raid leader’s task is to introduce the raid, keep an eye on the group chat channels, be the deciding force in conflicts and handle unforeseen shenanigans. We’ll also have someone acting as a mentor. Unofficially we’ll have someone else as a morale officer and someone acting as a raid HR department.

2. Housekeeping. This is a brief introduction to the raid, given by the raid leader, which sets out a few basic points. These include our core principles for the run – for example, that we will welcome people amicably and expect them to do the same in return. We’ll also set out other rules on behaviour, breaks, tactics and loot. I’ve spoken before about how important this is, and it can only get more important the more people you have to organise. Setting clear rules from the start creates a safe, fun raid for everyone, Herding Cats veteran or first-timer and gives everyone a fair warning of what’s expected of them before we start.

It relaxes strangers, too. I think that people can join PUG raids expecting an atmosphere of every man for himself; having to constantly defend their playing style, DPS, healing, gear, whatever. We’ve had PUGgers say they’re pleasantly surprised to find a group where this isn’t the prevailing culture.

3. Communication. I believe the more information you communicate the more time you’ll save on wipes. Tactics are fluid things, changeable in progression content and per player experience. We’ll explain tactics for all encounters, provide a chance for suggestions and encourage raiders to ask questions in chat or privately to raid officers at any time. Officers will also keep an eye on their players and have a quiet chat if they suspect a player isn’t clear on something. “Hello Mr.. rogue, nice work on adherents there but you didn’t seem to get any time stabbing Deathwhisper. Any questions about that?” Likewise, we’ll check in with random raiders at random times to find out how they’re feeling.

Communication is most important when things go wrong. When we wipe we have a quick brainstorm in Herding Cats Land. Then we talk to the raid, saying something like “ok, what went wrong there was a deformed fanatic getting loose as phase 2 started. Easy mistake, we’ll get it right this time. Oh, and nice work on her mana shield, guys.”

4. Social. I play this game for fun, don’t know about you. It’s not a single player game and I like interacting with other people. I hope our raiders do too, but in a large group it’s easy for negativity to spread. The morale officer will keep the atmosphere cheery. The mentor’s role is just as important. It’s his task to be there for anyone who’s in any way unsure or needing reassurance. They might be new to raiding, they might be unsure in group settings, they might still be learning their class (who isn’t?). We welcome new players – given the right encouragement they can turn out to be some of the most loyal and best you’ll find.

5. Networking. We can’t fill 25 spots off the bat. We rather like that. It means that we have room to do what we did way back in Naxx times: meet new people and kidnap them to our raids. This way our network will grow whenever we find a new person we like and the entire group will benefit both in raiding and social terms.

If we get a PUGger we don’t like? We call them ‘That Guy’. You know – the guy who backseat raid leads, continually pastes DPS meters, abuses other group members. The list can go on. Ideally we’ll have a very strict policy, backed up by the housekeeping which already informed people what standards we work by. Some people have different attitudes and expectations to raiding than what they find in our group: that’s fine, but if you join a group you go by their expectations.

If someone insults our group members or any Cat finds them annoying in some way, they’re out. Sorry. I don’t care if they’re saved for one raid lockout, I don’t care if they’re the leader of the server’s top raiding guild. I don’t care if they’re hitting 11k healing every fight. I’ll protect my own group over someone who’s just griefed the priest healer they know nothing about. I think this is the most controversial point of our game plan, particularly if we just find someone annoying.

So those are the basics of our arsenal. There are some finer points such as where to begin our venture: we’re thinking ToTC25 for the first raid. It’s relatively short and should be a good ground to help the raid find its feet and bond. Not only that but it should provide some folks with bits of kit for the real progression and leave everyone salivating over the prospect of more next time. We also have a raid spam addon tailor-made for our needs in the works.

And do we, the raid officers, know what we’re doing? Why, yes, old bean. We know the enemy lines and the guerrilla force we’re leading into the Lich King’s chambers.

What about you? Is your guild in a similar position, or considering something like this – are you worried it’ll be a lot more work than you have time for? Are you in a large guild that does in house runs? Are you a PUGger who wishes you did/did not come across more groups like this? Do you think leaning a bit towards carebearing is going to hold us back or benefit us in the long term (and what’s YOUR playing style)?

Rot-Face the Music, People!

