10 Man
Arthas, the Lich King Strategy Page
saedo — Thu, 10/15/2009 - 12:01

Health:
- 25 Man: 61,300,000
- 10 Man: 17,400,000
- 15 minute Berserk
Abilities:
- Infest - Deals 9425 to 10575 Shadow damage to all enemy players within 50000 yards. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health.
- Necrotic Plague - Infests the target with a deadly plague, causing 50000 Shadow damage every 5 sec for 15 sec. If the target dies while afflicted or the effect ends, this effect will gain an additional stack and jump to a nearby unit. If this effect is dispeled, it will lose a stack and jump to a nearby unit. Whenever this effect jumps, The Lich King's power will increase.
- Plague Siphon - Increases physical damage dealt by 2%. Stack increases each time Nectrotic Plague jumps.
- Summon Shambling Horror - Summons a Shambling Horror.
- Shockwave - Sends a wave of force in front of the caster, causing 150% weapon damage within 20 yards in a frontal cone.
- Enrage - Increases Physical damage by 200%
- Summon Dredge Ghoul - Summons 3 Drudge Ghouls over 3 sec.
- Remorseless Winter - Creates a massive winter storm, dealing 9425 to 10575 Frost damage per second to all surrounding enemies within 45 yards.
- Pain and Suffering - Deals 4713 to 5287 Shadow damage in a cone effect in front of the caster. In addition, the targets will take 800 Shadow damage per second for 3 sec.t
- Summon Ice Sphere
- Ice Pulse - Deals 2828 to 3172 Frost damage to all enemies within 5 yards of the target.
- Ice Burst - Deals 9425 to 10575 Frost damage to all enemies within 10 yards, knocking them back.
- Summon Raging Spirit
- Soul Shriek - Deals 28275 to 31725 Shadow damage to all enemies in a 15 yard cone in front of the caster, silencing them for 5 sec.
- Quake - Causes the outermost ring of the Frozen Throne platform to collapse.
- Defile - Defiles the area under a random target. Any enemies got within this area will be dealt shadow damage and cause the area to grow. Lasts 30s.
- Soul Reaper - Deals 50000 Shadow damage and the caster gains 100% bonus physical damage after 5 sec.
- Summon Val'kyr - Summons a Val'kyr Shadowguard.
- Harvest Soul - Attempts to harvest the target's soul, dealing 10000 Shadow damage per second for 6 sec. If the target is still alive after the channel is completed, the target's soul will be transfered into Frostmourne to be devoured.
- Vile Spirits - Creates 10 Vile Spirits which will attack enemies after 30 seconds.
- Spirit Burst - Sacrifices the caster, dealing 18850 to 21150 Shadow damage to all enemies within 5 yards
Plague Phase: 100%-70%
This is a 5 phase fight, sort of. There's a repeating "Transition Phase" in between the major phases. You'll need 2 tanks for there are adds, always adds. Anyways, the pull is started with some RP and Tirion. Then the rest of the fight that oh so useful NPC will watch you do all the work. ;p
Positioning
In this phase the Lich King, (i'm just gonna type Arthas from now on cause it's easier) can basically be tanked anywhere. However, if you keep closer to the edges, it will make phase transitions easier.
Make 3 piles, triangle formations. One will be your melee, were your tank and Arthas are. One will be your ranged, all of them. Healers can go on either pile I suppose. And your last pile will be your OT, all by himself.
More will be explained later on why these piles, they have to do with Necrotic Plague and the adds, in which your OT would be tanking.
Infest
Every 25 seconds or so, with a 2 second cast, he'll do this on the entire raid. What it does is do a raid wide 10K shadow damage, though some of you can LoS it. And it leaves a DoT, doing 1K damage per 2 sec, but increases in damage by 10% per tick. So think like Curse of Agony.
The only way to remove the DoT, is to heal the person up to above 90% hp. So think like remember all those Bleed DoTs that don't go away until you heal the tank to full health. Like that, but raid wide, increasing damage, and only 90% hp.
This would be your raid healing check.
Necrotic Plague and Plague Siphon
He'll cast this on a non-MT. A 50K dot so yea you're dead. Or not, it takes 5 seconds for the first tick to happen, you have to cleanse it off before that happens. Either way, it will not go away but instead jump to another nearby, and Arthas increases damage via Plague Siphon, 2% more physical damage per stack.
If you die to it, the plague will gain a stack and jump to someone nearby. This gets stronger and stronger, 100K, 150K, etc. You still have 5 seconds before the first tick.
If you cleanse it, the plague will lose a stack, but still jump to someone else. Again you have 5 seconds before cleansing it.
The final trick to this plague is that it can jump to the adds that Arthas summons. If utilized correctly, this would be a very significant help in dps'ing them down. Think of a 500K DoT jumping between those.
With the above positioning, you should already be in your stacks, triangle formation. The person that gets the plague should make a run for the OT, where the adds should be tanked. Cleansers, should not insta-cleanse. Wait maybe 3-4 seconds and hit it, and hopefully, the Plagued Person reacted fast enough earlier to make it all the way to the OT and it jumps into that pile. If not, then the next person that it jumps to must attempt the same.
Due to the Plague Siphon, the jumps must be kept to a minimum. The way you'd control it is to stagger those cleanses, wait the 3-4 seconds. And then hope it'd jump on to the adds where they'd have the hp to last a while with the DoT on them. Remember at 50K you guys probably won't last a tick, but they'd last a few, and killing them in the process
Shambling Horrors and Dredge Ghouls
The adds. First I'll mention the Dredge Ghouls, every 25 sec or so, Arthas will summon them. They're basically the "little ones" that you can just kill with splash aoe. Just aoe splash/tank them down. Both tanks can pick up whatever they can that happen to spawn nearby. Though Arthas might move a bit if MT picks up too many. So OT should taunt off if need be.
