Dragon Slaying 101: Healing Sindragosa 10

A few days ago I posted all the tips and tricks I’d heard for killing Sindy on 10 man and some of you then recommended other things I’d not thought of. Thanks for sharing! Some good tips there – feel free to keep adding on the comments – post is here – if you think of anything more.

So we know how to kill the dragon. But how to heal through her onslaught?

She’s got a bit of a grudge against people like you, wandering in and slaughtering her brood. She’s just landed and wants to turn your band of adventurers into a band of red goo on the floor. You’re meant to be healing them through it. What to do? Read on, though I’m going to assume you’ve read the general guide from last week so I’m not going to spell things out: this is purely about healing.

Let’s start at the beginning. Phase 1, where the healing is easy. Why? Quite simply – you won’t be doing much healing.

This might make you wonder whether three healers is too many. I’d recommend having three until your group is really comfortable with the fight. You healers might not have much to do in phase 1 but later on it’s chaotic and there’ll usually be at least one healer unable to heal for a few seconds. Having three healers available makes the chaos a bit more comfortable.

Ground phase critical info:

  • Unavoidable damage: There’s not much. Your main tank will take some damage from Sindy’s physical attacks and Frost Breath. Your raid will constantly take damage from Sindy’s raid-wide Frost Aura. Heal them through it. If you’ve met Lana’thel then compare and be reassured: the damage in Sindy’s encounter will feel a lot less threatening.
    • Class specific tips: most healing classes can make it even less threatening. Shaman, you’ve got frost resistance totem. Paladins, you’ve got Frost Resistance Aura. And Druids – make sure Gift of the Wild is up to give the general boost to resistances.
  • Avoidable damage: There are several colourful ways in which your raiders can get themselves turned into red goo, or at least badly hurt. These things probably won’t happen too often but be ready to heal mistakes.
    • If a player lets their stacking debuffs get too high, they’ll take a chunk of damage. It’s usually heal-able but if it occurs at the same time as another chunk of damage or even a tick of Frost Aura it might be enough to kill them. If you’re a raid leader you could raid warn them to move using a mouse-over-macro (or Vent of course)
    • If people don’t run out of Blistering Cold quick enough they’ll likely be one-shotted or on low health – watch Grid/Healbot as you run from it and be ready to heal anyone who’s a bit slow
    • If DPS don’t watch their aggro as the tank’s threat can be slightly lower here, they’ll die. They’ll also spin the dragon of fortune, possibly killing other people in the process
      • Class specific tip: Discy priests – If a DPS is aggro happy don’t hesitate to pop Pain Suppression on them to give your main tank some breathing space. Likewise – Paladins – if someone’s really going aggro crazy, slap a Hand of Salvation on them.
  • When to heal: If Sindy casts Unchained Magic on you immediately stop casting until the debuff goes away. Your other healers need to cover healing without you until then. You need to do the same for them if they get Unchained Magic. DBM does tell you and place markers on the people who get Unchained Magic but I also recommend letting the other healers know yourself. My healers and I just typed “UM” in party chat if we get the debuff. Then train your dagger or mace skill – the debuff feels like it takes an age to drop.
  • Nothing to do. In the ground phase you may find that no-one needs healing quite often. If that’s the case – and you don’t have Unchained Magic – then perhaps you could DPS a little. I don’t advocate healers DPSing that often but in this case it’s helpful – ideally your group needs to get Sindy to 35% health/phase 2 before a fourth air phases. So throw in a bit of DPS to help get her there, but only if you’re safe to do so.

Air phase healing:

There shouldn’t be any healing in an air phase except at the very beginning and end but people will take damage if they don’t line of sight the ice swirls behind icetombs. Likewise, multiple people may take damage if tombs are broken before all four ice swirls are done. It’s generally easily heal-able. It’s even easier for Paladins who are specced for either Divine Guardian or Aura Mastery.

