If you have a problem with the guide send me a pm on the forums and ill make changes.
Videos for the lazy
http://www.youtube.com/watch?v=L_0n38eM ... 4988E20F51
understand these fights are with no/5% buff so pay attention to the strat not the dps
I recommend you download DBM its not needed but it makes things easier http://www.curse.com/addons/wow/deadly-boss-mods/447605
10 Man: 6M
10 Man Heroic: 10M
25 Man: 23M
25 Man Heroic: 31M
Enrage: 10min spikes>boss
Abilities:
Saber Lash - Inflicts 300% weapon damage (200% in 10 man) split evenly between the target and its 2 nearest allies.
Coldflame - Inflicts 6,000 Frost damage every 1 second to everyone standing in it
Bone Spike Graveyard - Impales 3 random players (1 in 10 man) in a Bone Spike, which does 9000 physical damage and then 10% of their maximum health every second until destroyed. Bone Spikes have 63,000 health on 25 man, 39,000 health on 10 man.
Bone Storm - Attacks nearby enemies in a whirlwind of bone. Does more damage the closer you are to him, about 6000 damage every 2 seconds on top of him, 800 damage when far away.
The Fight:
Saber Lash
Marrowgar's first trick is that he does often 300% weapon damage (200% in 10 man) to the tank, but split among 2 others nearby him. So it's similar to Mother Shahraz, you'd want 2 other tanks to stand stack with your MT to simply soak. Possible with 2 tanks, just know that there'd be spiked up damage instead of "normal" looking damage.
Let your tanks do the pull, make sure they're the first ones there. And the rest of the raid, don't be anywhere near them.
Coldflame
Marrowgar will spawn these doomfire like things. It's a trail of flame (frost) that you don't want to stand in. But the simple part is that it only goes out in a straight line. So fairly easy to dodge by just strafing to the side if one heads towards you.
The raid itself can avoid most if not all the Coldflames if they stand inside his gigantic hitbox. Hunters are out of luck though. The fires appear to spawn just outside his hitbox and shoots outward, so the inside is never hit.
Bone Spike Graveyard
Marrowgar will impale 3 random non-tank players (1 in 10 man) doing 9000 physical damage to them, then it takes 10% of their hp per sec while they're in them. The only way to free them (no bubbles, no ice blocks) is to kill the Bone Spikes. They have 63,000 hp in the 25 man, 39,000 hp in the 10 man.
The dps should be switching to these and breaking them out asap. If the raid is grouped up together, stacking, it would help minimize any run time melee has to make.
Bone Storm
Marrowgar will start whirlwinding around. Think like Leotheras. Random no aggro targetting flying around the room. He chases about 4 different targets before stopping.
The entire raid will be hit, but the damage is based on proximity to him. If you're on top of him, about 6000 every 2 seconds. Further out in his hitbox, 4000 damage. Just outside even, 2000 damage. And about 800 damage if you're 30 yards out.
Also, Coldflame still occurs during this. As the raid is probably spread out, they'll fly out in more "random" directions. But it'll be 4 at a time from each of his "sides" when he stops a bit on his target of choice during the whirlwind.
Anyways, aggro is reset after this is finished, so dps hold back just a little until tanks reach him. Repeat the above stuff until Bone Storm occurs again.
Heroic: Bone Spikes will occur during this so have to switch to dps this phase too.
Heroic Mode Summary:
More damage, more HP obviously.
Coldflame now is more of a targeted flame. Still goes in a straight line, but not set 4 points from Marrowgar. So a bit harder to dodge, during whirlwind at least, you can still stack up to avoid it otherwise.
Bone Spike Graveyards will still occur during Bone Storms. Raid has to switch to kill them asap in both phases now.
For Bone Spikes, they're mostly ranged priority, the melee won't run into dps Bone Spikes, just handle whatever's near by, worry more about them after Bone Storm. Healers keep those up in the meantime, and BoP anyone spiked and bone stormed at the same time. Priority is survival.
In 25 man, the fight is more forgiving. You have more healers, more ranged, and more people Marrowgar can target to Bone Storm / Spike. Spread out a bit more, make sure healers and ranged are covered around the room. Again clump up as minimal as possible and heal / kill spikes when convenient. Survive!
Achievements
Boned 10points- Defeat Lord Marrowgar without any raid member remaining impaled for more than 8 seconds in 10/25-player mode.