Next up is the Shambling Horror, summoned every minute or so. They're the big ones that must be OT'd. Back to triangle formation of the above, the OT tanks it by himself off to the side away from the melee and ranged piles.
This is where the above Plague dance would come into play. You'd attempt to get the Plague onto the adds and use that to kill them. All the while you'd focus down Arthas himself. Repeat until 70% and finish off remaining adds during transition. There should not be many up if done fast enough, or at least they'd be a low health to pick off quickly.
Note: The plague jump appears to be a 10 yard range. If this is still jumping in this phase, make sure the person is far away when cleansed. For example, you can keep the melee away from the Ghouls/Horrors at all times, let ranged and plague kill them. Then cleanse it off your OT, it should disappear.
Transition Phase: 60 seconds
In between the major phases, Arthas will do this. Once at 70%, and again at 40%. Though the second one he seems to spawn more adds than the first to make it tougher for you. Also, he destroys the outer rim each time so the raid has to run back to center before that happens.
Remorseless WInter
Arthas will run into the center of the room and start channeling this, dealing 10K Frost damage per sec (7K in 10 man) to anyone within 45 yards. So the raid must run out to the edges of the room.
The first transition phase will be easy. Simply make sure you're on the outer rim before or at 70% when he runs to the center.
The second transition is a bit more tricky due to the outer rim not being there. It does respawn, but after he casts this. So you'll likely have to take a tick or 2 before getting on the platform. Just don't go too early and fall to your death.
Pain and Suffering
In the meantime will just chain cast this spell. It's a frontal cone 5K ish (3K in 10 man) shadow damage leaving a 800 per sec DoT for 3 sec (500 in 10 man), stacks to 5.
Think of this like the Vashj lightning in her Phase 2. He'll just randomly fire it off from where he's standing in the center. The raid should try to spread out so hopefully, you're not continually hit by this. Less raid damage is always better if possible.
Ice Spheres
These are summoned the entire phase and locks on to a target with a blue beam, Ice Pulse. Also, anyone within 5 yards of the target will be hit by an 5K (3K) aoe. So spread away from that person to minimize raid damage.
The spheres will move slowly towards its target. The ranged is to kill those before it reaches it. So, say similar mechanic to Putricide oozes. If it reaches its target, it will do Ice Burst, a 10K exploding knockback. Which is, bad.
Raging Spirits
They are shadow clones of the raid. With more HP, and able to do a frontal cone Soul Shriek, 30K shadow damage and 5 second silence.
There'll be 3 of these, they are tankable and should be divided up among your tanks. So, don't stack, keep spreading out as much as possible, face away from raid. Kill them.
Quake
At the end of this phase (60 sec) Arthas will destroy the other rim with this move. You'll see the floor light up with blue crack lines, so just move back in before you die. Drag any Raging Souls left, leaving them to fall will evade bug and teleport return with full health or some other bug. Ice Spheres should be avoided and killed asap, they still explode and do the knockback if up.
Val'kyr Phase: 70%-40%
This phase will mostly have brand new abilities, except for Infest, that will still occur, so review above if need be.
Soul Reaper
This is what Arthas will start doing on the MT. It'll be an initial hit of 100% weapon damage as Shadowstrike Damage. Also leaving a debuff, in which after 5 seconds it ticks for 50,000 shadowstrike damage again. Shadowstrike would be a shadow/physical combo. What you'd be hit with is what you're more vulnerable.
Both applications are resistible, absorbable, mitigatable by about everything. Though the initial hit appears to be more partially resistable than the debuff. Also after the debuff ticks, Arthas will gain 100% haste for about 7 seconds. CDs, and some more heals will be needed to get your tank through these. Though, not necessarily the heavy external CDs, the small short ones that you can alternate are sufficient.
- Death Knights - Vampiric Blood, 4pc T10, Icebound Fortitude, etc
- Druids - Barkskin and 4pc T10
- Paladin - Ardent Defender, the big hit will likely take you below 35% hp, so automatically reduced by 20%, if not, then you didn't need the CD in the first place.
- Warriors - Shield Wall, Last Stand, 4pc T10
Defile
Every 30 sec or so, he's cast this randomly on anyone in the raid (tanks too). It places a puddle of black (void zone) underneath you that hurts, and lasts for 60 seconds.
Not only does it hurt, but for each tick anyone takes standing in it, it will grow. And will grow quite fast. Very fast. Which can become a problem in a not so large room with other mechanics going on.
So, run out asap. Perhaps coordinate to have your people run North/South while the raid runs in the other direction. Do not ever run through them for any reason what so ever. Do not touch these for any reason. Do not pass go.
Val'kyr Shadowguard
Every 45 sec or so, Arthas will summon a Val'kyr. What she'll do is randomly chose a raid member and grab them. Then slowly fly to the edge and chuck them off. Yes you read this right.
The DPS are to switch and kill her before that happens of course. She's snarable, but only up to 50% speed reduction. She is also stunnable so use those to buy time.
Ranged DPS will be best for this due to possible Defile in her path. But melee dps will be needed to help, just be careful around Defiles, and around the Defile CD timer. It could occur at the same time Valks are summoned which could mess things up.
That's the big thing of this phase, dealing with the Val'kyr and Defile mechanics together. You likely might want to spread out or prepare to during Defile CDs regardless of Val'kyr. Perhaps just send one person to Valk during that time to stun/snare it and wait for Defile to be dropped first.
