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Strategy & Tactics Guide - Professor Putricide

Strategy Guides - Icecrown Citadel

 

 

 

 

 

Putricide, Phd. in Alchemical Horrors and Fun.

Professor Putricide is the last boss of the Plagueworks, and is a boss with limited attempts.

This is an interesting fight with simple mechanics that turns into a beautiful ballet routine. However as any ballet teacher will agree nothing is ever simple. The first thing you will notice is the layout of the room.

 


Clicking the table will make you drink a potion that turns you into an abomination. This is your off-tank's job. The abomination counts as a raid member and as such can be healed.

When you become an abomination you gain three abilities:

1.- Makes you eat the slime puddles and grants you some energy. Without this ability the entire room would be covered in green slime which would make quick work of your raid. This will be your most-used ability during the encounter.

2.- Consumes half of your energy bar to place a strong slowing effect on the target for 20 seconds.

3.- A strong melee attack that applies a stacking armor reduction debuff on the target.


Soon after starting the fight Putricide will throw two flasks that create the green puddles. If left unchecked they will continue to grow and grow. Your off-tank should start eating up the slime, making sure to gain enough energy (50) to use the slow.



Shortly after this you will see that he is creating an ooze. The faucet on the right side of the room will open and out comes a green Flubber. The first one will always be on the right side (so you should always start as far to the left as possible).

Flubber will start casting Volatile Adhesive on someone. Your abomination should have enough energy to slow the Flubber down at this point. Before the three-second cast finishes the abomination should apply the Slow (it's a ranged ability).



The Volatile Adhesive will root the person in place (they can still perform actions) and make the ooze high tail it with amazing speed towards them. If it ever reaches them it will explode and deal damage that is shared between those nearby, also knocking them back some distance. It will then pick a new target and repeat the above. If you see that the ooze is about to reach that person you should pile up on them so that they do not die.


This is fairly tight on the DPS to get the ooze down with current gear but should become easier with time.



After killing the ooze the entire raid should move to the right side of the room where the Flubber came from as a new ooze will be spawning on the left side. Your abomination should also slow this down and DPS need to get on it and unload the hurting as soon as it picks a target.




This new ooze is brown and does not root the person in place, rather the person can and should kite it so that the brown ooze does not reach them. If it does it will explode doing an incredible amount of damage to the entire raid.




The above encompasses the key elements of the fight.

At 80% he will release Tear Gas, stunning the entire raid. He will then go and drink something from his table causing him to gain two new abilities. The reason I'm mentioning the transition is that you ideally do not want any oozes to be up when it happens, so control your DoTs on Putricide.

As for the new abilities they are simple 'Move out of the way' abilities that nonetheless add chaos when combined with all the Flubber-killing fun and green ponds of toxic crap on the ground.

The first one is him throwing two large poison flasks that explode after a few seconds, doing enough damage to anything within 10 yards to kill any non-tanks outright. Easily avoidable but requires you to pay attention and put down that slice of pepperoni pizza.

Ability number two is called Malleable Goo. Malibu flies through the air and if you're in the path you'll get hit, doing damage and slowing down your casting speed by ~200%. Healers and ranged DPS need to be at some distance from Putricide in order to react in time to this. It shouldn't target melee unless you're all bunched on him. Healers beware of the spikyness of the damage.


The rest of the fight revolves around dealing with these simple mechanics. Until the last phase anyway.

Enter phase 3

 

At 35% he will stop casting oozes. Rejoice. First off you really don't want any Flubber up on this transition as your off-tank's Abomination will disappear. In the event that you mess it up have him quickly spam the Slow ability on it and pray it goes off as the stun wears off.

Preferably you also don't want any slime pools up. You still need to avoid Malibu and the Gas Bombs. Any deaths at this point will make it harder and harder to kill him.

He will rush to his table and eat some spinach. Popeye the Sailor would be proud. He starts to really hurt your tanks now, and puts a debuff on them that damages the raid. You'll have to switch tanks to prevent this getting too high. At this point it's a mad rush to kill him before he kills you. Use bloodlust and potions. You will also need to move him around the room as you no longer have an abomination to eat the pools.




Kill him and tell everyone the great news.

 

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