Professor Putricide is the execution check your raid leader has nightmares about. All the 5% buffs in the world won’t save you from bad positioning on this fight. As hunters, we’ve got every opportunity to do top notch performance on this fight, and today we’re going to talk about how.
First up, the way the fight works
There’s a lot going on in this encounter. In the first two phases, different color slime puddles will grow or explode, adds will have to be kited and/or burned down, and slime missiles will leave a path of devastation in their wake. One of your tanks is going to be transformed into an abomination who will be helping with some of these things by eating slime puddles and slowing adds, but still, there’s a lot going on until phase 3.
When the boss is up, burn him. He alternates between creating a green add and an orange add. If there is an add up, that’s your number one priority. All DPS must be transferred 100% to the add. That includes your pet. If your raid falls behind on them or allows one of them to explode, it could mean a wipe.
- Volatile Ooze (the green one) will spawn on the right side of the room, root someone, and head toward them to explode. Your friendly abom should snare it, and the ooze should be burned down before it reaches its target. If this doesn’t work out (because of positioning, low DPS, or DPS not switching fast enough), bear in mind that the explosion damage is spread among people nearby, so group up on the glued player if it looks like the DPS isn’t going to make it.
- Pro tip: positioning is everything on this fight. If the ooze glues you and you’re at the back of the raid, it won’t survive the trip to see you. If it gets close, you can feign death, which will force it to choose another (ideally, distant) target. Don’t feign death until it’s close, though, as it’s just as likely to turn around and try to instagib some poor melee.
- Gas Cloud (the orange one) will spawn on the other side of the room. Until it picks a target, only ranged will be attacking it. Once it picks a target, that target has to kite it (ideally through the melee, who will be running toward it) and hope that the abom slowed it, because if they get caught, they and everyone around them will be killed.
The abom is using “slime energy” to snare these adds. Where does this energy come from? Why, eating slime, of course! Luckily, the good professor is kind enough to periodically throw expanding pools of slime at you and your raid mates, which provide him all the sustenance he could ask for. Don’t stand in these.
Once you burn Putricide down to 80%, he’ll stun the lot of you for 20 seconds while he slips into something more comfortable. In his case, that’s a pair of tentacles he uses to add a couple of unpleasant abilities to his repertoire. A rogue can use a well timed vanish to avoid this stun and continue stabbing away at an add or the professor.
Now, in addition to all the fun stuff above, you also have to watch out for:
- Orange beakers on the ground that cause a debuff and explosion.
- Malleable Goo (they look like slime NPCs) being thrown at random players.
If you have a good (and updated!) boss mod, it should tell you if you’ve been targeted with malleable goo so you can run out. It should also make you /yell about it, so people in range can run out. When the goo is thrown, it takes a few seconds to land, and does damage and slows attack speed to anyone affected by it.
You have from 80% until 35% boss health in phase two. If there are slime pools on the ground or adds not yet killed when the boss stuns everyone again signifying the start of phase 3, it might be a wipe. Phase 3 is unlikely to succeed if you have to waste time burning down an add first, so ideally someone will be watching the boss’s health and calling for a stop DPS early enough to allow the raid to finish the last add and then for the phase change.
You lose your abomination in this phase, so any puddles dropped will grow unchecked. Luckily, no more adds spawn. Unfortunately, you now have a soft enrage timer. The boss puts a debuff on the tanks that does exponentially more raid damage, eventually becoming unhealable. He also grows his tank damage at an exponential rate. If a tank dies with the debuff on him, the boss gets healed for a large amount, essentially forcing a wipe.
Puddle management is important- nobody should be in the center of the room, and people should avoid spreading too far out. The tanks will run him around the edge of the room.
As a hunter
This is one of the few ICC fights that favor ranged over melee. While the melee need to be constantly running from boss to add and back, hunters in particular have some significant advantages. First, we can just about reach both adds if we stand at close to max range. Second, we can cover ground faster than anyone but an engineer, and can continue to melt face while doing so. Third, we can change targets and generate snap DPS quite well.
Create a macro to /target volatile ooze, as switching to this immediately is very important, and tab targeting is not perfect at range. I spam the macro while doing my rotation when I see the boss finish the cast. When the orange add is coagulating, I mouse turn my camera and prepare to immediately target it and run into range. It’s important for ranged to start DPSing as soon as it’s targetable, because melee have to wait for a target to be chosen before getting too close (or else they’d have trouble kiting it).
If you get picked by the gas to be the kiter, switch to aspect of the cheetah (not pack), disengage away, and start running. Importantly:
- Do your best to run the add through melee, but never at the expense of it catching up to you
- Jumpshot while you go, but only instants and never stop moving.
Right before phase changes, make sure you’ve used your most powerful shots if available, and refresh your sting if it’s close to expiry. A good rule of thumb is that the 20 second stun will almost always occur right after some sort of valuable and rare proc, such as lock and load or the 2t10 bonus.
Lastly, blow your cooldowns as often as you can, while ensuring they’ll be available for phase three. As SV, this typically means once in the beginning of the fight, and as MM this means twice or three times.
This fight is anything but stand and shoot, but it really rewards hunters who know how to play their class, and know how to maximize their stand and shoot time. Not as much as rogues who don’t even have to stop for the stun (entitled sons of… very nice women with very bad luck), but we’re definitely one of the best ranged classes to bring to this fight. Get good at it, and you’ll really be able to help your raid.