At 40% he'll do another Transition Phase, so see above again. Except this time, the edges were already destroyed so you can't run to them at the start of it. They do respawn as soon as he starts, so you'll wind up taking a tick or 2 waiting for that I suppose. Start moving closer to the edge as this phase approaches.
Also, Arthas amps up the summon of adds this time around. More Ice Spheres, more Raging Souls. So it'd be getting slightly more hectic. You may even be carrying more adds into the next phase.
Again at 60 seconds, this transition ends, so get off the edges and back in center.
Vile Spirits Phase: 40%-10%
Brand new phase with new abilities, but he keeps Defile and Soul Reaper still in this phase, so see above again.
Harvest Soul
Every 75 sec or so, Arthas will channel this DoT on someone in the raid. You heal them through it,. Because if they live, they get phased out. There'd be another room "Frostmourne", you get to hang out with Terenas' ghost as he battles with a Spirit Warden, think Kalecgos style
Frostmourne Room
In here, you'll get a damage buff, Harvested Soul, allowing you to do 100% more damage. For the DPS classes, the Spirit Warden will go down fairly fast. For the healers, Terenas will do more damage the more health he has, so spamming into him is your key to getting it done asap.
Soul Rip is the only other thing to be aware of in this phase. It's a channeled cast the Spirit Warden does, that puts a stacking shadow damage debuff on Terenas. Left alone, can potentially kill him, maybe. At the very least it'll slow down your progress in the room.
So if you can interrupt, interrupt. Stuns work too if you have those instead. A magic dispeller also works to get it off Terenas. Every class should have some sort of options to deal with this. Otherwise you'd have to hope you can dps it down on your own fast enough or heal through the stacking damage. But again, every class should have an option to do a single interrupt/stun/dispel to pass this check.
After Spirit Warden is killed, Terenas will resurrect you back into the fight. It is in your best interest to get out of this room asap since they'd be 9 manning it on top.
Vile Spirits
The final trick of the phase is summoning of Vile Spirits, 10 in 25, 8 in 10 man. They will start above up and will just float there for 30 sec or so. After which, they will head towards the raid and explode for 15-20K damage, each, to all within 5 yards of them.
So the ranged has to try to kill as much of them as possible while they're in the air. Once they become active, continue try to kill them while kiting. They are susceptible to CC / snares / stuns.
The melee can never directly touch them without risking it exploding in their faces. So they must run away if a Vile Spirit is near should they be able to do nothing else. It is quite better to avoid unnecessary damage in this phase than to blindly turret. In other words, don't be stupid, you should have plenty of time in this phase.
Final Phase: 10%-0%
Unlike previous phases there will be no transition, he'll just instantly go into this phase.
He casts Fury of the Frostmourne, doing 100K damage killing everyone in the raid. The End. Bow down before the might of the Scourge!
Well... Lore happens, if you watch one of the vids that'll be posted below, that'll spoil it for you. Think a bit like Archimonde. Don't release. Good Luck!
Achievements:
Been Waiting a Long Time for This - Allow Necrotic Plague to stack to 30 before defeating the Lich King in 10/25-player mode.
- With cleansing taking off stacks, and deaths increasing stacks, the way I can conceivably see this happening is trying to force the Plague on the adds as much as possible. Probably means the OT must tank all the adds away from the raid. Get the plague on the adds, and probably focus down the plagued one only. This forces a kill and a jump and an additional stack each time. And only cleanse if it ever gets on the OT. And of course, don't push Arthas over til 30 is reached.
Neck-Deep in Vile - Kill every Vile Spirit that spawns before it explodes and then defeat the Lich King in 10/25-player mode.
- This sounds easier. With more gear at least. Ranged get good enough to kill them before any problems arise. And melee run away if necessary to delay such explosions.
Videos:
Blood Queen Lana'thel Strategy Page
saedo — Thu, 10/15/2009 - 11:58
- 10 Man - 18M
- 25 Man - 62.5M
Abilities:
Ground Phase:
- Shroud of Shadow - An aura of sorrow and despair emanates from the caster, inflicting 3000 (4500) Shadow damage every 3.0 sec. to nearby enemies. Instant
- Presence of the Darkfallen - Increases the damage of Shroud of Sorrow by 5% for every vampyr in the room (likely Hard Mode only)
- Blood Mirror - 100% of damage done to linked source is reflected to you as Shadow damage. This affects the person closest to the tank.
- Delirious Slash - Inflicts 50% of weapon damage to an enemy and causes it to bleed for 5250 to 6750 damage per application every 2.0 sec. for 20 sec. 10 yd range. Instant (appears to not stack and only on the OT in normal mode at least)
- Pact of the Darkfallen - Deals Shadow damage to you and nearby non-linked allies. This effect expires when all linked targets are within 5 yards of each other. 100 yd range. Instant
- Swarming Shadows - A swarming void consumes the target, causing a mass of shadows to appear beneath the target every 0.5 seconds. 100 yd range. Instant
- Twilight Bloodbolt - Hurls a bolt of dark blood at the target, dealing 9250 to 10750 damage to the target and surrounding allies within 6 yards. Unlimited range. Instant
- Vampiric Bite - Deals 12025 to 13975 damage to the target, granting them the Essence of the Vampyr Queen. 100 yd range. Instant
- Essence of the Vampyr Queen - Increases damage by 100%, and causes attacks to heal the player for 15% of the damage done, as well as cause no threat. Causes Frenzied Bloodlust after 60 sec.
