The Care and Feeding of Warriors: Plagueworks Page 3

Here it is at last, the big show of the Plagueworks. (That's him dead over in the corner there. Sorry, I was busy during the fight, forgot to take a good screenshot. Look, I already admitted I'm horrible at screenshots.) The Putricide fight combines elements of the previous two fights, adds in some vehicle mechanics, tosses in a continuous ramping up of difficulty, and finishes it all off with two soft enrages and a hard berserk timer! It's simultaneously my least and most favorite fight.
Why least? Well, for starters, if you're a tank on this fight (on 25 man: in 10 man you just use 2 tanks thankfully) you have one of three jobs. Two of them are compelling and involved and will challenge you. One of them sucks horribly for the vast majority of the fight and then suddenly gets interesting at the very end. While I generally find the whole Plagueworks to be very well designed and this fight to be both visually and mechanically fascinating, I find the idea of making it a three tank fight for the last 35% but two tank for the first two phases just wrong headed. We basically either have to kick a DPS for a tank who won't be doing anything but following the raid around and trying to DPS for two phases, or force a DPS with a tanking spec and gear suitable to the fight to suit up and do something he or she didn't sign up to do. Either way I find that less than compelling.
For this fight as a tank, excluding the poor unlucky one who does nothing for a long while, you're either tanking Putricide himself or you're drinking stuff from that table in the picture there and becoming a Mutated Abomination, which is basically a vehicle that looks like Festergut/Rotface. Putricide randomly throws slime puddles under people's feet which not only do hefty nature damage if stood in, but they also spread out to cover more and more floor unless the Abomination tank gets to them and spams his Eat Ooze ability (key #1 on the interface) - and when I say spam, I mean hit that damn key until your wrist feels like goddamn hamburger. Remember Heroic Strike spam? Like that. The Abom tank will be doing that while also trying to hit Putricide with his Mutated Slash ability (which is basically there so that a warrior tank who takes the abom doesn't cheat the raid out of his sunder ability, but the Abom can actually do a surprisingly high amount of DPS - our feral tank took it and did nearly 10k DPS on the fight when I remembered to make sure to keep Putricide in range of him while he stood in the puddles, and Mutated Slash does not affect Eat Ooze's cooldown in any way or cost energy to use.)
In addition to saving the raid from ever growing ooze puddles on the floor, the Abom tank will be gaining energy as he eats the ooze. This is good because it will allow him to greatly assist against Putricide's next ability, Unstable Experiment. This summons one of two adds to complicate life for your raid, either a Volatile Ooze or a Gas Cloud. (The Volatile Ooze is a green ooze, and despite its name, the Gas Cloud is a brownish orange ooze.) In my experience he always summons the Volatile Ooze first. The Volatile Ooze will target a random party member, shoot a green beam at him or her that fixes them in place, and then charge them. It can be slowed by the Abom tank using Regurgitated Ooze, and it can be attacked before it selects a target. When/if it reaches a target, it explodes for a very large amount of damage that gets shared by everyone around it. This means that you can have all the DPS (or most of them anyway) group up around the ooze as soon as its spawns and begin burning it down before it targets anything and that damage can be shared out by as many people as possible, making it easier to slow and burn it down before it picks a new target. The explosion also has a knockback component: if you are not knocked back for some reason by it, you should still run away while it is selecting a new target to ensure that if it selects you, it will have some distance to travel and can be burned down safely.
Meanwhile, the Gas Cloud is also vulnerable to Regurgitated Ooze. It spawns on the opposite side of the room from the Volatile Ooze, and selects a raid member to attack with a red beam that inflicts Gaseous Bloat on the target. The Abom tank slows this cloud, enabling the target to kite it around while the DPS burns it down.