This is merely a raid target switch check. Easily done if everyone switches. And if done like mentioned with most of the raid stacking up in the hit box, every dps should easily be able to reach a Bone Spike to kill asap.
Health:
10 Man: 3.3M (3.3M Mana)
25 Man: 13.4M (14M Mana)
10 Man Heroic: 6.7M (7M Mana)
25 Man Heroic: 27M (17M Mana)
Enrage: 10 min adds>boss
Abilities:
Mana Barrier - Envelops the caster in a powerful barrier that continually replenishes any lost health, at the expense of the caster's mana. Instant
Dominate Mind - Mind controls the target. Damage increased by 200%. Healing increased by 500%. Lasts 20 sec. Unlimited range. Instant
Death and Decay - 3000 Shadow damage inflicted every 1.0 sec to all targets in the affected area for 10 sec. 100 yd range. Instant
Phase 1 Only:
Shadow Bolt - Inflicts 9188 to 11812 Shadow damage to an enemy. 100 yd range. 2 sec cast
Dark Empowerment - Empowers the recipient, causing them to gain additional abilities.
Phase 2 Only:
Frost Bolt - Inflicts 44850 to 47150 Frost damage to raid and reduces movement speed by 50% for 4 sec. 40 yd range. 2 sec cast
Vengeful Spirit - Deathwhisper summons a Vengeful Spirit. Vengeful Spirit persues a player for a short period of time. If caught, they will explode for 17370 to 18630 Shadowfrost damage to the target.
Touch of Insigificance - Reduces the target's threat generation by 20%. Instant. Stacks to five. Lasts 30 seconds.
Cult Adherant (Reanimated Adherant):
Frost Fever - A disease dealing Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 14% for 15 sec. Unlimited range. Instant
Curse of Torpor - Afflicts an enemy target with a curse that increases ability cooldowns by 15 sec. 100 yd range. 1 sec cast
Deathchill Bolt - Deals 8788 to 10212 Shadowfrost damage to an enemy target. 45 yd range. 2 sec cast
Dark Empowerment - Empowers the recipient's spells, causing them to deal area damage and making them uninterruptable. 200 yd range. 2 sec cast
Deathchill Blast - Deals 9250 to 10750 Shadowfrost damage to all enemies within 10 yards of the target. 45 yd range. 2 sec cast (cast under Dark Empowerment)
Shroud of the Occult - Envelops the caster in a powerful barrier that deflects all harmful magic, prevents cast interruption, and absorbs up to 100000 damage before breaking. Instant (cast under Dark Empowerment)
Dark Martyrdom - The caster surrenders to dark energies, exploding to deal 18000 Plague damage to all enemies within 15 yards, and leaving only skeletal remains behind. 200 yd range. 4 sec cast
Adherent's Determination - Nearly impervious to magical damage. 99% reduction. Always active (Only Reanimated)
Cult Fanatic (Reanimated Fanatic):
Shadow Cleave - Inflicts 15913 to 17587 Shadow damage to enemies in front of the attacker. Melee range. Instant
Necrotic Strike - Strikes an enemy with a cursed blade, dealing 70% of weapon damage to the target and inflicting a lasting malady that negates the next 15000 healing received. Melee range. Instant
Vampiric Might - Empowers the caster with dark might, increasing all damage dealt by 25% and heal the caster for 300% of his damage dealt. Instant (cast under Dark Empowerment)
Dark Martyrdom - The caster surrenders to dark energies, exploding to deal 18000 Plague damage to all enemies within 15 yards, and leaving only skeletal remains behind. 200 yd range. 4 sec cast
Fanatic's Determination - Nearly impervious to physical damage. 99% reduction. Always active (Only Reanimated)
Phase 1:
This fight is a bit like Akama or M'uru. In which most of the hard part is to deal with adds. Then an easier part burning the boss down.
Positioning
The raid should all stand behind her up on the platform, on top of the stairs. This allows everyone to be relatively close for ease of target switching and healing. Also if you stay above, it forces Line of Sight to get the adds to come to you. The raid can position themselves behind her before the pull if you hug the walls (think Morogrim).
Mana Barrier
When pulled, she'll put up a Mana Barrier. Which means all damage done to her will instead drain her mana. This marks Phase 1. Deplete that mana to start Phase 2. There is no aggro in this phase, your dps can go all out on her inbetween adds.
Shadow Bolts
Meanwhile she just randomly casts Shadow Bolts to people in the raid. Something to heal through. This is only in Phase 1.