- Frenzied Bloodlust - The caster must satiate their need for blood [within 10 or 15 seconds], otherwise they will lose their will to Queen Lana'thel. You gain Vampiric Bite on your action bar when you're under this effect
- Uncontrollable Frenzy - Mind Controls a player in the raid. Increases damage done by 100%. Health increased by 300%. Increases healing done by 1000%. Unlimited range. Instant
Air Phase:
- Bloodbolt Whirl - Summons a maelstrom of whirling Bloodbolts, every 2 sec for 6 sec. each one can cast Twilight Bloodbolt (see above)
The Fight:
This is a 2 tank fight, with alternating "air phase" and "ground phase".
First off, there's Shroud of Shadows, which is just a damage aura in the room. Raid heal through that.
The tanks will be affected by Blood Mirror, well the MT and the person closest to him. What it does is link the 2, and for each damage done to the MT, it transfers over as shadow (mostly) damage to the OT. It does not appear to be resistable in any way, so healers just keep the both of them up as they'd be hit the same.
Twilight Bloodbolt is someone she fires at people doing splash damage around the person it hits. So it's the spread out mechanic for the ranged. Like Vile Gas, Blood Nova, and many others, spread the fuck out.
Pact of the Darkfallen is like Mother Shahraz's Fatal Attraction, you know, where 3 players get linked, they do damage to each other unless they run away from each other. Except you run to each other, so more like Yogg's Brain Link, in this manner. You have to be within 5 yards of each other, though I believe it takes a second so you'll probably just wind up stacking on each other. Only 2 are linked in 10 man.
Swarming Shadows is the new Legion Flame. But purple, and all shadowy. You get it, you move, leaving your fire trail somewhere away from the raid preferably.
On some timer or something, she'll fear the raid and fly up into the air "phase". All she does is summons Twilight Whirls which in turn, fires Twilight Bloodbolts at us. All of us. Same ability as above, the whole splash damage everyone around you. So the raid has to spread out after the fear wears off. After 10-15 sec, she'll come back down, we resume the fight.
Anyways, that's all for the damage portion of the fight you have to heal through. And yes, it's a lot of damage. Now for the "fun" part, a major mechanic that you need to even kill the boss before her enrage of 5min 20 sec.
15 sec into the fight she'll randomly (or maybe not so random as theories of threat used for target) a player with Vampiric Bite. This well does damage, but more importanly it turns you into a Vampyr granting the Essence of the Vampyr debuff.
What that does is increase your damage done by 100%, do zero threat, and heal yourself for 15% (10% in 10) of your damage done. So, this is a massive DPS buff. It lasts for 60 seconds (75 sec in 10 man) before giving you the debuff of Frenzied Bloodlust.
That will put you in a vehicle of sorts, replacing your action bars with Vampiric Bite, and Vampiric Bite only. What you're forced to do is bite another player, another non-vampyr player. So 1 becomes 2, 2 becomes 4, 4 becomes 8, 8 becomes 16, etc. You have to pick another DPS to bite, and you have to be in melee range to bite. You will want to organize propgating this to your best DPS first to get the most out of the Vampyr buff. It'll be the best way to beat the 5 min 20 sec enrage timer.
Should you fail to bite someone, either by hardcore failing, or running out of people to bite due to deaths (hotfixes have prevented a soft enrage of running out of people as long as long as people are alive)... You gain Uncontrollable Frenzy, which is a boss MC, you do more damage, have mroe health, and heal for a fuck ton more. Yea, you die now if you fail.
Anyways, that's about it to the fight. It's a few abilties we've basically seen before. A lot of damage, requires quite a bit of dps, but has an aspect of execution you have to perform. So, mostly a gear check. Good luck!
Achievements:
Once Bitten, Twice Shy - Defeat the Blood Queen once as a vampire and again without becoming a vampire in 10/25-player mode.
- Scream to the raid "Don't bite me bro!!!" I guess?
Videos:
Blood Prince Council Strategy Page
saedo — Thu, 10/15/2009 - 11:56
- 10 Man - 8.37M
- 25 Man - 33.5M
Abilities:
Prince Keleseth
- Invocation of Blood - Blood empowers Keleseth, granting him more formidable abilities. He will grow larger when under the effect of this.
- Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 17063 to 17937 Shadow damage.
- Tenebrous Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 85313 to 89687 Shadow damage. Keleseth casts this when under the effects of Invocation of Blood.
- Shadow Nucleus - Summons a Dark Nucleus. The nearest target resonates with shadow, suffering 1000 damage and reducing Shadow damage taken from all sources by 40% for until cancelled.
Prince Taldaram
- Invocation of Blood - Blood empowers Taldaram, granting him more formidable abilities. He will grow larger when under the effect of this.
- Glittering Sparks - Glittering sparks shoot from the caster's hands in a cone, burning enemies for 16152 Fire damage over 8 sec and reducing their movement speed by 20%
- Conjure Flames - Conjures a ball of flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The ball of flame explodes violently
- Conjure Inferno Flames - Conjures a ball of inferno flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The Inferno Flames discharge some of their stored energy, inflicting 1000 Fire damage to a random nearby target. Taldaram casts this when under the effects of Invocation of Blood
Prince Valanar
- Invocation of Blood - Blood empowers Valanar, granting him more formidable abilities. He will grow larger when under the effect of this
- Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Direct damage is absorbed by the bomb and converted into energy, propelling the bomb higher in the air with each hit. Explodes on impact with the ground, inflicting 9900 to 12100 Physical damage and knocking enemies back in a wide area
- Shock Vortex - Creates a vortex of swirling force near an enemy target that inflicts damage and knocks back enemies near it. Deals 6000 damage to all enemies within 12 yards and knocks them back
- System Shock Vortex - Creates force vortices on all nearby enemies within 30 yards, inflicting 5000 Physical damage and knocking enemies near the target away. Valanar casts this when under the effects of Invocation of Blood
The Fight:
First off, there's this Orb of the Darkfallen. Each Prince will only have 1hp and unkillable, unless the Orb goes into him via Invocation of Blood. This gives them an HP that you can burn down, and is the basis of their "shared hp". Basically it's the Orb's hp you burn down as it jumps from Prince to Prince to Prince. Occurs every 45 seconds, random order, though maybe, each one has to be used first before doubling up. Oh, and they also obtain Empowered abilities during it.