Be ready to heal people up as they come out of icetombs. The longer they’ve been entombed the more healing they’ll need. Be aware of who’s entombed, too – if it’s the other healers then healing’s solely your task until they’re freed. This makes it doubly important to remain aware of the ice swirls and not get too wrapped up in healing.

Tip: Make sure that players about to be entombed are fully healed: heal them up as they are about to be iced. Shamans’ riptide, Druids’ HoTs and Priests’ Renew should top off their health and keep it there for the first few seconds of air phase.

Phase 2 critical info:

When Sindy hits 35% health she’ll start stacking Mystic Buffet on everyone, which increases their magical damage taken by 20% per stack. Ideally everyone in the raid will reset their stacks by line of sighting Sindy behind an ice tomb – including heparty chat trimmedalers and tank.

First thing’s first. Set up a stack-reset rotation amongst you and the other healers. That is, every time there’s an icetomb two of you should reset Mystic Buffet stacks and heal the raid, and the third healer should stay out to heal the tank, as they will be taking a lot more damage and line of sighting Sindy behind an icetomb also means line of sighting your tank. See the diagram for how my healers organise the rotation.

This rotation can be messed up by a healer being icetombed. If that happens just skip their step and fill in appropriately: for example, if Bob is meant to be healing the tank this turn and Carla next turn, but Bob gets icetombed, Carla stays out this turn to cover tank healing in Bob’s stead.

Your group needs to have only one icetomb up at any point. Be aware where icetomb people are standing before they’re entombed. If they’re standing within 10 yards of you you will also be icetombed. Stop what you’re doing and move away. If you’ve time, yell a warning that they’re standing close to raid members.

Class specific tips:

  • Paladins, you can make this phase easier for your whole healing team. Beacon of Light isn’t affected by line of sight. (Paladins, this is not applicable. Thanks for the correction here folks!)
  • Shaman – this may seem counter-intuitive when the healing’s heavy but if the fight’s got messy and Sindy’s on low health, remember to drop Flame Elemental totem. It’ll help on DPS and you can focus on healing. Likewise, Bloodlust/Heroism should always be in phase 2. The later the better: find the fine line between the fight not being chaotic enough and half the raid being dead.
  • Druids – keep HoTs up on the tanks. Also, practice getting precise on range to icetombs. Ideally be no more than 10 yards away from people about to be entombed, to reduce running time
  • Priests – bubble as many people as you can. Priesties of the holy variety – throw guardian spirit up on the tank. If things are really going down the drain then you might buy some extra time by dying, healing for free and without ouchies as Spirit of Redemption, then popping back up with a soulstone or combat res. Discies – consider throwing Pain Suppression up on the tank if there are no threat issues.

 

That’s it, doc. This is one of those odd fights in which there seems little to do, then suddenly a flurry of mad button pressing. I hope some of these tips have given you a heads up or helped you go the extra seven leagues. I don’t play all of the healing classes inside ICC so feel free to share your expertise in the comments; let’s make these two guides all that dragon slayers could ever need inside Ieccrown Citadel!

What do you think? Have you any tips to add? Do you enjoy healing this fight or do you find it boring? Do you think it’s highly luck based or only skill and awareness based? Do you get annoyed if your teammates turn themselves into red goo and you know you stood no chance of healing it?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twtitter feed here.

Dragon Slaying 101: How To Sindragosa 10

Sindragosa. Even the bravest amongst us shiver or spit when they say her name. There’s a lot of hatred for her but not much in the way of a definitive How You Deal With Sindy. So today I’m doing just that for raiders needing advice on Sindragosa 10. I’ll follow up in a few days with tips specific to healing here.

Though the encounter can seem easier than others in ICC Sindy will turn you and yours into foiled adventurer sandwiches. I believe some encounters can be harder on 10 man than 25: this is one of them.

You’ve just redecorated Sindy’s ledge with the trash and your group is pausing to do crucial things like buff up and get coffee. Then a giant ribcage full of blue gas lands on your tank and you’re all in combat. What to do?

