Professor Putricide Controlled Strategy

Tags: boss strategies, heal tips, icecrown citadel, melee tips, professor putricide, ranged tips, tank tips
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Boss: Professor Putricide
Zone: Icecrown Citadel
Modes: 10N, 25N
Type: Normal boss kill
Dominatuus
<Nightshift>
7 guides
Created: 21 Jan 2010
Updated: 4 weeks ago

Target Audience

This strat is for any guild that may want to have more control over the fight and remove as much RNG from the time spent in combat. It uses 3 tanks, and 4 healers, and can be both melee or ranged heavy as it compensates for both.

Overview

This fight is all about using lanes, add control and knowing what will come next. You can modify it for 10 man with less people as its the same principles.

Raid Composition

Tanks:3
Healers:4
Melee:any
Ranged:any

If your members do not know how to stack up, or move from malleables, then you will have a hard time no matter what, and no strat will really solve bad movement.

***UPDATE***
Forget moving to the orange tank side, just sit under the green one where the add comes out and stack all melee and the tank + putricide on it. Have ranged in the center circle for 10 and center circle / end of blue marker for 25. Put hunters/mage/locks/druids / etc (things that can do actions while moving or teleport) in the center. When the green add comes out, pound it as fast as you can. When everyone is knocked back, collapse back on the green slime as fast as possible. You should be able to kill it within 1 explosion.

The orange add is the same strat of kiting, except that people are dpsing it from center as you can run from it pretty easily.

**Achieve posted below***

Strategy

The general info on each ability is below the strat and was copied from another source, and by now you should have seen it posted in a billion other places.

There are 3 phases here:
100%-80% for phase 2, and you'll deal with the 2 adds only (gas clouds, volatile ooze) and he will throw green vials at people which will form slime puddles. Pretty easy stage, great for 'warming up' your people. You should be able to burn this up in 2 adds.

80%-35% for Phase 2, you'll deal with same adds in phase 1, except he will drop orange bombs on the floor which the tank and everyone must avoid mainly because of the major nerf to your damage (75% miss debuff), and of course the explosion will probably kill someone not topped off. And the malleables he will be throwing (2 at a time) which cause 15k damage to its exploding area + 200% debuff on speed for 15 seconds.

35-0% for Phase 3, pure burn on the boss, all 3 tanks used, no abom to help eat slimes, think firefighter where you'll be hugging the slime as much as you can. You will deal with everything from phase 2 except the 2 adds. Malleable usually kills ranged, and bombs usually kills the melee's dps output so you hit the soft timer because tanks get too many debuffs and raid dies from the 5th stack (I'll explain later).

---Setup---

First step is you need to split your raid up into 2 ranged groups. Ranged includes healers in this case. You will have a BLUE inside, RED outside, and Yellow melee lane. The reason for these lanes is to prevent malleables from hitting the melee due to the need for having a certain number of ranged people (> 10 yards) from the boss. This allows everyone know where they need to go as well as how they should be moving to prevent crossing of paths and raid nukage.

Here is why. If you assigned people to say always go left of the boss, and others to always go right, this is what really happens when transitioning from green to orange adds:

Bad news, so when the tank gets half way and everyone clumps up, and he throws malleables and guess what? The melee get hit, and 10+ people take 15+ damage so people will most likely die because of the abom's constant aoe damage.

The Inside lane should have resto and ele shaman, paladin healers, shadow priests, and any other ranged class that cannot "Blink or teleport" fast.

The Outside lane should have mages, warlocks, druids, holy or disc priests and any other class that can "Blink or teleport" or can roll a hot / heal effectively while in motion.

Ideally you want 2 healers in each lane as they will give coverage to both groups as well as the melee piles and tanks, plus cover the damage from adds without being too close.

People in each lane will always need to be stacked up as tight as possible.

The adds that come out will always appear underneath the green or orange spigot. They will come 5 seconds after Unstable Experiment, and they will have selected and will begin to pursue their target after 5 more seconds. The adds will always alternate Green->Orange->Green->Orange->Repeat

You will use these lanes in phases 1 and 2. Phase 3 is different.

----Phase 1----

In phase 1, you want one of your 3 tanks to go to the table where putricide is and drink the potion on the table. Healers!!! Do not dispell him!!! If you do you'll wind up putting him way behind on slimes and wind up getting overwhelmed.

Abomination Handler

You will run around and find the puddles that he will toss on the ground. When you get to it, stand in the center of it, and spam '1' to drink it up. Make sure you drink it all as it will constantly expand if you do not. From there you need to make sure you always have 50 energy ready to go as you will need it. You will continue to drink up the piles, however if there is only 1 pile available, you will need to stop drinking it and let it get a little bigger so you can get the necessary 50 energy. Why?