Prince Valanar is the starting prince in the middle and has powers of wind. His first move is Kinetic Bomb, in which a white orb floats slowly to the groud, should it hit the ground, it explodes and knocks people back. Each direct damage to it though, sends it right back up. There's 3-4 of these in 25, 2 in 10 mans. Pets are able to keep one up by itself. Also must be careful not to overshoot it and hit it above the ceiling for it can pull Blood Queen (if not hotfixed yet). They also despawn over time, while new ones pop up. Assign 2ish people to watch over these.
When not empowered, all he does is puts Shock Vortex on the ground which is just a "void zone". It hurts, and it knocks you back, don't stand in them, they're kind of a wide area swirlying white, well vortex.
When empowered, the Empowered Shock Vortex, with a 4.5 sec cast, he summons "mini-vortexes" around everyone within 30 yards of him. Each of them will "explode" doing 5K damage and knocking back everyone within 6 yards. Treat this like Gruul's Shatter, the raid has to run and spread out so you don't stack up the damage and kill each other.
Taldaram is the prince on the right side and he does fire things. His first move is a Glittering Fire Sparks, which is a random target frontal cone aoe. One of those like Slime Sprays where he just turns and fires. It is likely the raid won't really notice this unless they're on him at the time. Anyways, heal through it, mass dispel it, etc.
When not empowered, he fires a Flame Orb and some random raid member. It's similar to Putricide's Gas Cloud in that there'll be 15 stacks, decreasing with time, and will explode if it reaches its target, damage based on stacks. So the target is to simply kite it around until the stacks drain off.
When empowered, the Empowered Flame Orb, changes its mechanics slightly. The only way to drain the stacks is to stand (walk/run) under it and let it shoot people with fire beams. The more it hits the more stacks it loses. So the goal there is while kited, the raid is to run with it, along the kite path soaking the hits.
Keleseth is the left one and does shadow damage. Typically, a ranged tank is used for him. His only real trick is the he fires Shadow Lances, just shadowbolts. Continuously.
Except he also spawns Shadow Nucleus around the room, or maybe around people. What those do is latch on to the last person that hits them and gives them a 1K dot, and 35% reduction in shadow damage taken. You ranged tank will want these and will spend almost the entire fight collecting them. If needed, other people can collect them too and bring them to the tank, for he can just pull them off for himself. They also despawn over time so yes, collect the whole fight. You'll need 3+ to survive...
When empowered, his Shadow Lances start hitting for 80K. So your ranged tank will need those Shadow Nucleus to survive. External CDs may also be needed. Also as a note, remember they latch onto the last person that hits them, so your dps should not aoe anywhere near your ranged tank. You could wind up pulling some off leaving him vulnerable to an insta-gib
That's about all to the fight. It's a fairly easy fight, after the raid learns and sees what each individual ability does and reacts appropriately to them..
Professor Putricide Strategy Page
saedo — Thu, 10/15/2009 - 11:54

Health:
- 10 Man: 9.7615M
- 10 Man Heroic: 13.67M
- 25 Man: 42M
- 25 Man Heroic: 50.2M
Abilities:
- Puddle of Slime - The Mutated Slime grows continuously, inflicting 4388 to 4612 damage every 1 sec until it is consumed by another Mutated creature!
- Mutated Transformation - You have been mutated! Inflicts 1950 to 2050 damage to nearby players every 1 sec. Curing the disease will revert the player to their form. This spell turns you into a Mutated Abomination.
Mutated Abomination:
- Mutated Transformation - Inflicts ~1,000 damage to all players every 2 seconds. Passive aura.
- Eat Ooze - Reduces the size of a nearby Slime Puddle. Increases the Abomination's energy by 4.
- Regurgitated Ooze - Inflicts 6,338 to 6,662 damage and reduces the target's movement speed by 50%. Costs 50 ooze energy.
- Mutated Slash - Inflicts 100% weapon damage and reduces the target's armor by 4%. Stacks up to 5 times and lasts 20 seconds.
Volatile Ooze:
- Ooze Eruption - Inflicts 39000 to 41000 damage sharesd with nearby targets, knocking them back in all directions!
- Volatile Ooze Adhesive - The Volatile Ooze Adhesive bonds the target to the Volatile Ooze, inflicting 2438 to 2562 damage every 1 sec and rooting the target. The Volatile Ooze will move towards the target, exploding for 39000 to 41000 damage, split among all nearby targets
Gas Cloud:
- Gaseous Bloat - Inflicts 1463 to 1537 damage every 2 sec and if the Gas Cloud hits you it will expunge all of the remaining Gaseous Bloat and harm all nearby allies. Stacks 10 times.
- Expunged Gas - The Gas Cloud's attack has expunged all of the gas from the target! Expunged Gas inflicts damage to all enemies based on the number of Gaseous Blight stacks that were remaining on the target when they were attacked
Phase 2:
- Choking Gas Bomb - Professor Putricide throws Gas Bombs around him, the Gas Bomb deals 5653 damage every 1 sec and explodes for 15600 to 16400 damage after 20 sec.