Sindragosa: quick facts

– Don’t Panic! Tactically If you know any combination of Garfrost, Sapphiron and Any Other Dragon at all, you already have a good idea of the tactics for Sindragosa. The encounter’s also nicely paced – it starts off gently.
She’s a dragon. That means standing behind her will get you tail swept and standing in front of her will get you cleaved. This particular dragon also has a Frost Breath which hits anything in front of her.
– Sindy uses a lot of auras and debuffs. Most of them affect every member of the raid. Here’s what you need to know:

  • PERMEATING CHILL will stack on all meleers as they attack. They should stop attacking Sindy when it gets to 5-6 stacks, until it falls off.
  • INSTABILITY will stack on any caster who Sindy casts UNCHAINED MAGIC on. To prevent stacks of Instability simply stop casting until UNCHAINED MAGIC falls off. Really, stop casting, it’s possible to kill yourself with these stacks.
  • MYSTIC BUFFET will stack on everyone in phase 2. It increases magical damage taken per stack. More on that later.
  • FROST AURA will deal 4.5k damage to everyone every 3 seconds any time Sindy is grounded  That means healers need to be constantly healing.

In phase 1 Sindragosa has ground and air phases. The first air phase occurs at 85% health, and then every 90 seconds thereafter until 35%.

Ground phase critical info: Positioning

Threat: Sindy tests your DPSers’ ability to watch their aggro. As usual the tank will have to position an unwieldy dragon – oggle over my arty  diagram for positioning. More importantly though, the tank will also get PERMEATING CHILL and will sometimes have to stop hitting for a few seconds to let the stacks drop.
Frostie: You might want to consider some or all of your raid wearing one piece of frost resist kit to mitigate some of the frost damage which is going to get worse as the fight progresses. At the very least I’d recommend your main tank picks up a piece of frost resistance.
Hokie-kokie: Sindy will pull the group in to her. Then she casts a 25-yard AoE called BLISTERING COLD. It has a 5 second cast time. Run away in a straight line as soon as she grips you in. Anyone caught in the AoE will either be dead on the floor or near-dead on their feet.
– Your tank should be aware that Sindy seems to move forward onto the tank after Blistering Cold, whether or not the tank moved.
Tip: DBM counts the BLISTERING COLD ability cooldown. Be ready to run as it ticks down. I also find it useful to turn on the spot to face the direction I want to run as the cooldown ticks. I also remind anyone with high debuff stacks to let them drop, in case they get caught in the AoE and their debuff might finish them off. Death Knights can use Anti-Magic Shell to null the effects of Blistering Cold.

Air phase how to:

The air phase is the first that requires co-ordination. It’s like Sapphiron’s air phase: you hide behind icetombs to line of sight (that is, put something between you and it so you can’t see it) an AoE.

Unlike Sapphiron, the AoE doesn’t come from Sindy herself but ice swirls she places on the ground. Those swirls are what you need to line of sight. air phase2

1. Two raid members will get target marks. They should run to pre-arranged ‘ice tomb positions as in the picture. These positions should be the same for every air phase. Everyone else should stay away from those two people until they’re entombed in ice. 
2. As soon as they’re tombed up everyone else should gather round the tombs. You have a few seconds from the ice swirl appearing to the AoE occuring. Look for the ice swirls and line of sight them. There will be four swirls in total and they could be anywhere on the platform – including behind you.
3. As you avoid the AoE you also need to break the ice blocks to let your comrades out. Do this by slowly DPSing the iceblocks so they break just after the fourth swirl/AoE: try to avoid letting icetombs break. I’d recommend not getting below 25% health before the fourth blast.
Tip: remember I said this was a forgiving fight? We found it’s possible to live through breaking one or both icetombs early on air phases, but I recommend breaking them slowly for safety. If necessary assign your top two DPS a block each to solo and have everyone else focus on avoiding the AoE. DoTs such as DK diseases should not be used on the icetombs as they break too easily.