Dominate Mind
In 25 man only, she will occasionally mind control people. The usual doing more damage and healing and growing real large. Like Kel'thuzad thing. CC those people. Don't kill them.
Heroic: In 25 man she'll MC 3 people at a time. In 10 man, she will MC 1 person.
Death and Decay
She will be randomly dropping green puddles of do not stand in void zones shit. Obviously, do not stand in them, they can really hurt.
Adds
On either side of the room, in those glowing alcoves, adds will spawn. One from each, so 3 from each side total. Alternating type of adds, that is, it'll be Fanatic, Adherent, Fanatic on one side, and Adherent, Fanatic, Adherent on the other side.
In 10 man, only 1 side will spawn at a time, alternating. In 25 man, both sides spawn at the same time, with an additional one coming from the back (or the entrance where you came).
Use the platform LoS to bottleneck them to your raid. They continue to spawn on a timer throughout all of Phase 1.
Heroic: The waves come in faster and continue to spawn into Phase 2. Except, in 25 man, only 1 side at a time alternating, like how 10 man is. In 10 man, it's the extra add from the back that spawns, like how the 25 man has one.
Dark Empowerment
Deathwhisper will occasionally empower adds, giving them more and dangerous abilities (explained later).
Reanimate
She will also be able to resurrect the skeletal remains of adds. That is only those that died to Dark Martyrdom. This is something all adds can do, they randomly just explode leaving "skeletal remains" behind. These are the targets Deathwhisper can revive.
Cult Adherent
The caster type add that spawns. Does not need to be particularly tanked. Mainly casts Deathchill Bolt, which can be kicked or just healed through.
There's Frost Fever, a disease that slows attack speeds. And the most annoying move to your raid, Curse of Torpor. It's a 15 sec curse in which every ability you perform will be given a 15 sec CD. So if not careful, you'll lock out all your main abilities. Decurse it.
Last major thing is Shroud of the Occult in which he'll reflect all spells back, absorb about 100K of damage, and prevents interrupts. So this is where physical dps is best for this mob. But, if you are caster heavy, you can try to kill these before the Shroud is put up, which happens randomly.
Empowered Adherent
When empowered, he changes from casting Deathchill Bolts into Deathchill Blasts. This means his target receives aoe splash damage, so it's more dangerous. More important to interrupt, or burn through that Shroud so you can interrupt.
Reanimated Adherant
After being resurrected, it's basically the same abilities as a normal Adherent. Except, it is now 99% impervious to magic attacks. So physical dps have to take these down.
Cult Fanatic
These are the melee type mobs and must be tanked. It hits hard and cleaves, so tank and face away. Also does a Necrotic Strike, which negates about 14K of healing, think like Jaraxxus' Incinerate Flesh but without the time limit inferno afterwards and it's on the tanks.
Also does Vampiric Might increasing his damage by 25%, and heals for 300% of the damage it does, so that should be dispelled, or spell stolen, or something. Extra damage is always bad.
Deformed Fanatic
This is what happens when Deathwhisper empowers these adds. They hit really really hard now. But they also move slower. Your best bet is to start kiting these. Hunters or something or other. Ranged will want to switch and finish these ASAP.
Reanimated Fanatic
This time, they're 99% impervious to physical attacks. So your casters' turn to deal with these.
Phase 2:
Phase 2 will start the after you burn off all her mana. Aggro is reset, so have a tank be ready to pick her up. Would be ideal to push her over after adds are cleared inbetween add waves. Otherwise, clean up remaining adds before the raid deals with her.
She continues to have Phase 1 abilities such as Dominate Mind (if applicable) and Death and Decay. Only the Shadow Bolts stop and they change to the below abilities.
Frostbolts
The shadow bolts stop and frost bolts begin. These do about 50K unmitigated, and does not appear to be resistible. They are interruptable though. Set up your kick rotation to save your tank unnecessary damage.
Frostbolt Volley
The other thing he does. Not interruptable, basic raid wide aoe damage to heal through. And snares you too.
Touch of Insignificance
This kind of forces a 2 tank fight in Phase 2. It's a stacking debuff that reduces the tank's threat generation by 20%, stacks to 5.
Well it's not exactly a tank killer debuff, it will eventually make your dps pull aggro. It is one tankable if you have enough Tricks of the Trade, Misdirections, and aggro drops to carry your raid through it. Otherwise, trade taunts.