- Choking Gas - The Choking Gas inflicts 4388 to 4612 damage and causes you to choke, reducing your chance to hit by 75% for 10 sec.
- Choking Gas Explosion - The explosion inflicts 10725 to 11275 damage to enemies within 10 yards, knocking them back and reducing their chance to hit by 75% for 10 sec.
- Malleable Goo - Professor Putricide bounces a Malleable ball of Green Goo at the target, inflicting 9750 to 10250 damage and slowing attack and cast speed by 1% for 20 sec.
Phase 3:
- Mutated Plague - The Mutated Plague spreads to Professor Putricide, healing him for 300000 for each stack of Mutated Plague that was on the target.
The Fight:
Phase 1 (100-80%)
This is a 3 phase fight. It requires 3 tanks (2 in 10 man) but the other tanks are not needed until the last phase. Meanwhile, the rest of the fight is about killing adds and avoiding damage.
Puddle of Slime
Throughout the fight Putricide will throw out these slime puddles. Two at a time, green goo to not stand in. They also grow with time, eventually covering the room. There's a way to prevent this discussed below.
In the meantime, the raid just has to try to stay away from them. The tank will have to drag Putricide around. Our strat is to always try to keep Putricide on the green side, for the ooze, also explained later.
Mutated Abomination
The table of Putricide's offers potions for you to click on and drink. If you do (and one of you must), you're turned into an Abomination. You can be diseased cleansed of it (BUT DON'T), and the raid will receive a constant damage aura.
As an abomination, you get access to certain abilities. Eat Ooze, which is what you use to eat up those Puddles of Slime, and it also gives you energy to perform other abiltiies. Regurgitated Ooze, which is used to snare adds, and *almost* necessary to use. And finally, Mutated Slash, which is some nice dps you can do if the other priorities are taken care of (adds slowed, puddles under control).
The Abomination will last until Phase 3 which you'll be on your own for. You'll likely want one of your Off tanks to do this, since he's useless for the most part til Phase 3.
Shadowmourne: You guys with the Shadow's Edge doing that quest will have 1 other ability, and that's Unholy Infusion. Basically a channeled move that uses full energy, so you can't do the snares or dps during it. You would want to do this during a Green Ooze phase, those are less necessary to slow, providing you do the strat where everyone stacks on green side.
Unstable Experiment
Throughout Phases 1 and 2, Putricide will use this to summon adds. They are the Volatile Ooze and the Gas Cloud
Volatile Ooze
This will be the green ooze, and first add spawned and will alternate with the Gas Cloud. What this one does is targets a random player using a big green beam, which damages them so heal them, and moves towards the player. When it reaches him, it will explode, doing 40K damage split to all it hits.
So the best way to deal with that is to get as much people as possible to pile up on the green ooze and kill it asap. The Abomination will work to snare and help with the dps as well. Things like Feign Death and Vanish will cause the Ooze to pause and retarget so save those if you want when the ooze is close.
Gas Cloud
This is an orange ooze and what it does is, again targets a random raid member with an orange beam and damages them. This time, it also puts a 10 stack debuff on them, if the Cloud reaches the player, the stack explodes hitting the entire raid.
So very imperative to kite the thing around until the dps can kill it. Melee dps be sure not to jump in before it chooses its target, or you could risk being exploded in the face right there.
Phase 2 (75-35%):
Try not to push him over if you have a fresh Ooze/Cloud up, it could wind up as potential problems during the phase transition.
Tear Gas
This is a phase transition move. He will basically aoe stun the entire raid, and also give you near immunity to damage so you won't die during this if you're in a bad spot.
Meanwhile, Putricide just runs back to the table and starts chugging his pots.
This can be vanish and invis avoided, so your rogues and mages, with the right timing can avoid the stun and put extra dps on Putricide during this time. Or the Ooze/Cloud if you have those still up.
Phase 2 has all his previous abilities, plus 2 new ones.
Heroic: Instead of the Tear Gas, a brand new Ooze and Cloud spawns. Kill them ASAP.
Heroic 25 Man: Additional ability, featuring the Gas and Ooze Variable. Whatever variable you get, that's you can damage, so effectively splitting the raid up for you. Better hope you're not completely unbalanced in dps due to this.
Malleable Goo:
Putrcide starts chucking out bouncing green ooze at random raid members. If you remain where it lands, it will hurt you and slow your attack and casting speeds. Best to avoid them, run away when you get the warning.
Choking Gas Bombs:
The only other new ability of this phase. Throws out 2 orange beakers around him, if you get caught near them, they put a 15 sec -hit debuff on you. Then after some time, they explode. This pretty much forces you to move the boss around whenever they appear, and get out fast or you take a dps hit with that debuff.
Phase 3 (35-0%):
Tear Gas will start the phase transition again. Make sure to clear the Oozes/Cloud this time at least. It's more important cause there's a slight soft enrage now in this phase.
You also lose your Abomination, so the slime puddles start growing unchecked. Soft enrage mechanic, keep moving around to open spots.
Phase 3 has all his previous abilities, except the Oozes and Clouds stop spawning.
Mutated Plague:
The only new ability of this phase. He puts a stacking debuff on the tank in which, causes him to aoe damage the entire raid. And the power of it grows exponentially. And, should the tank ever die or expire while under that debuff, it'll heal Putricide for massive amounts, more with more stacks.