Phase 2 critical info:

Sindy is permanently grounded. She will still use Ice Grip and Blistering Cold and casts Ice Tomb on one player at a time. Meanwhile, MYSTIC BUFFET is a killer. It’s important not to let Buffet stack too high: hide behind an ice tomb until it drops off. Some thoughts on dealing with buffet:
– Sindy casts icetomb frequently in this phase and you really don’t want multiple tombs up at once. When someone is marked to be tombed they should run to a pre-defined space. Next to Sindy’s head is a central spot for this as everyone – including tanks – can get to it quickly.
Have a second tank. Even if it’s a kitty druid. They just need to tank for a few seconds when your tank’s stacks reach 4-5 and need to be dropped
Healers should remove stacks on a rotation basis so that at least one is not behind the ice block, so they can heal the tank. My healers and I set up some simple macros to tell each other what was going on – e.g. /p staying out – Pitil next
DPS should be split into two groups. On the first iceblock group A removes their stacks, group B nukes Sindy. Visa versa on the second iceblock.
Tip: You do need to break the icetombs. You could have all DPS do this, although it causes chaos and the potential for multiple tombs is high. I’d recommend assigning one, or even two, high DPSer to do nothing else but nuke icetombs for this phase.

That lot should be all the info you need to get through the fight – hopefully some of these tips will help it go smoothly for you. Remember she does have an enrage timer so unload the DPS as quickly as possible in phase 1. Skimp on healers or off tank if you want but be certain you can deal with phase 2 if you do. When you do take her down break out the screenshot buttons: you’ve just downed the Queen of the Frostbrood.

 

Now it’s your turn. What do you think? Have you got any tips to add here to All That Sindykillers Could Ever Need? Have any of these tips clinched the kill for you?  How hard do you think this fight is – or looks if you’re not there yet – and most importantly, how fun? I’d like to hear if you think this is a hard or even an easy fight – but remember everyone is of a different skill level, so please no suggesting that a team of grannies could do this over afternoon tea!

Casual 101: Knowing Is Half The Battle

It’s no secret that I’m a fan of the “Hardcore Casual” mentality.  In my 3 years of playing World of Warcraft, I’ve cut my teeth against some of the best in the game (well, my server or battlegroup).  I’ve seen some of the strongest players, and I’ve seen some of the weakest players.  The first thing I’ve noticed is a fundemental difference between the two extremes.  The strongest possess it.  The weakest lack it.  By “IT”, I’m talking about knowledge.  Yes, there are casuals that are some of the strongest players I know.  What separates them from a smattering of hardcores is their level of knowledge.

The Usual Scenario

A small guild consists of a tight-knit circle of friends.  All of them have made the necessary adjustments or rolled toons to fill all the roles that a 10man raid needs.  2-3 tanks, 2-3 Healers, and a slew of DPS, both ranged and melee.  When this guild gets together, there’s rarely a duplicate class, let alone spec.  Each player wants to benefit the raid as much as possible.  However, scheduling is always the issue.

Everyone’s got their own lives.  Everyone’s constantly juggling families, kids, jobs, school, friends, and of course, this game.  Each person constantly tries to get a raid together when they see that 8th or 9th person on.  Phone calls fly, text messages flow, and everyone is scouring their friends list to fill the final spots.  On the lucky nights, they can get together ten of their own.  A certain sense of pride swells.  “We got a guild run going,” they all contently utter.

The time is ticking.  One of the healers works the overnight shift on the weekends.  He/she has to be out the door in just over two hours.  The raid gets together surprisingly fast.  Even though ICC is the hot topic, they decide to do ToC since one of the paladins is saved to ICC.  It doesn’t matter, because they derive more joy from the simple act that those ten raiders share the same guild tag.

Buffs ensue, and right before the pull, the off-tank druid confesses his ignorance.  He doesn’t know the fight.  During Acidscale and Dreadmaw, the rogue gets the Burning Bile and runs away, but doesn’t come back to free the tanks with Paralytic Toxin.  This counts for two wipes.  On Lord Jaraxxus, the hunter gets inflicted with Incinerate Flesh and runs to kite it, as though it was Legion Flame.  He runs out of range of the healers, it ticks to zero, and wipes the raid.