Because of the adds! When the adds comes out (which will always be green first), you will need to target him, wait until he starts casting, then hit him with your ability '2' which will toss a debuff on it to slow it down 50%. This is essential as it will allow your raid to kill it before it bounces and explodes everyone everywhere multiple times. If you are ahead on slimes, you should run over and start using ability '3' on the add constantly to apply a 20% debuff on it and do decent damage to it.

On the orange add, you should wait to apply the debuff for about 3 seconds as he takes his time to choose a target and you want the time on the 50% to last as long as possible.

Remember, slime puddles are priority. Also, it is your responsibility to watch the boss's health. You need to be calling out when you are getting close to 80% and 35% and for good reason. If you apply the debuff on the add and the boss is at 81%, then the raid takes him to 80%, he will do the gas cloud stun which lasts about 15 seconds, so when it comes off and you go into the next phase, you have no energy to slow the add down and it will go charging after each person and kill them. If you see you are about to enter the next phase, do not apply the debuff, wait for a few seconds, then you can hit it when you come out. You CAN do this in phase 3 as well, but you have to spam it really fast before you lose your abom.

---Extra Abom DPS---
First of all, once you have picked up a slime pile, immediately target and run to the add and start dpsing it like crazy to get the 5 stacks up. You should be able to get 3-4 before it even moves. You will see it casting to select its target, just hit #2 when its cast bar it ~60% and you will have it applied exactly before it starts to move so you get the max time on it. Meanwhile, keep DPSing it until you see the green vials get tossed. Hit it about 2-3 more times, then go back to drinking ooze. This will help the raid out quite a bit as you'll be hitting the add for 13k-26k damage each time. Go and drink the ooze, set up next to another spigot and be ready to roll. If you get a moment to strike the boss, go for it, but its the lowest priority.

---Unholy Infusion---

If you are on the quest, here are a couple tips to help you out.
Dont worry about even trying to infuse under 50%, you have 6 minutes of the buff and if it falls off or you die, you have to do it again. Wait until about 45-40%, then instead of staying on the mob after applying the debuff, you need to go drink the ooze, and infuse. You may need to hesitate so that its big enough to get you to 100% because it will normally get you to about 80-85 which will not work out as you must be at 100% energy to infuse. From there, infuse, and be ready to drink up anything you can, but ideally your raid should be getting ready for phase 3 clean.
If you have to make a choice on which add to use, green is actually the better choice because of the amount of aoe damage orange does if it catches its target early.

On the pull:

Ranged

You will You will start on the green side split and stacked into your grouped lanes, except you will move forward about 20 yards toward the center and dps the boss like crazy as he will be in the center.

Melee and tanks

You will take the boss and plant him in the center and rip into him as fast as you can. This will make sure the pools are in the middle of the room (relatively) for the abom handler. As well as give you a nice jump on his health.

Once he blows the first Unstable Experiment:

There will be a single add that will appear underneath of the spigot of the green vat after 5 seconds. After another 5 seconds, it will select a target, freeze them in place and go toward them then explode, retarget, explode.

Tanks will Move the boss to the orange vat side of the room at the starting point of your lane because it is the furthest point from the Green add that will be spawning. You will always tank the boss on the opposite color as the anticipated add color coming up. As each add is killed you will move to the opposite side of your lane and tank him there.

Everyone needs to get to their positions as shown above. The outside lane needs to move forward 10-15 yards so they can immediately dps the green slime as he will sit there for 5 seconds casting against his target before moving, and you can knock off 15-20% of his health in that time frame + get your dots spooled up. Ranged dps people from inside lane can as well, but dont move too far, be at max cast range. The early dps is worth it.

Once he selects a target EVERYONE must rush the add and kill it. Regardless of which lane he chooses, no one will need to move to the other lane, just dps and do your jobs because melee and that lane's people will always be piled up on the target to eat the damage. Once the slime makes it to its target, it will explode and everyone near it will take damage. YOU MUST TAKE DAMAGE AS IT IS SHARED if you do not, the target will absolutely get 1 shotted because its 100k+ damage aoe. Once it explodes it will knock everyone back 20 yards and pick another target. Melee must not run to it, they need to run away until it picks, then run toward it. If you are picked, you will be frozen, but still able to dps, so do it. If you are melee and near the boss, then keep dpsing the boss until it gets to you.

Outside lane should be shifting toward the center as they are dpsing the green target (which is why I moved you 20 yards forward) because of transition.