Once Putricide reaches 80% (we've seen it happen a little sooner or later than 80% but we're not sure if thats just mods acting up or what) he will drop Tear Gas on the floor that will stun the raid. Warriors have no abilities that can allow them to avoid this, so I won't mention it much, but some classes will be able to break this and keep DPSing. It's very important to try as a raid to avoid pushing Putricide over into a phase while there is a Volatile Ooze or Gas Cloud down, as it complicates the already complicated next phase and slows DPS significantly. DPS is important on this fight, despite all the moving around, because Professor Putricide has a hard berserk that will wipe your raid and you don't want to, say, get him to 4% or lower several attempts in a row only to hit the hard enrage. Not that I know what that feels like. So making sure you have a smooth transition into phase 2 so the DPS doesn't have to waste time dealing with an ooze or a cloud is very important - if your raid leader calls out to stop DPS please don't try and cheat for just a little more, stop DPS.
For Phase 2, everything above still holds true. Slime puddles are still dropped and he must be moved out of them, while trying to keep him in range of the Abom tank for its surprisingly high DPS, and Oozes/Clouds are still dropped and must be dealt with. But he also has new abilities to take into account. First up is Malleable Goo, as the Professy will help by throwing blobs of goo at a target that explode, do a lot of damage, and put a really hideous debuff on anyone they hit, 200% attack and casting speed reduction. Keep in mind that this is an execution fight, yes, but it's also a fight with two soft enrages and a hard berserk: you cannot get this debuff. As soon as Malleable Goo is thrown you have to move out of the way, it travels in a straight line and can be avoided.
The next new ability in this phase is Choking Gas, which is clearly visible as two beakers he drops on the floor. This will almost always be called out on vent because the 75% reduction to chance to hit is actually far more insidious than the damage it does: this is another ability that you simply must not be hit by. Run away, even if it costs you DPS now, it'll save you more DPS later. Choking Gas Explosion happens 20 seconds after he drops the bombs, so stay away from them. (In my experience as tank, he drops the bombs right at his feet so I move immediately away from them.)
From 80% to roughly 35% this is the fight: stay out of goo, switch to Ooze or Clouds as called for, group up properly on Ooze to spread the explosion damage out, kite and burn the Clouds, avoid Malleable Goo and Choking Gas Explosion. As a DPS warrior, make use of abilities like Juggernaut and Intercept (with Heroic Fury if you have it) to maximize your mobility. Don't be afraid to Intervene while kiting Clouds to get some distance, too. The phase 3 transition is pretty much identical in how it operates: he drops Tear Gas and you absolutely cannot have an Ooze or Cloud up, because the Abom tank is about to be ejected and won't be able to help slow or DPS it. Please listen to your raid leader's DPS calls.
Phase three has Putricide run back to that table and drink something else. This is the phase you need three tanks for, as the Professy swells into a raging behemoth and beelines (hopefully) for the tank, who is trying desperately to get him to someplace hopefully free of Slime Puddles. In this phase, there is no Abomination to eat the puddles, so they are constantly thrown at random raid members and grow with time without any way to remove them. That's right, it's everything you loved about Vashj phase three! While this is going on, Putricide is also stacking a debuff on the tanks that causes raid damage to spiral up every time it stacks: this means that the raid damage will quickly become impossible to heal as the stacks increase. This is why the need for three tanks: tanks have to swap Putricide and get the debuff in order to keep the actual stacks on any one tank as low as possible. Meanwhile, if a tank dies with the debuff, Putricide is healed and the more stacks the tank has when he dies the more Putricide is healed for. All that, and a hard Berserk, too!
In phase three the tanks have to kite Putricide around to keep him out of the Slime Puddles and Gas Bombs (oh yes, he still drops those) while burning cooldowns as the stacks increase to stay alive as long as possible, since any tank death is basically a wipe, while the DPS just goes for broke and every possible DPS cooldown is blown. If you manage to juggle all the different variables, taunt trade to keep the stacks low enough, kite him properly and get the DPS up where it needs to be, Putricide dies and we all get some loot.