We took the time to explain the fights.  The differences in the Wyrms and Jaraxxus’s two flames.  It seemed as though it was in one ear and out the other.  Although they’re all friends, tension is rising, and time is running out.  The healer with the upcoming overnight shift starts to get impatient.  Before they all realize what has happened, he has to leave.  They’ve barely downed Jaraxxus, and he/she is out the door to go to work. 

A reasonably short raid has turned into a long, frustrating endeavour. 

Things to learn as a casual player:

Take a little time to research – Even with my busy schedule, I have the time to watch a video, read a strat, or email a friend that knows.  I download a text-only strategy, copy it into an email, then read it on my phone on the train to work.  Before taking my lunch break, I take 10 minutes to watch a Tankspot video.  I’ve even, yes, downloaded a video to my iPod and watch it while I’m on the can.  (That’s right, I went there).

Listen to what’s being explained – Too often do I see people goofing off in guild chat, making random comments in /say, or participating in /general banter.  I never mind if it’s someone that I’ve done the fight with before, but if a casual player is consistently not listening because they’re engaged in other activities, I have no problem calling them out on it.

My main issue with all of this is the “talk, no walk” scenario.  All of these people will constantly ask, “Hey Thes, do you think we’re raiding tonight?” My constant response is: “I certainly hope so.  Start reading up on the fights.”  They never do.  Oh, they want to raid.  They salivate when the letters ‘I-C-C’ are called out.  Yet, when it comes down to doing a little bit of legwork, they falter.  I dont’ mind explaining the fights, but if after the explanation I hear “I’m sorry, so what am I supposed to do?” from our warlock, I wanna /logout.

Sidenote: Since drafting this blog, we’ve downed new bosses in ICC for us, so I *am* proud of my friends.  I just get agitated sometimes the lack of initiative. 

ANYWAYS….

If you want to make yourself valuable as as casual raider, just take an extra step or two to be prepared.  If not, you’re wasting your own time.  The less a raid has to “nuture” you, the more appealing you’ll be to bring along.  Personally, I love that our guild, though small, is comprised mostly of people that can fill in for any guild’s raid that may need us.  Kind of like hired mercenaries.  Need a healer?  See if Thespean or Discotheque are on.  Need a tank?  See if Dralo or Naryamas are around.  How about a good DPS?  Ask Arcas or Wolfin.  That means, however, that we do our little bit of homework to make that possible.  You don’t have to be hardcore, but if you know your stuff, you are just as skilled (if not more), than someone who devotes most of their time to raiding.

Are you a player that can’t be on as much as they’d like?  How do you make yourself appealing to be pulled into a raid?

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

Are Easier Heroics Better in the Long Run?

Image Courtesy of Geico Insurance

The patch 3.3.2 includes a few amendments to Heroic Dungeons and how they’re played.  Entire packs of mobs are being deleted.  Bosses abilities are being shortened or being made less frequent.  Fight mechanics are being made easier.  In essence, Blizzard is giving us more opportunities to blow through these dungeons with little to no effort.

I’m an educator at heart.  Seeing as though my life “endgame” is to be at the front of a classroom, it’s important to me that people learn the skills necessary to go through life.  How to write a proper business letter, how to analyze a novel or article, or how to put your thoughts in order and present them in a proper argument.

How does this translate into WoW?  Teaching players how to follow a kill order, how to manage small and large cooldowns, or how to CC a mob.  Remember some of the cardinal rules of this game that we’ve all learned?

  • If the ground changes, get out of it. Pretty standard stuff, except for rare circumstances
  • If the boss starts spinning with his huge weapon, move away from it.
  • If a really annoying mob is causing havoc, CC it. If possible, avoid DoT’ing it.

We learn these the hard way.  And, we have to utilize and execute what we’ve learned in the current content.  Ground changes?  Sounds like Rotface’s ooze pools on the ground.  Spinning mobs?  Marrowgar.  The need to CC a mob?  The mind controls in Lady Deathwhisper.