At around 4-5 stacks, the debuff becomes unhealable and the raid will die. In 25 man, you want 3 tanks trade tanking, while in 10 man, you can do this with 2. The goal is, to spread the stacks out among all the tanks, but never let a tank out long enough for the debuff to wear off (or he heals Putricide).
There are a few patterns to do this. Like taunting after every stack, so it goes 1-1-1, 1-1-2, 2-2-2, etc, etc. Or some can do 2-2-2, 2-2-3, 3-2-3, 3-3-3, etc. Proabably simplest to just go every 1, but whatever works so long as you remember to not let any 1 single tank take 5 stacks.
This gives you your second soft enrage of the phase. You have about 90 sec or so before the stacks should be too high to heal through.
That's about it, good luck!
Achievements:
Nausea, Heartburn, Indigestion... - Defeat Professor Putricide without using Regurgitated Ooze on the Abomination in 10/25-player mode.
- Just don't use the slow ability. It means you'd want high dps. For Oozes, stack and kill fast. For Clouds, keep away and kite for your life.
Videos:
Rotface Strategy Guide
saedo — Thu, 10/15/2009 - 11:53

Health:
- 10 Man: 7.32M
- 10 Man Heroic: 10.458M
- 25 Man: 36.257M
- 25 Man Heroic: 47.413M
Abilities:
- Ooze Flood - The Ooze Flood inflicts 5363 to 5637 damage every 1 sec and reduces move speed by 25% for 5 sec..
- Slime Spray - Raining Green Ooze. Deals 5363 to 5637 Nature to enemies in cone. 1.5 sec cast / Channeled - Deals 6338 to 6662 Nature damage to enemies in a cone infront of the enemy. Instant
- Mutated Infection - The Mutated Infection inflicts 3900 to 4100 damage every 1 sec and reduces healing receieved by 50% for 12 sec. After the Infection is removed a small ooze is created at the target's location. Instant
Little Ooze: Spawned each time Mutated Infection is cleansed / expired
- Sticky Ooze: The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%. 1 sec cast
- Weak Radiating Ooze - The Radiating Ooze inflicts 3413 to 3587 damage to enemies within 10 yards every 2 sec, it will also cause the Little Ooze to merge with other nearby Ooze.
Big Ooze: Spawns with the first Sticky Ooze, a Sticky Ooze can merge with the Big Ooze and adds a stack of Unstable Ooze. Two Big Oozes can merge and combine their stacks. When the Ooze reaches 5 stacks it will explode.
- Unstable Ooze - Increases damage dealt by 20%. Instant
- Sticky Ooze - The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%. 1 sec cast
- Unstable Ooze Explosion - Inflicts 9750 to 10250 damage to enemies within 6 yards. 4 sec cast
- Radiating Ooze - Inflicts 4388 to 4612 damage to enemies within 10 yards. Instant
The Fight:
Ooze Flood
First thing of note is the room. Every so often, an entire quadrant will be flooded with ooze, which of course hurts you and snares you.
Ooze will start flowing from the pipes there first before the flood, so can watch for that and get out of there. The 4 quadrants will be randomly filled, but each one must be filled at least once before re-randomizing.
So, the tank should tank Rotface in the center, the ooze won't reach the inner inner circle of the room. The raid can all stack up there too, in normal mode at least.
Slime Spray
The first major ability Rotface does is Slime Spray. This is where he randomly turns towards a raid member, starts a cast, then channels a frontal cone attack damaging all in its path.
The raid just has to move away from where he's facing to avoid as much of that extra unnecessary damage as possible. This is where stacking in the center for normal modes would benefit too, less distance to run if you can all just go through him to the other side.
Mutated Infection
This would be another major mechanic. What it does is puts a DoT on you, and the debuff also serves as a Mortal Strike effect. When it expires, or cleansed, it will spawn a small ooze which will be attacking you.
Little Ooze
Spawns when Mutated Infection is cleansed, and will be attacking you and spewing out a small damage aura. Let it, it won't hit that much, and has an immense threat lead so it won't go away until you die, or do some total aggro drop.
When 2 of the Little Oozes get together, they will merge to form a Big Ooze. Your goal is to take that ooze out of the raid so they do that.
Big Ooze
When 2 small oozes come together, they'll merge into a big one. These guys operate on a normal threat table and can be tanked, though shouldn't. They will hit very hard and should be kited around the room.
Can be kited by any class that can kite, hunters, locks, mages, etc. But likely, you'd want to stick with a tank class for that extra damage / hp buffer. Do ranged threat moves when possible, so obviously, some tanks are better than others for this task.
Meanwhile, people with the Little Ooze should drop theirs near the Big one so they merge with it. With each one merged, the Big Ooze gains a stacking buff that increases their damage by 20%. All the more reason to kite it around, and stay away due to the aura it has too.
Unstable Ooze Explosion
At 5 stacks (oozes merged), the Big Ooze will stop and do a cast and then explode. Sending 8-10 ooze missiles into the air in which they will land where the players are doing a lot of damage.
So the raid is to watch for that and move, it's like a Shadow Crash, it'll hit the location you were at when targeted. So if the raid was mostly all in the center, that's where all the missiles will hit, get out of there.
And that's basically the cycle of the whole fight. Avoid slime spray, get Mutated Infection, take the little oozes out to big ooze, kite the big ooze, avoid the explosion, repeat til dead. Except, the rate of Mutated Infection will increase as the fight goes along, so things can get hectic at the end.
Hard Mode Summary:
More damage, more HP, and Professor Putricide joins the fight from the balcony performing...