Heroic: She is not tauntable in heroic mode. This forces a more Gurtogg like tank switches. In that the dps have to stay below the threat of both tanks. Switch your MD's and Tricks to current tanks appropriately.
Vengeful Shades
She will begin summoning these ghosts. Similar to those ghosts you see that spawn after something dies and follows you around doing damage but you can't hurt them back. If you remember those, yea those.
Similar to that, the Shade will follow someone randomly. If it touches you, you get hurt. So run away to avoid damage.
Heroic: The Shades will not just hurt one person, but explode hurting everyone within 20 yards. This makes an emphasis on the target of the Shade to run the hell out of the raid and away from people.
That's it. Burn down her hp this time while dealing with the above abilities and you win.
Hard Mode Summary:
More health and damage obviously. In particular to note Death and Decay will really really hurt if you don't run out of it.
Add waves come in faster. Also they continue in Phase 2, but reduced in numbers. In 25 man, only 1 side will spawn at a time, alternating, similar to 10 man. In 10 man, 1 add continues to spawn from the back, similar to the extra add in 25 man.
In Phase 2 she is not tauntable. Tank switches must be done similar to Gurtogg, with dps staying below both tanks in threat. Using Tricks and MDs will help with that. It can be one tanked with enough of those to throw at your tanks if you're willing to try that.
The Vengeful Shades will do a 20 yard explosion instead of single target blast, so that guy has to run run run.
[/color]
BUGGED WILL ADD IF IT IS EVER FIXED
10 Man - 8M
10 Man Heroic - 12M
25 Man - 31M
25 Man Heroic - 44M
Enrage: 8min
Abilities: SAURFANG IS CURENTLY BUGGED AND IS SIMPLY A TANK AND SPANK. Info is here in-case he is fixed.
Blood Power - Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has. Instant
Blood Link - Saurfang gains Blood Power from damage he inflicts with abilities and summoned creatures. Instant
Call Blood Beast - Saurfang calls forth 5 (2 in 10 man) blood beasts every 30 seconds
Rune of Blood - Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5100 to 6900 health from an enemy target and heals Saurfang for 5 times that amount (gains 1 Blood Power per hit)
Boiling Blood - Boils the blood of an enemy, inflicting 9500 Physical damage every 3 sec for 24 sec, up to 6 players in 25 man (gains 1 Blood Power per tick)
Blood Nova - Blood explodes outward from a random enemy target, inflicting 10000 Physical damage to nearby enemies. (gains 2 Blood Power per target hit)
Mark of the Fallen Champion - Deathbringer Saurfang's melee attacks splash to the target, inflicting 3800 to 4200 additional Physical damage. If the target dies while under this effect Saurfang is healed for 5% of his total health. (20% in Heroic) This debuff is casted on a raid member each time Saurfang reaches 100 Blood Power. (gains 1 Blood Power per tick)
Frenzy - Saurfang goes into a frenzy, increasing his attack speed by 30%. Instant (occurs at 25%)
Blood Beasts
Resiliant Skin - The thick skin of this creature reduces damage from area effect attacks by 95% and damage from Diseases by 70%
Scent of Blood - Saurfang's Blood Beasts catch the scent of blood, reducing all nearby enemies movement speed by 80% and increasing their damage by 300% for 10 seconds. (Heroic only)
The Fight:
Blood Power
The basis of the entire fight is Blood Power. Just about everything he does will build up it up, increasing his damage by 1% each time. This builds up to 100 and will be expended to perform...
Mark of the Fallen Champion
Thrown out on some random non-tank player, it does 4K ish damage per attack Saurfang himself does. So, basically a constant hard hitting DoT to deal with. And should they die, Saurfang will heal himself for 5% (Heroic: 20%).
So, keep them alive. Pally beacons work well to keep a constant heal on them. And should they die, do not battle rez them, the debuff persists after death til the fight is over so they'd just instantly die again and healing Saurfang.
Blood Beasts
Throughout the fight, Saurfang summons Blood Beasts, 5 in 25 man, 2 in 10 man. Every time they hit someone, Saurfang gains Blood Power, so ideally, they are not to be tanked but ranged dps'd down.
Also resistant to AoE and Diseases, so single target damage must be applied. Kite them, root them, stun them, snare them etc. Hope the ranged can burn them all down fast enough each round.