At this point outside lane is almost centered, and the green add is dead. Melee will follow the boss and dps him as the tank takes him over to the green vat side. Inside lane will move a short distance, and outside lane (since they are almost in the middle of the room at this point) will move into position as well on the green vat side.

From here you will be dpsing the boss waiting for the next unstable experiment (which can also happen when you are shifting, so no big deal). Once the orange appears, you just keep killing the boss until he selects a target. That target will take constant damage ticks of ~6k, so healers need to be on the ball. The person will kite it from where they are, past the outside lane's end position, then toward the green vat, and follow about 5 yards outside of the center circle's pattern all the way around the circle and to the inside lane's current position. Do not go all the way to the table as its a waste and causes the outside lane to shift positions unnecessarily.

EVERYONE KILLS THE ORANGE except inside lane, they stay on the boss until the add makes it near their casting range as the kiter will be coming to them soon enough. You have 20 seconds to kill this add as it has 10 stacks of debuff on the target and 1 comes off every 2 seconds. Once it comes off, it will then start casting to pick a new target. Everyone must run away from it! If you dont, it will touch you, and cause the amount of bloat damage to the raid, and at 10 stacks, its pretty much a wipe. Just kite it in the same pattern. Usually its dead before it makes it to the inside pile.

When the orange picks a target, the outside lane needs to transition back to the center of the circle so that it can full time dps the orange add as it rotates from being kited around them, as well as have healing coverage for the selected target.

Once orange is dead, outside lane heads to its first position again and gets ready for the green slime, and is dpsing the boss. Inside and melee gets into position as normal.

Wash, Rinse, Repeat.

---Phase 2---

You will do the same exact thing you did in phase 1...

Except!

Ranged

You will now deal with malleables and orange bombs. Now this is the whole reason why you are using lanes. He will throw small slime creatures that slowly move toward their target and bounce. Just move out of the way as a pile and back in place. Minimal need to move, minimal disruption to damage and healing. Just strafe over, boom, strafe back. Since everyone is stacked up, he will almost always throw it in 2 directions, so you can count on it coming to you. Since there are 10+ of you melee will live.

Melee

You will need to watch for orange bombs, especially the tanks.

Tanks

It is your responsibility to move the boss away from the orange vials. If you dont, its not melee's fault. Its yours. Melee needs to move away from the vials as they do 6k aoe damage and explode for ~18k, so just dont sniff the fumes. The big issue is the 75% hit rating debuff which nerfs your dps into the ground for 15 seconds.

Thats all you have to deal with for phase 2. If everyone is paying attention and someone is calling out malleables and bombs, you'll breeze right through it. Expect to do about 6 adds or so (Green/orange/green/orange/green/orange / etc) It always alternates, and if you get behind on the adds, you will wipe. No matter what you do, you must handle the adds, they are priority one.

When you see Unstable experiement, that means you have 10 seconds until the add is going to go after someone. 5 Seconds for it to appear, and 5 seconds for it to select and engage. Very predictable.

----Phase 3----

This is a basic tank and spank with a twist. He will apply a debuff on the current tank. The debuff causes raid damage and increases exponentially as it stacks. This is why you use 3 tanks. Each tank will take 2 stacks each, taunting off of each other, then they will all take 1 more stack by taunting each time they get one, and then take 1 more again by taunting back and forth between the 3.

If you get to 5 stacks its pretty much a wipe as you'll be taking 16k raid damage per tick. Its basically a 90 second speed burn. If any tank dies, he will heal a certain amount times the number of stacks on that tank, so healers the tanks are the most important healing target. If you have to make a choice between a mage, rogue or tank. Guess what, someone is gonna die, and it cant be the tank or you will probably not make the 90 second soft timer and get 5 stacks (plus the other tanks will take debuffs faster).

Tanks

You will pick the area of the room to start (go to a wall), and kite the boss along the wall. Everytime he does an ooze, try to hug it. And if you see orange vials/bombs, you must move away IMMEDIATELY. Tank him around the room and if done correctly, he'll be dead before you make it back to where you started.

Melee

Dps your heart out, and watch for vials. If you see it call it and move away. If the tank is slow, you still need to move away ahead of time. You cannot afford to take that 75% debuff.

Ranged

You must stack up and stay near the growing ooze. This will make sure he tosses the green vials near the ooze and buy you more time. This will also make sure the malleables are being thrown in 1 direction, so people will just strafe over and back to continue to dps.

Thats all there is to it.

If I can find one of our videos, I'll post it, but theres the whole strat, so enjoy it. If you have any questions, post away here, or drop me a line on our website (http://www.nightshift-guild.org) or on Thrall-US.