There's different strategies for phases 1 and 2... some like to kite Putricide to the various sides of the room the next Unstable Experiment will spawn from, while others like to keep him on the same side as the green tank to maximize time on the Volatile Ooze and making kiting the Gas Cloud easier. It's up to your and your raid (we use the one side strat, but we're very melee heavy) which you prefer.
When dead, Putricide drops the Unidentifable Organ, Infected Choker, Scalpel-Sharpening Shoulderplates and the Facelifter on 10 man and the Protector's Mark of Sanctification, Tiny Abomination in a Jar, and Last Word on 25.
Thus ends the Plagueworks.






Reader Comments (Page 1 of 1)
Drakmarr628 Jan 22nd 2010 9:28AM
Good article Matt. A bit long for me, but I have a small attention span anyways.
Tim Jan 22nd 2010 10:53AM
Rossi is all about the long articles. Which is good. For me, I am only a good tank once I really understand the fight. Basically, I don't adapt well during the fight. Long warrior tanking posts like this make me shave my head, grow a beard and take my shirt off. (a little inside, I know)
DragonFireKai Jan 22nd 2010 9:46AM
If you're a warrior tank on the big oozes on rotface, you left out the strategy that makes that role almost trivial. Don't put vigilance on a healer. The threat sap is not what you're interested in. The fun part about Vigilance is the refreshing the cooldown on taunt whenever the person with vigilance take damage. Every time the rotface tank is hit by rotface, you can taunt the big ooze again. Hit it with a Heroic Throw when it spawns, and after each taunt, use a throwing weapon (due to the short cast time) to grab a little more aggro over whatever pulled aggro. If you get caught in the slime, you can intervene out of it, and quickly beat feet around the slime. If you move promptly, then the slime won't cut into the raid.
Now, having things like HoF or MDs from your raid members help immensely, but the simple choice of whom to put vig on changes the role from a nightmare to merely a challenge.
Tim Jan 22nd 2010 10:55AM
I am the OT and the MT is a pally tank. He doesn't like when I Vigi on him. Any suggestions for calming him?
Josin Jan 22nd 2010 11:22AM
Yeah, switch positions for Rotface. Basing the fight on "Well, he's MT, so he gets the boss" is just silly and gimps your raid. Have the paladin put away their epeen and take the kiting duty. No reason to put unnecessary strain on your raid.
Matthew Rossi Jan 22nd 2010 11:35AM
I actually tried this but Vigilance didn't refresh enough due to the slow sleep of Rotface's attacks: even with Vigilance on another tank, we still lost a healer every time due to me simply not being able to keep the big ooze from running into melee range before I could taunt it.
However, if it's working for you, that's good to hear and I'll consider trying it again. It's still bloody annoying that we have no solid ranged aggro builder imho.
Ball Jan 22nd 2010 2:33PM
I kite the oozes on my Prot Warrior and have no issues. Vig the resto shaman. When Big Ooze spawns pop shield wall, Shield block, Shield Slam/Heroic Strike and Thunderclap while your running away(basically beat on it for 3 seconds). This puts you around 25k Threat which is good for about 2-3 laps around the room before you have heal aggro issues. For extra insurance Ill have a hunter MD as I come by.
Josin Jan 22nd 2010 10:45AM
Great article, Matt. I personally find this wing frustrating as a Prot Warrior, because for Festergut and Rotface, there's very little I can do to influence my group's success one way or another. It seems like it was designed with my tanking mantra in mind: "See boss, hit boss."
Putricide sounds like quite an exhilarating fight, but until my raid's clearing the other two, I won't see it.
