I am shamelessly reposting this from a post I wrote on my Guild's Forums under the same title. The pic is me getting my groove on in the abomination... and yes that is the raid UI that I use. Messy as hell I know... deal with it!
Last week while tanking putricide I decided to change up the traditional way of tanking the boss. Normally we start on the far left side (as facing where the boss initially is), then after the green ooze is down or while in the process of downing the green ooze the tank would move putricide to the far side of the room. This process would repeat until into phase 3.
While this strat works... it has some issues namely it is very movement intensive on the healers and dps who have to constantly switch sides of the room. To combat this, instead of moving the boss to the right side of the room (north) after the green ooze, everyone would instead move to the center of the room where there is a giant circle on the ground. The ranged dps and healers form a sort of semi circle around where the gas cloud spawns. This way the ranged dps can begin burning down the gas cloud while it is targeting. Whoever the gas cloud targets will then start kiting as normal around the room but since the healers are all in the center it makes it easier to keep up the targeted player. The melee dps can continue to attack the boss and then switch after the cloud targets someone.
After the Gas cloud is down everyone heads back to the left corner and continues to dps the boss till the green ooze spawns. This repeats through phase 2 and dps just has to be mindful of the transition into phase 3.
Phase 1 is really short and depending on the dps of the group it is beneficial to not move to the center until you push the boss past 80%. You should be able to kill the first green ooze and get the boss to 80% before he has a chance to summon the gas cloud. If you do this it will skip an ooze summon giving you extra time to dps the boss and it will pick up on the gas cloud on his next summon.
During Phase 3 we were letting the stacks build to 3 on the first tank before the second tank takes over. This way it isn't so healing intensive right off the bat. The tanks should also start using cd's after the second stack to reduce the tank damage. After both tanks get 3 stacks you should trade off at each additional stack after. If you manage to get to 5 stacks... you are probably going to wipe from the raid damage so saving dps cd's for phase 3 is very important. Heroism should be used when he gets into phase 3 if available.
Now for driving the abomination you should have a psuedo priority on what you should be doing throughout the fight. Your priority should look something like this...
- Eat ooze Pools
- Slow gas clouds and green oozes
- DPS gas clouds and green oozes
- Keep the sunder armor debuff on the boss
- DPS the boss
Basically as soon as a puddle spawns you should be moving to it to drink up the pool. If the boss is positioned near the pool you can still drink and dps on the boss at the same time because the 2 abilities do not share a global cd. Starting out, you should just finish drinking the last pool, as the green ooze begins to form. At this time don't wait... but run over to the mob and start using the sunder ability on him. Watch his cast bar and just before he finishes casting use the abomination slow ability on him and then continue to melee/sunder the ooze as it moves towards its target.
DPS on the oozes as the abomination really makes burning them down a lot easier for the raid dps. Generally speaking I can get the green ooze to 80% before the first dps even gets a hit on it. That is why this is a higher priority over debuffing the boss. You can ensure that the oozes die before it reaches its target which minimizes risk to the raid. If you are able too.. by all means try and keep the debuff but eating the ooze pools and dpsing the adds should be your highest priority. Its the dps' job to kill the boss after all.
With the strategy above for positioning the boss, you won't have to leave that half of the room to drink the ooze puddles. That means you should be close to where the gas cloud spawns and once again after all your slime pools are gone begin dpsing the gas cloud. The same tactic applies, wait for the gas cloud to almost finish the cast, and then slow the target. Ranged dps should already be attacking it as soon as they are able.
-Rogues can vanish just before the tier gas for phase 2 and 3 to avoid getting hit.
-Mages can blink while rooted by the green ooze. This doesn't break the root but can get you 20 yards in a different direction giving extra time to kill the ooze.
-The warrior sunder armor and the abomination sunder ability count as the same thing. If you apply the sunder as a warrior you won't be able to apply the abomination debuff... but it still does the damage.
- The putricide tank can DPS the green ooze and gas cloud while it travels to its target to help get it down faster.
You are only safe in the central corp
7 hours ago