I have very mixed feelings about the Putricide fight. As a fellow healer on my team said, it's controlled chaos if you do it well; very predictable, fairly easy to heal once you get the hang of it. But there's a ton going on, and a lot of movement depending on the method you use. Not exactly a paladin's best friend. However, it gives us a chance to break out some quick usage of spells we may have gotten lazy with in our comfy straight heal-bomb fights. Putricide always puts me at about half HPS of what something like Festergut would have me, so this is not one of our strong fights for sheer output. Where we shine here is with versatility and a quick response time.
Preparing for the Raid
Slime Puddle: Tossed on the ground through all phases. If your abomination tank is quick, they shouldn't be much of a problem to avoid.
Choking Gas: Starts with Phase 2. Two flasks are placed on the ground; standing near them does damage to you and reduces your chance to hit. Not as much of a worry for a healer, but you want to avoid them when they explode.
Depending on your raid, you will form up on the orange or green side. The raid leader for our 25 prefers the green side, our 10 man leader prefers the orange. If you're forming up on the orange, you have some time and space to get things ready. Toss a Beacon on the abom tank once they are in the vehicle, then pop off a few quick heals on folks who get caught in slime puddles. The Putricide tank should not be taking all that much damage just yet. Once you see the warning for Unstable Experiment, get ready. You'll see the target on Grid and get a warning in DBM - throw a Sacred Shield and Flash of Light on them as soon as possible, and collapse into them. If the slime reaches them and you're thrown into the air, hit a Holy Shock on the way down. If the slime has chosen a new target, repeat the process as quickly as possible.
Ideally you will get to Phase 2 before the third experiment drops. We usually get him down before the second, but we've had times where the Gas Cloud is up. Either way, when you see the warning for Tear Gas, hit your Divine Plea. It will tick through the stun and provide some mana if you need it.
Keep up with the experiments as before, but now you need to be aware of one more nefarious component: Malleable Goo. This is easy to avoid, but surprisingly easy to get caught in, as well. And boy, is it embarrassing when you do. Fortunately, DBM gives a warning not only when it's targetting you, but when it's near you. If you see this warning, just strafe out of the way. The only problem comes if you are switching sides or otherwise moving around and dart into the Goo's path. Don't get Grid tunnel-vision here: You will get smacked in the face.
Here's where things change up quite a bit, and if you're not expecting it, you're guaranteed to lose a tank. The abomination will disappear, leaving you with one tank to Beacon and one to Sacred Shield. Your raid should not be taking much damage, and it's more important that you focus on the tanks at this juncture. Tank swaps occur quickly, so I don't recommend switching Beacon targets unless you actually have a moment to breathe.
You'll need to stay ahead of the tanks here, thus ahead of the slime that will be swiftly filling the room. Don't let yourself get backed into a corner; you can't afford to blow your bubble for something so silly. Now is the time to pull out all the stops. Once your tanks start getting to 3 stacks of the debuff, blow talented Lay Hands for a bit of a buffer, use BubbleSac (make sure you're in the same group as the tanks!), even Aura Mastery if you're running Devotion Aura; every little bit helps. Pop your cooldowns - two piece T10 + Divine Illumination is excellent here - and heal your ass off. After what amounts to a short, hectic phase, he'll either be dead or your raid will explode. Hopefully it's the former.
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