Heroic: They gain Scent of Blood which is a short range aoe debuff they put out on the raid, while gaining a 300% damage buff. That basically means they one shot anyone, including tanks, so stay away. The debuff also slows your movement speed, so would be very dangerous to kite if you get caught up in it. Basically all means, kite perfectly or you (and the raid) are probably dead.
Blood Nova
The last tricks he has are these, Blood Nova is a "bomb" type debuff on the raid. Ranged targeted only (with sufficient numbers), but basically the mechanic that makes sure your ranged spread out. They get targetted, they "blow up", hurt people around, and Saurfang gains 2 Blood Power for each additional person it hits.
Boiling Blood
A DoT on random people. Gains blood power through each tick. Heal through it.
Frenzy
And at 30%, increases attack speed by 30%. You gotta deal with more damage, and likely Blood Power gaining more rapidly. So, the final push, pop everything, burn him down and collect loots.
Not a lot of tricksy abilties and mechanics, just can be brutal on damage and healers (pending appropriate gear level).
[/color]
10 Man: 9M
10 Man Heroic: 13.7M
25 Man: 40M
25 Man Heroic: 52.2M
Enrage: 5 mins
Abilities:
Gaseous Blight - The Gaseus Plague inflicts 2925 to 3075 Shadow damage to all nearby players. Instant
Inhale Blight - Inhales the Gaseous Blight in the room, increasing damage dealt by 30%. 3.5 sec cast, 15 sec cooldown
Pungent Blight - Violently releases the Gaseous Blight, dealing 48750 to 51250 Shadow damage to all enemy players, releasing the deadly Blight back into the room. 3 sec cast, 15 sec cooldown
Gas Spore - Unleashes a Gas Spore, inflicting 2-4 random targets with a gaseous spore. The Spore will explode after 12 seconds, inflicting 1950 to 2050 damage to all nearby friends. The damage from the Gas Spore builds the targets immune system, giving them a resistance to the blight. Instant, 18 sec cooldown
Gastric Bloat - Inflicts 14625 to 15375 damage and applies Gastric Bloat to the target, increasing damage done by 10% for 2 min and will cause a Gastric Explosion at 10 stacks inflicting massive damage to nearby allies.
Vile Gas - Inflicts a Vile plague in targeted area, inflicting 4875 to 5125 damage every 2 sec for 6 sec. The plague causes the infected targets to vomit uncontrollably inflicting 3900 to 4100 damage to nearby allies. Instant
The Fight:
Gaseous Blight
This is basically a tank and spank fight with a few group up and spread out scenarios. It has a 5 min enrage, and basically serves as a gear/dps check for the raid.
First thing of note, the room will be covered with an orange gas, the Gaseous Blight. It's a constant damage aura for the raid to heal through.
Inhale Blight
Festergut will start inhaling the Blight every so often. Each time he does, the aura damage goes down, but he increases his own damage done by 30%. So, less raid damage, more tank damage, be aware to shift focus.
Pungent Blight
After 3 inhales, the room is cleared of the aura and his damage is up by 90%. After 20 sec or so, he will perform this, expelling all the gas back into the room, resetting his own debuff (back to normal damage), and dealing about 13K damage to the entire raid.
Gas Spores
Every so often he'll throw out 3 Gas Spores (2 in 10 man) into the raid. The look like Loatheb's spores, but they're on a player's head. People need to group up with them, let the timer on it run down so it explodes all over them. But try not to have more than 1 spore in the same area due to...
Blighted Spores
This is a 6 second 2K ish DoT that the Spores leave on you after they explode, and it stacks. Heal through this raid damage, it is necessary because...
Inoculated
This is a debuff you get should you survive the Blighted Spores. It gives you a 25% shadow damage taken reduction, and it stacks. This is what the raid needs to survive the Pungent Blight. There will be 3 opportunities to get it, and you'll likely need at least 2 in normal modes, all 3 in hard modes.
Gastric Bloat
Last couple of tricks this guy does are... Gastric Bloat is a stacking debuff on the tank. It makes him do 10% more damage per stack, and to reiterate, that's more damage he does, not taken. But at 10 stacks, he dies in a horrific explosion likely taking some melee with him.
So this forces it to be a 2 tank fight, tank swaps at 8-9 stacks, then help dps without pulling aggro back.
Pally tanks can solo tank this if they bubble at around 8 stacks
Vile Gas
This is for the ranged to deal with. With sufficient numbers, this targets the ranged, disorients them and makes them puke (damage) all over anyone around them. So this is the spread out mechanic. This will not occur during Gas Spores, so the raid works to group up and spread out whenever it calls for it.