The second wing of Icecrown Citadel has been open for just two lockout periods.  There have been the outcries from all sides:

“It’s too soon!”

“Thank God, it’s finally here!”

“Why can’t we just fight Arthas already?”

But my new personal favorite, has GOT to be:

“Rotface is too hard!”

First, let me go on the record that I’m thankful for fights like these.  I’ve mentioned here before, and also when I’ve guest-hosted on Raid Warning (shameless plug), that I loved bosses back in the BC days.  Fights like Leotheras or Al’ar took coordination, teamwork, and dedication.  I remember the guild I was in never took down Al’ar.  Primarily, we lacked perseverance.  We would spend 3-4 attempts on that bird, and then people would gripe about how hard it was and we’d move onto Loot Reaver, I mean Void Reaver.

My point is that in Wrath, we’ve essentially seen easier bosses in raids.  Yogg was hard, Faction Champions held up a lot of guilds, true.  Aside from examples like those, we haven’t seen any fights in ICC thus far that have resembled the challenging nature of a true raid boss.

Rotface as a challenge?  I welcome it.  I think we, as raiders, get tunnel vision too easily.  Most of the fights have been the following:

  • Switching targets to an add or group of adds
  • Stay out of the stuff on the ground
  • Heal through this bout of incoming damage

Hence, Rotface is a breath of fresh air, even if it’s the leading cause of my healer-rage on any given raid night.  Healers, because of the instances of raid damage, have to step it up.  Any combination of the following mechanics will make for a bad experience:

Mutated infection – [UNAVOIDABLE] The primary mechanic for the fight.  Your choice to cleanse it early, though I wouldn’t recommend it unless your raid is totally on their A-Game.  You have to get on top of this as fast as possible because of the Mortal Strike-styled healing debuff.  When I’m assigned to the mutated peeps, I throw PW: Shield, Prayer of Mending, and a quick Penance to pile on Grace.  It’s better to keep them topped off than just keep them alive.

Slime Spray –  [AVOIDABLE] This is a pain in the butt to deal with if people don’t move out of the way.  At roughly 5k each second, multiple victims make healing rough, especially in the later stages of the fight.  It’s a short cast but on a regular timer, so it’s easy to anticipate.  If you keep your raid clumped behind the boss, a simple run-through to the other side is all that’s needed.  Don’t always assume it’s going to the majority of the raid.  Rotface may target the slime tank/kiter.  I’ve seen attempts almost wipe because people ran right into the spray without thinking.

Ooze Flood – [AVOIDABLE] The standard WoW rule of “Don’t stand in the crap on the ground!”  A lot of raiders claim to be taken by surprise, but I don’t buy it.  Not only do you get an audible warning from Petricide, but you see ooze spouting from the pipes before the flood appears.  At crucial moments of kiting or fleeing the ooze explosion, it’s not impossible to miss these entirely.

Radiating Ooze – [SEMI-AVOIDABLE] The only time anyone should be taking damage from this is the person merging an ooze with the big ooze and possibly the player kiting the ooze.  They’ll take damage from their own smaller ooze, which is less, and then momentarily from the big ooze.  I see too many people run INTO the ooze to try to get it to merge.  In actuality, you just need to get the ooze into the 10 yard radius of the big ooze for it to merge.  Even at that, it’s best to wait until your disease is gone to step into that area.  A near-full ooze will tick for a lot of damage, and a half-heal debuff is horrible to try to work through, let alone the tick from the disease itself.  It’s easy to die to this, even with a lot of healers on you.

Unstable Ooze Explosion – [AVOIDABLE] It’s simple.  It’s like the orbs in Void Reaver, except smaller.  Once the ooze explodes, and not before, you should start running away.  From personal experience, try not to be by the tank when it explodes.  If the tank is caught in about 4-5 of those projectile oozes, he or she is a goner.  Don’t run into ooze puddles, and don’t run near other oozes that are still growing.

—–

I highly recommend that you read and know each of the mechanics that I’ve explained above.  These debuffs and mechanics aren’t just for the healers to heal through but for every raider to avoid.  One or two of them together is manageable, but when you’re consistently not paying attention to the different intricacies of the fight, it just makes my soul hurt.

I know there’s a tendency to just want muscle through some of the fights, but on some of these Icecrown fights, it’s imperative to actually know what you’re being afflicted with.  Your little extra focus can get you through that last 30% that most guilds may be struggling with.