General Tips

----Abilities---

Mutated Abomination

Drinking a potion off of Putricide's table will mutate you into the Mutated Abomination. The Abomination plays a pivotal role in the fight with controlling slime and oozes. The MA first ability is Eat Ooze which will consume the Growing Slime Piles that Putricide spawns. Doing this also gives the Abomination Ooze energy. The Abominations 2nd ability is Regurgitated Ooze, which deals damage over time as well as slows its target by 50%. This is key to controlling the Gas Clouds and Volatile Oozes. The last ability is Mutated Slash which deals damage plus decreases physical damage resistance by 4% for 20 seconds and stacks up to 5 times. This is important to have on the boss.

The drawback to the Abomination is it does a steady AoE to the rest of the raid for 4.5k every 2 seconds.
The Aboms job would be to 1st, consume any slime pools, then go about slowing down the Oozes so that they can be dps'd down. Once those 2 things are done the Abom would go about putting the debuff on the boss until more slime or Oozes appeared.

Gas Clouds and Volatile Ooze

Throughout the fight, Putricide will spawn Gas Clouds (a brownish ooze) and Volatile Oozes (a green ooze).

Gas Clouds

Gas Clouds will target a random player and put a debuff on them called Gaseous Bloat and then begin to pursue that player. It appears this starts off at 10 stacks and every 2 seconds will deal damage to the player and drop a stack. If the Gas Cloud reaches the player it will cause Expunge Gas which will damage all nearby players based on how many stacks remain of Gaseous Bloat. For this reason, the player targeted should run away and the Abomination should try to keep the Regurgitated Ooze debuff up to help with this. All ranged should switch over and burn the Gas Cloud down. If it reaches its target, or once the debuff falls off, it will cast it again so leaving it up is not really an option.

Volatile Ooze

The Volatile Ooze will target a random player and cast Volatile Ooze Adhesive, which roots them in place and deals 6k damage per second. When the Ooze reaches the player it will cast Ooze Eruption which splits ~170k damage between all player within 10 yards. Again the Abom should work on getting the Regurgitated Ooze debuff on it to slow it down and everyone (minus the tank) should stack on the targeted player to reduce damage. Melee should be on the Volatile Ooze (as well as ranged if there isn't a Gas Cloud up). Once the Ooze reaches its target and erupts, it will pick a new target so everyone must again collapse to the targeted person.

Professor Putricide

Choking Gas
Putricide has several abilities that will require him to be kited. Through out the fight he will throw down Choking Gas Bombs, which will look like little orange test tubes on the ground. These deal 6k damage every second to anyone within 3 yards and apply a debuff that reduces chance to hit by 75% for 15 seconds. After 20 seconds the Bombs will explode and anyone with 10 yards will take ~16k damage, have their hit reduced by 75%, and get knocked back. When these are summoned the tank needs to be sure to kite Putricide well away from the area.

Expanding Ooze

Putricide will also throw out vial that break turning into expanding Ooze Piles that the Abom must consume. These deal damage every second and should be avoided by all except the Abom.

Malleable Goo

Putricide will also throw out Malleable Goo which will bounce towards the target and explode where they are/were, dealing 15k damage and slowing attack and cast speed by 200% for 15 seconds. These are not very fast so players should be quick to move and avoid these.

Unstable Experiment

This is listed as one of his abilities but I believe this is his emote as he spawns either a Gas Cloud, Choking Gas, or a Volatile Ooze. Otherwise I am not sure what this does.

Create Concoction > Guzzle Potion > Mutated Strength

This seems like his frenzy. It appears that he may return to his table and then enrage, so this is probably the best place for Bloodlust. Besides that, this fight is fairly mysterious. The increase to 10 attempts will indeed help with this fight the first week.

General Tips

Putricide Ablilties

Slime Puddle
Throws a vial of Mutated Slime, creating a puddle of slime at the targets location.

Choking Gas Bomb
Professor Putricide throws Gas Bombs around him, the Gas Bomb deals 6338 to 6662 damage every 1 sec and explodes for 15600 to 16400 damage after 20 sec.

Choking Gas
The Choking Gas inflicts 6338 to 6662 damage and causes you to choke, reducing your chance to hit by 75% for 15 sec.

Unstable Experiment
Professor Putricide begins to peform a wicked experiment on you all!

Create Concoction
Professor Putricide is rifling through the lab table, searching for a powerful potion!

Guzzle Potions
Professor Putricide starts to drink every potion on the table! Gives Mutated Strength.

Mutated Strength
Increases damage done by 50% and increases attack speed by 50% also attacks cause the caster to become more mutated, inflicting increasing damage every 3 sec.

Malleable Goo
Professor Putricide bounces a Malleable ball of Green Goo at the target, inflicting 14625 to 15375 damage and slowing attack and cast speed by 200% for 15 sec.