Heroic Mode Summary
There's one new trick and that's Malleable Goo. Professor Putricide joins the fight and starts throwing them from the balcony. There'll be a small green goo puddle where it's gonna land, through the explosion radius is far larger. They hurt, give a debuff that increases your casting and attack speeds. Best to avoid them.
This forces the raid to be more out, like if you had healers stack on melee before, might be best to leave them out. More targets for Malleable Goo to target instead of it constantly doing melee. For the melee though, probably want 2 areas to run to, likely on either side. Don't be on the side the Goo lands at.
[/color]
Health:
10 Man: 7M
10 Man Heroic: 10M
25 Man: 36M
25 Man Heroic: 47M
Abilities:
Ooze Flood - The Ooze Flood inflicts 5363 to 5637 damage every 1 sec and reduces move speed by 25% for 5 sec..
Slime Spray - Raining Green Ooze. Deals 5363 to 5637 Nature to enemies in cone. 1.5 sec cast / Channeled - Deals 6338 to 6662 Nature damage to enemies in a cone infront of the enemy. Instant
Mutated Infection - The Mutated Infection inflicts 3900 to 4100 damage every 1 sec and reduces healing receieved by 50% for 12 sec. After the Infection is removed a small ooze is created at the target's location. Instant
Little Ooze: Spawned each time Mutated Infection is cleansed / expired
Sticky Ooze: The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%. 1 sec cast
Weak Radiating Ooze - The Radiating Ooze inflicts 3413 to 3587 damage to enemies within 10 yards every 2 sec, it will also cause the Little Ooze to merge with other nearby Ooze.
Big Ooze: Spawns with the first Sticky Ooze, a Sticky Ooze can merge with the Big Ooze and adds a stack of Unstable Ooze. Two Big Oozes can merge and combine their stacks. When the Ooze reaches 5 stacks it will explode.
Unstable Ooze - Increases damage dealt by 20%. Instant
Sticky Ooze - The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%. 1 sec cast
Unstable Ooze Explosion - Inflicts 9750 to 10250 damage to enemies within 6 yards. 4 sec cast
Radiating Ooze - Inflicts 4388 to 4612 damage to enemies within 10 yards. Instant
The Fight:
Ooze Flood
First thing of note is the room. Every so often, an entire quadrant will be flooded with ooze, which of course hurts you and snares you.
Ooze will start flowing from the pipes there first before the flood, so can watch for that and get out of there. The 4 quadrants will be randomly filled, but each one must be filled at least once before re-randomizing.
So, the tank should tank Rotface in the center, the ooze won't reach the inner inner circle of the room. The raid can all stack up there too, in normal mode at least.
Slime Spray
The first major ability Rotface does is Slime Spray. This is where he randomly turns towards a raid member, starts a cast, then channels a frontal cone attack damaging all in its path.
The raid just has to move away from where he's facing to avoid as much of that extra unnecessary damage as possible. This is where stacking in the center for normal modes would benefit too, less distance to run if you can all just go through him to the other side.
Mutated Infection
This would be another major mechanic. What it does is puts a DoT on you, and the debuff also serves as a Mortal Strike effect. When it expires, or cleansed, it will spawn a small ooze which will be attacking you.
Little Ooze
Spawns when Mutated Infection is cleansed, and will be attacking you and spewing out a small damage aura. Let it, it won't hit that much, and has an immense threat lead so it won't go away until you die, or do some total aggro drop.
When 2 of the Little Oozes get together, they will merge to form a Big Ooze. Your goal is to take that ooze out of the raid so they do that.
Big Ooze
When 2 small oozes come together, they'll merge into a big one. These guys operate on a normal threat table and can be tanked, though shouldn't. They will hit very hard and should be kited around the room.
Can be kited by any class that can kite, hunters, locks, mages, etc. But likely, you'd want to stick with a tank class for that extra damage / hp buffer. Do ranged threat moves when possible, so obviously, some tanks are better than others for this task.
Meanwhile, people with the Little Ooze should drop theirs near the Big one so they merge with it. With each one merged, the Big Ooze gains a stacking buff that increases their damage by 20%. All the more reason to kite it around, and stay away due to the aura it has too.
Unstable Ooze Explosion
At 5 stacks (oozes merged), the Big Ooze will stop and do a cast and then explode. Sending 8-10 ooze missiles into the air in which they will land where the players are doing a lot of damage.
