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The MUK Raiding Topic


Sergeant Squid

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EDIT: Forgot to say that, despite wiping for a solid two hours on that big sack of shit; not once did it get frustrating or feel cheap or did I want to give up. I think the fight is tuned quite nicely in terms of difficulty and it's great to face something challenging that takes more than our usual 'couple of wipes whilst we figure it out, then clear' tradition to overcome...

Completely agree with this - it was a really refreshing challenge & lots of fun to try out different tactics to try to figure out what was going to work best. Having such a nice atmosphere in the group definitely helps too!

Reading through earlier posts it looks like it may make more sense to get Mumps or Grahl to do the kiting but I'll make the changes to my frost-spec anyway just in case we decide to give it a go.

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So bored of Sarth I didn't even do last week's Sarth and still have the quest in my log..

Same for me, its mostly the time it takes to assemble a working pug. 3 attempts over a 2 week period I meet the same fate.... 1 dickhead is already saved to a Sarth (where he is dead) and about 3-4 other dickheads in the raid allow themselves to get saved to that Sarth-less raid. Fucking dickheads. Fuck pug raids.

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It's just another thing that takes a decent chunk of time to organise (if you do it outside guild) and when it's something as mind numbing as Sarth, which it has been for a few weeks now, I just can't be arsed.

Something like Sarth though, maybe I've been lucky, but I've just been tagging along to pugs and it's usually a BAM! in out in 10/15min type job. Easy 5 frost emblems. :)

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Sounds interesting, is it for a job or a placement or what?

It's for a job as an Information Developer for IBM. I've been applying for it and jumping through the various hoops since the start of October, so will be a bit gutted if I fluff it at this stage. Thanks for the good wishes all :)

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It's for a job as an Information Developer for IBM. I've been applying for it and jumping through the various hoops since the start of October, so will be a bit gutted if I fluff it at this stage. Thanks for the good wishes all :)

Good luck! :)

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Some stuff about Rotface, taken from EJ. A few things I wasn't aware of, i.e. the gap between mutated infections is based on time

  • The little oozes have a 'fixate' on whoever drops them - this means everyone who gets the Mutated Infection debuff is 'responsible' for making sure their ooze merges properly, kiting their small ooze if needed.
  • The little oozes are snarable (Chains of Ice) and possibly rootable but are NOT tauntable - see fixate above.
  • You can have multipe large oozes at one time - avoiding mulitple large oozes is one of the keys to fight
  • There is no 'hard' enrage. Rotface casts Mutated Infection starting every 12 seconds and ramping up to every ~6 seconds, regardless of health. For this reason, it is recommended to bloodlust at the start of the fight. The goal is to shorten the total fight length.
  • Paladins and DKs seem to be the optimal kite tanks. Paladins have range snap agro (avenger's shield, judegement) and can control the cleanse, which can be very useful. DKs also have decent ranged threat (D&D, DC, IT) and can freely run through the slime while kiting through AMS/IBF usage.
  • The kiting tank should avoid kiting the large ooze anywhere near the raid. Try to keep it on the outside of the room.
  • The kiting tank should not be afraid to run through the large quandrant slime. It's better to heal that damage on a tank than to kite the large ooze near the raid.
  • The kiting tank should never be meleed by the large ooze. It is the people with the little slime's job to properly kite their little slimes to merge with the big slime.
  • As the Rotface begins casting mutated infection more rapidly, it is everyone's job to be aware and properly drop their oozes - avoid tunnel vision dps when Rotface is at 20% - properly positioning the little oozes is still the priority for everyone.
  • Unstable Ooze Explosion - the mechanic is straightforward. The big ooze begins casting (~1.5-2 cast) and the missiles don't target anyone until after the cast is finished. Have your kiting tank call out when the casting ends for people to run away from Rotface and let the missiles land.

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I was watching the tankspot vids of it too and they don't really seem to kite the small oozes much when there's a big ooze up. They pretty much just run in front of the big ooze, get the infection cleansed and the big ooze absorbs the little one before it has much of a chance to move anywhere.

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We've got most of that down tbh, it's just perfecting it. I recommended BL at the start the other day (having read something similar on Tankspot), which we did the first few times but then someone said to do it at 30% instead.

Despite what it says there, Warriors are perfectly capable at kiting the big oozes, as witnessed the other day when Moo and myself did it - the factor there wasn't the kiting, it was people positioning their little oozes which, in fairness to everyone else, seems a bit buggy and random at the moment in terms of them dropping and absorbing into the big oozes.

Snares and roots may work on little oozes, but stuns definitely don't, as witnessed by myself when using shockwave and concussive blow to no effect. Annoying!

Edit: Alask, that's what we were trying for the other day, but mistimed cleanses and lag and general bugginess foiled us!

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[*]The kiting tank should not be afraid to run through the large quandrant slime. It's better to heal that damage on a tank than to kite the large ooze near the raid.

Isn't there are 30% run speed reduction where eventually the ooze catches up and kills the kiting tank?

Also, as far as I remember Ty was quite busy cleansing and healing the OT and was not able to heal through the damage from the slime?! (or was that the ooze catching up with the tank?)

Fun fight though!

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The slime does slow you down but you can use Hand of Freedom and other abilities like it to negate that.

Assuming you're using 3 healers, the damage from the slime shouldn't be an issue. The same for the damage from the big ooze aura assuming it's only hitting the person with the small ooze. The only really unhealable damage is from the big ooze melee hits or if the whole raid is taking the aura damage from it.

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