Mutated Abomination Abilities
Mutated Transformation
The diseases from the Mutated Abomination is inflicting 4.5k damage to nearby players!

Eat Ooze
Eats nearby Mutated Slime decreasing the size of the pool, giving you 4 Ooze energy!

Regurgitated Ooze
Movement speed decreased by 50%. Inflicts 8288 to 8712 damage every 2 sec for 20 seconds.

Mutated Slash
Inflicts 100% weapon damage instantly and reduces the target's resistance to physical damage by 4% for 20 sec. Stacks up to 5 times.

Gas Cloud Abilities

Gaseous Bloat
Inflicts 1463 to 1537 damage every 2 sec.
If the Gas Cloud hits you it will expunge all remaining Gaseous Bloat, inflicting damage to all nearby allies.

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.

Volatile Ooze

Ooze Eruption
Inflicts 165k to 174k damage shared with nearby targets, knocking them back in all directions.

Volatile Ooze Adhesive
The Volatile Ooze Adhesive bonds the target to the Volatile Ooze, inflicting 6338 to 6662 damage every 1 sec and rooting the target. The Volatile Ooze will move towards the target, exploding for damage, split among all nearby targets.

Growing Ooze Pile

Slime Puddle
The Mutated Slime grows continuously, inflicts 5363 to 5637 damage every 1 sec to targets in the Slime Puddle, until it is consumed by a Mutated creature!

Tank Tips

Always watch for orange vials and move fast. Be sure to tank him so his back is toward the outside of the room so melee can see the adds when they spawn and be ready. Make sure you are communicating about the buffs in phase 3.

Heal Tips

Be sure to be in place on each transition, and be ready for the explosion damage, people just need to be topped off at all times, especially the ones who do not know how to move. Phase 3 healing will be pretty tough as your tanks will be getting hit for 18-20k damage.

If you see someone low, be sure to hit them with something or the AOE damage from the abom will ultimately kill them in a matter of seconds.

Melee Tips

Stay away from orange bombs and ooze. Do not every charge a green or orange target until it has chosen someone.

Ranged Tips

Move as soon as you see malleables, stop your cast. Its just not worth it. the 300 extra dps you put in wont compare to the 5k loss because you died from not having enough discipline to stop casting and move. Always anticipate where you need to be. Its very repetitive.

Common Problems

People not moving to malleables, tanks not moving away from vials, melee standing in bombs or slime. People not stacking up in their respective lanes.

**To do achievement**
Abom will never slow it down, dps green down as stated above. For orange have the target run all the way into the corner and sit there while it comes to them. Everyone else should be DPSing it all the way in. When it gets to the corner, it will have minimal stacks to do any real damage. Have everyone run away, it will retarget, and you have the targeted person just run back toward the place it came from. It will be dead before it crosses half the room.

Suetma   <Unbound Brotherhood> Dawnbringer (US) 03 Mar 2010 08:33 3.3.2
 

Good strat, we modified it slightly for our own composition, but looks like it's going to work for us. Since phase 3 is the phase that makes healers want to gouge their eyes out, thought I'd add a couple things for you.

DRUIDS, DRUIDS AND MORE DRUIDS.
Our composition for this fight is 5 healers. Holy Paladin stuck like glue on the MT, thats a no brainer.
Our resto shaman also MT healing, but we found that CH spam on the Green ooze target was extremely helpful especially with the 4pc T10 bonus providing a HoT to crits and Ancestral proc. in ph1 and ph2.

For ph3, Shaman on MT, swapping Earth shield to the active tank, Paly MT heals and we had 3 Druids who heavily hotted the raid and tanks. In general, the hots were enough to keep raid members good provided they weren't placing themselves in a stupid spot.

Nice strat, cheers.

Dominatuus   <Nightshift> Thrall (US) 15 Feb 2010 03:50 3.3.2
Article author
5

Added notes to shorten kill time for adds as well as the achievement strat.

Dominatuus   <Nightshift> Thrall (US) 28 Jan 2010 07:07 3.3.0
Article author
5

Fixed typo as noted in first comment, added dps as abom as well as unholy infusion comments.

Garantio   <Blood of the Elders> Argent Dawn (EU) 28 Jan 2010 03:51 3.3.0
 
At this point outside lane is almost centered, and the green add is dead. Melee will follow the boss and dps him as the tank takes him over to the orange side. Inside lane will move a short distance, and outside lane (since they are almost in the middle of the room at this point) will move into position as well on the orange side.

Probably a typo here since after killing green ooze you might want to move to the green side away from gas cloud.

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