So the raid is to watch for that and move, it's like a Shadow Crash, it'll hit the location you were at when targeted. So if the raid was mostly all in the center, that's where all the missiles will hit, get out of there.
And that's basically the cycle of the whole fight. Avoid slime spray, get Mutated Infection, take the little oozes out to big ooze, kite the big ooze, avoid the explosion, repeat til dead. Except, the rate of Mutated Infection will increase as the fight goes along, so things can get hectic at the end.
Hard Mode Summary:
More damage, more HP, and Professor Putricide joins the fight from the balcony performing...
Vile Gas: This is similar to the Festergut one, but not as lethal. What it does is roots you for a second or two, you can still cast it and all. And it still hurts people around you. The adjustment the raid has to make is to keep the minimum amount of ranged at ranged (3 / 7) and spread out so it's not cast on the melee pile.
Otherwise it's the same fight, this is a relatively easy Hard Mode, comparatively. Now here is a big problem i see on this server range ... I have been trying to test this on 25hc but people seem to be stuck in there ways and don't want to experiment. I dont know if Vile Gas is bugged or if PP puts it on melee cause ranged are stacked.
[/color]
Health:
10 Man: 9M
10 Man Heroic: 13M
25 Man: 42M
25 Man Heroic: 50.2M
Abilities:
Puddle of Slime - The Mutated Slime grows continuously, inflicting 4388 to 4612 damage every 1 sec until it is consumed by another Mutated creature!
Mutated Transformation - You have been mutated! Inflicts 1950 to 2050 damage to nearby players every 1 sec. Curing the disease will revert the player to their form. This spell turns you into a Mutated Abomination.
Mutated Abomination:
Mutated Transformation - Inflicts ~1,000 damage to all players every 2 seconds. Passive aura.
Eat Ooze - Reduces the size of a nearby Slime Puddle. Increases the Abomination's energy by 4.
Regurgitated Ooze - Inflicts 6,338 to 6,662 damage and reduces the target's movement speed by 50%. Costs 50 ooze energy.
Mutated Slash - Inflicts 100% weapon damage and reduces the target's armor by 4%. Stacks up to 5 times and lasts 20 seconds.
Volatile Ooze:
Ooze Eruption - Inflicts 39000 to 41000 damage sharesd with nearby targets, knocking them back in all directions!
Volatile Ooze Adhesive - The Volatile Ooze Adhesive bonds the target to the Volatile Ooze, inflicting 2438 to 2562 damage every 1 sec and rooting the target. The Volatile Ooze will move towards the target, exploding for 39000 to 41000 damage, split among all nearby targets
Gas Cloud:
Gaseous Bloat - Inflicts 1463 to 1537 damage every 2 sec and if the Gas Cloud hits you it will expunge all of the remaining Gaseous Bloat and harm all nearby allies. Stacks 10 times.
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
Phase 2:
Choking Gas Bomb - Professor Putricide throws Gas Bombs around him, the Gas Bomb deals 5653 damage every 1 sec and explodes for 15600 to 16400 damage after 20 sec.
Choking Gas - The Choking Gas inflicts 4388 to 4612 damage and causes you to choke, reducing your chance to hit by 75% for 10 sec.
Choking Gas Explosion - The explosion inflicts 10725 to 11275 damage to enemies within 10 yards, knocking them back and reducing their chance to hit by 75% for 10 sec.
Malleable Goo - Professor Putricide bounces a Malleable ball of Green Goo at the target, inflicting 9750 to 10250 damage and slowing attack and cast speed by 1% for 20 sec.
Phase 3:
Mutated Plague - The Mutated Plague spreads to Professor Putricide, healing him for 300000 for each stack of Mutated Plague that was on the target.
The Fight:
Phase 1 (100-80%)
This is a 3 phase fight. It requires 3 tanks (2 in 10 man) but the other tanks are not needed until the last phase. Meanwhile, the rest of the fight is about killing adds and avoiding damage.
Puddle of Slime
Throughout the fight Putricide will throw out these slime puddles. Two at a time, green goo to not stand in. They also grow with time, eventually covering the room. There's a way to prevent this discussed below.
In the meantime, the raid just has to try to stay away from them. The tank will have to drag Putricide around. Our strat is to always try to keep Putricide on the green side, for the ooze, also explained later.