Wonderful guide though!
visitingl337n00b Jan 22nd 2010 12:18PM
I think using a range dps to kite the big oozes on Rotface isn't necessarily a bad idea. Sure, if they ever get caught they will get one-shotted, but even tanks don't fare much better. This fight is certainly not ideal for warrior tanks as they have limited ranged aggro to kite with and DKs and Bears are better than warriors against slow heavy hitters. Of course if I had a DK and a warrior as my tanks I would most certainly put the warrior on Rotface and the DK on oozes (and that is precisely what my raid did the first week).
gabeharrison Jan 22nd 2010 1:31PM
Shockwave has a longer range than most people think. Use it while kiting the big ooze. Only time I have problems keeping up with my oozes is in the last 20 seconds of the fight when they start to spawn too quickly and I don't have enough cooldowns to get all of them.
GrumblyStuff Jan 22nd 2010 3:07PM
I assume there's a good reason why stacking some nature resist wouldn't work for tanking the oozes but I don't know what it is. I mean, other than some of the difficulty in getting the gear (double rings off Ony 10 and 25) and uh... releveling professions.
70 from LWing wrist "enchant"
25 from helm glyph
82 from alchemist using the resistance flask (up from 50 due to mixology)
30 from Signified Ring of Binding
25 from 10man version
20 from cloak enchant
Add in 130 from Aspect of the Wild or Totem of Nature Resistance and throw in one green of Nature Protection
414. One friggin' point from the raid cap.
So... aside from the unlikelihood of there being any raiding protection warriors with LWing and alchemy and the nil chance of any raiding protection warriors of dropping their current profs for this one fight, is there any reason why it wouldn't work?
Sleutel Jan 22nd 2010 7:05PM
The problem with the Rotface adds isn't the AOE, it's their melee hits. Which, AFAIK, are physical damage. You could probably tank them for a couple seconds in the beginning, before they have any stacks of Unstable Ooze, if you pop a cooldown. But each stack is 20% more damage, and you aren't going to survive that for long.
eric_barbaric Jan 22nd 2010 3:58PM
I love your description of DPS warriors on page one. That is my character all over.
Walynds Jan 22nd 2010 4:02PM
We roll with 2 Warrior tanks atm due to our Rocketbare being away.
This is probally why we haven't dropped Rotface yet.
THe 2 abomination pull sucks, the raid is starting to lay bets of if we will scourge hook aggro the geist pack when we pull.
Sleutel Jan 22nd 2010 7:02PM
THANK YOU for pointing out how absolutely terrible Warriors are to kite the adds on Rotface. This needs to be hammered into the head of any RL who asks a Prot War to take this job, because they "need to learn to kite," when there is ANY other tanking class available. Or, as you pointed out, even a ranged DPS.
"This means that you can have all the DPS (or most of them anyway) group up around the ooze as soon as its spawns and begin burning it down before it targets anything and that damage can be shared out by as many people as possible, making it easier to slow and burn it down before it picks a new target."
Wouldn't you run the risk of it picking someone right on top of it before everyone else can get there? IME, it works better for everyone to be at max range, have ranged DPS start attacking as soon as it spawns, then have melee run over to it as soon as it fixates. Then, the melee will follow the ooze all the way to its target, so that if it's not dead by the time it gets there, they'll help soak the damage and get the knockback they need to give them enough distance so that it doesn't immediately explode again if they're the next target chosen.
"Warriors have no abilities that can allow them to avoid this, so I won't mention it much, but some classes will be able to break this and keep DPSing."
Be VERY careful about this. We had a Rogue Cloak out of the stun, and it bugged the encounter so that (a) the stunned slime that was up started moving again and (b) the ooze puddles on the floor started growing again. This was on Monday 01/11, though, so it's possible those bugs have been fixed. Don't know if you want to gamble an attempt on it, though.
"Meanwhile, if a tank dies with the debuff, Putricide is healed and the more stacks the tank has when he dies the more Putricide is healed for."
Really, it's "if the tank LOSES THE DEBUFF IN ANY WAY, Putricide is healed." It could be tank death, OR it could be the debuff just falling off on its own.
Dreamstorm Jan 23rd 2010 7:44AM
Any chance we'll ever see a Warrior leveling guide with the Matthew Rossi copyright label on wow.com some day?