Vile Gas: This is similar to the Festergut one, but not as lethal. What it does is roots you for a second or two, you can still cast it and all. And it still hurts people around you. The adjustment the raid has to make is to keep the minimum amount of ranged at ranged (3 / 7) and spread out so it's not cast on the melee pile.
Otherwise it's the same fight, this is a relatively easy Hard Mode, comparatively.
Achievements:
Dances with Oozes - Defeat Rotface without exploding any oozes in 10/25-player mode.
- The gist of it is, avoid combining the oozes for as long as possible.
- For example, if ranged/healer gets a small ooze, they go out and stand somewhere far away and let the ooze beat on him.
- If the first melee gets it, he can stay in and dps, just heal through the extra aura damage.
- If a 2nd melee gets it, that'll force a merger and then start kiting the Big Ooze around.
- Again try to avoid merging other oozes to the BIg Ooze while doing that.
- And kill before the 5th ooze merges
Videos:
Festergut Strategy Page
saedo — Thu, 10/15/2009 - 11:52

Health:
- 10 Man: 9.412M
- 10 Man Heroic: 13.7M
- 25 Man: 40.44M
- 25 Man Heroic: 52.2M
- Enrage: 5 mins
Abilities:
- Gaseous Blight - The Gaseus Plague inflicts 2925 to 3075 Shadow damage to all nearby players. Instant
- Inhale Blight - Inhales the Gaseous Blight in the room, increasing damage dealt by 30%. 3.5 sec cast, 15 sec cooldown
- Pungent Blight - Violently releases the Gaseous Blight, dealing 48750 to 51250 Shadow damage to all enemy players, releasing the deadly Blight back into the room. 3 sec cast, 15 sec cooldown
- Gas Spore - Unleashes a Gas Spore, inflicting 2-4 random targets with a gaseous spore. The Spore will explode after 12 seconds, inflicting 1950 to 2050 damage to all nearby friends. The damage from the Gas Spore builds the targets immune system, giving them a resistance to the blight. Instant, 18 sec cooldown
- Gastric Bloat - Inflicts 14625 to 15375 damage and applies Gastric Bloat to the target, increasing damage done by 10% for 1.67 min and will cause a Gastric Explosion at 10 stacks inflicting massive damage to nearby allies.
- Vile Gas - Inflicts a Vile plague in targeted area, inflicting 4875 to 5125 damage every 2 sec for 6 sec. The plague causes the infected targets to vomit uncontrollably inflicting 3900 to 4100 damage to nearby allies. Instant
The Fight:
Gaseous Blight
This is basically a tank and spank fight with a few group up and spread out scenarios. It has a 5 min enrage, and basically serves as a gear/dps check for the raid.
First thing of note, the room will be covered with an orangy gas, the Gaseous Blight. It's a constant damage aura for the raid to heal through.
Inhale Blight
Festergut will start inhaling the Blight every so often. Each time he does, the aura damage goes down, but he increases his own damage done by 30%. So, less raid damage, more tank damage, be aware to shift focus.
Pungent Blight
After 3 inhales, the room is cleared of the aura and his damage is up by 90%. After 20 sec or so, he will perform this, expelling all the gas back into the room, resetting his own debuff (back to normal damage), and dealing about 50K damage to the entire raid.
Instant death to most unless...
Gas Spores
Every so often he'll throw out 3 Gas Spores (2 in 10 man) into the raid. The look like Loatheb's spores, but they're on a player's head. People need to group up with them, let the timer on it run down so it explodes all over them. But try not to have more than 1 spore in the same area due to...
Blighted Spores
This is a 6 second 2K ish DoT that the Spores leave on you after they explode, and it stacks. Heal through this raid damage, it is neccessary because...
Innoculated
This is a debuff you get should you survive the Blighted Spores. It gives you a 25% shadow damage taken reduction, and it stacks. This is what the raid needs to survive the Pungent Blight. There will be 3 opportunities to get it, and you'll likely need at least 2 in normal modes, all 3 in hard modes.
Gastric Bloat
Last couple of tricks this guy does are... Gastric Bloat is a stacking debuff on the tank. It makes him do 10% more damage per stack, and to reiterate, that's more damage he does, not taken. But at 10 stacks, he dies in a horrific explosion likely taking some melee with him.
So this forces it to be a 2 tank fight, tank swaps at 8-9 stacks, then help dps without pulling aggro back.
Vile Gas
This is for the ranged to deal with. With sufficient numbers, this targets the ranged, disorients them and makes them puke (damage) all over anyone around them. So this is the spread out mechanic. This will not occur during Gas Spores, so the raid works to group up and spread out whenever it calls for it.
Heroic Mode Summary
There's one new trick and that's Malleable Goo. Professor Putricide joins the fight and starts throwing them from the balcony. There'll be a small green goo puddle where it's gonna land, through the explosion radius is far larger. They hurt, give a debuff that increases your casting and attack speeds. Best to avoid them.
This forces the raid to be more out, like if you had healers stack on melee before, might be best to leave them out. More targets for Malleable Goo to target instead of it constantly doing melee. For the melee though, probably want 2 areas to run to, likely on either side. Don't be on the side the Goo lands at.
Achievements:
Flu Shot Shortage: - Defeat Festergut while none of the players in your raid group ever had 3 stacks of Inoculated in 10/25-player mode.
- For the first spores, run out on your own, no one gets the debuff except them.
- For the second spores, everyone but the first 2 group up for it.
- At this point, everyone should have 1 stack, adjust the above step if necessary like if the spore goes on the same person. They run out again.
- For the third spores, stack up like normal, this gets everyone their 2nd stack
Videos:




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