“You are not prepared!”

With the level of difficulty amongst the endgame content, more and more groups are getting frustrated with the lack of skill within the community of 80s.  I equate this to meeting people in the real world that don’t demonstrate even a sliver of mastery of their native language (slang and colloquialisms are fun choices but shouldn’t be your foundation).  How do you get through school without being able to speak or write properly?  How do you get to start raiding without having a knowledge of the fundementals?

Take Ahn’kahet (AKA “Old Kingdom”) for example.  Jedoga Shadowseeker is the boss that floats in the air, summoning an add to sacrifice.  If she succeeds, she hits a temporary enrage.  I remember wiping to that when people first started doing heroics.  The tank had to manage a cooldown; the healer was spamming big heals. This fight demonstrated the need for DPS to turn up the heat to down the add.  Even I as a healer would Smite/Lightning Bolt the add.

Now, it seems that Madame Shadowseeker only does this once.  Does this just mean everyone blows all their cooldowns (Shield Wall, Survival Instincts, Frenzied Regeneration, etc) to endure her short enrage and then they’re done?  The key to earning respect as a player with me is demonstrate a finesse of your skills, not be all RAWR OMG WTFBBQ DPSPWNAGE!!  You can be great player and still utilize all of your classes abilities efficiently.

“Time is of the essence!”

As these Heroics are being made easier and easier, that means people will be blowing through them faster and faster.  Making the value of the gear that people are getting lower and lower.  Follow this math:

Average of 4 badges (+ 2 from random) = 6 badges per run.

Clearing an instance in 15 minutes means 24 emblems an hour.

A whole set of T9 costs 210 emblems.

210 emblems / 24 emblems per hour = 8.75 hours.

Even if you play 3 hours/day, you could have full tier 9 in 3 days.

Given that, do I think it’s possible to really have a grasp of how to exist in a raid setting, possibly having an aspect of the fight rest on your shoulders?  I won’t say a flat-out “no”, but I’m hesitant.  I learned how to play my class through dungeons and heroics.  A fight like Rotface or Blood Princes is going to confuse players that haven’t had the ability to build an understanding of their class.

Consider it a slightly less horrifying version of a person who just bought their character on eBay that day.  Regardless if you’re a completely new player, or just levelling an alt, I fear that we’re starting to lose the building blocks to being a good raider to the ease of too much convenience.  (Sidenote: Notice I said “too much”.  I’m all for crafting the game so everyone has a shot, but there is a point when it goes too far.  I don’t want to go back to the days of needing to run alts through Karazhan to begin the gearing process for Black Temple.)

It’s like the economy (I know, a touchy subject).  If you start pumping more gear into the game faster, it devalues what’s already out there.  I guess the good thing is that people will be less freaked out by GearScore.  If everyone has a high gear score, more emphasis will need to be placed on player skill.  What good is a high GearScore if everyone has it?

“Lazy Sunday!”

“…WAKE UP IN THE LATE AFTERNOON!”  Sorry, a little sidetracked.  I love that skit.

Anyways, with Blizzard making things easier and easier, I fear they’re going too far.  ICC trash is already becoming AOE-able.  People are complaining about there being too much trash (yet, people complained about Trial of the Crusader not having ANY trash and being too boring).  Oculus is getting even bigger rewards.

I don’t want this game to become “just go in and blow stuff up”.  I like the challenge.  I like the dedication.  I like the workout.  I like the strategy.  Do I know how to create a balance with this?  Of course not.  If I did, I would be working for Blizzard.  I just don’t want the laziest crowd in the game to win over the hearts and minds of the game designers.

Now, I enjoy the mechanic of earlier ICC wings getting easier over time, allowing less progressed guilds to see the endgame content, but the latest epidemic of clueless raiders is troublesome to me.  How do you make the game more appealing to everyone, while still teaching those fundemental rules that we’ve all learned over the years?

What do you think?  Do you feel heroics are being made too easy?  How do you promote an understanding of class and basic fight mechanics amongst your raiders?

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?