Mutated Abomination
The table of Putricide's offers potions for you to click on and drink. If you do (and one of you must), you're turned into an Abomination. You can be diseased cleansed of it (BUT DON'T), and the raid will receive a constant damage aura.
As an abomination, you get access to certain abilities. Eat Ooze, which is what you use to eat up those Puddles of Slime, and it also gives you energy to perform other abiltiies. Regurgitated Ooze, which is used to snare adds, and *almost* necessary to use. And finally, Mutated Slash, which is some nice dps you can do if the other priorities are taken care of (adds slowed, puddles under control).
The Abomination will last until Phase 3 which you'll be on your own for. You'll likely want one of your Off tanks to do this, since he's useless for the most part til Phase 3.
Shadowmourne: You guys with the Shadow's Edge doing that quest will have 1 other ability, and that's Unholy Infusion. Basically a channeled move that uses full energy, so you can't do the snares or dps during it. You would want to do this during a Green Ooze phase, those are less necessary to slow, providing you do the strat where everyone stacks on green side.
Unstable Experiment
Throughout Phases 1 and 2, Putricide will use this to summon adds. They are the Volatile Ooze and the Gas Cloud
Volatile Ooze
This will be the green ooze, and first add spawned and will alternate with the Gas Cloud. What this one does is targets a random player using a big green beam, which damages them so heal them, and moves towards the player. When it reaches him, it will explode, doing 40K damage split to all it hits.
So the best way to deal with that is to get as much people as possible to pile up on the green ooze and kill it asap. The Abomination will work to snare and help with the dps as well. Things like Feign Death and Vanish will cause the Ooze to pause and retarget so save those if you want when the ooze is close.
Gas Cloud
This is an orange ooze and what it does is, again targets a random raid member with an orange beam and damages them. This time, it also puts a 10 stack debuff on them, if the Cloud reaches the player, the stack explodes hitting the entire raid.
So very imperative to kite the thing around until the dps can kill it. Melee dps be sure not to jump in before it chooses its target, or you could risk being exploded in the face right there.
Phase 2 (75-35%):
Try not to push him over if you have a fresh Ooze/Cloud up, it could wind up as potential problems during the phase transition.
Tear Gas
This is a phase transition move. He will basically aoe stun the entire raid, and also give you near immunity to damage so you won't die during this if you're in a bad spot.
Meanwhile, Putricide just runs back to the table and starts chugging his pots.
This can be vanish and invis avoided, so your rogues and mages, with the right timing can avoid the stun and put extra dps on Putricide during this time. Or the Ooze/Cloud if you have those still up.
Phase 2 has all his previous abilities, plus 2 new ones.
Heroic: Instead of the Tear Gas, a brand new Ooze and Cloud spawns. Kill them ASAP.
Heroic 25 Man: Additional ability, featuring the Gas and Ooze Variable. Whatever variable you get, that's you can damage, so effectively splitting the raid up for you. Better hope you're not completely unbalanced in dps due to this.
Malleable Goo:
Putrcide starts chucking out bouncing green ooze at random raid members. If you remain where it lands, it will hurt you and slow your attack and casting speeds. Best to avoid them, run away when you get the warning.
Choking Gas Bombs:
The only other new ability of this phase. Throws out 2 orange beakers around him, if you get caught near them, they put a 15 sec -hit debuff on you. Then after some time, they explode. This pretty much forces you to move the boss around whenever they appear, and get out fast or you take a dps hit with that debuff.
Phase 3 (35-0%):
Tear Gas will start the phase transition again. Make sure to clear the Oozes/Cloud this time at least. It's more important cause there's a slight soft enrage now in this phase.
You also lose your Abomination, so the slime puddles start growing unchecked. Soft enrage mechanic, keep moving around to open spots.
Phase 3 has all his previous abilities, except the Oozes and Clouds stop spawning.
Mutated Plague:
The only new ability of this phase. He puts a stacking debuff on the tank in which, causes him to aoe damage the entire raid. And the power of it grows exponentially. And, should the tank ever die or expire while under that debuff, it'll heal Putricide for massive amounts, more with more stacks.
At around 4-5 stacks, the debuff becomes unhealable and the raid will die. In 25 man, you want 3 tanks trade tanking, while in 10 man, you can do this with 2. The goal is, to spread the stacks out among all the tanks, but never let a tank out long enough for the debuff to wear off (or he heals Putricide).
There are a few patterns to do this. Like taunting after every stack, so it goes 1-1-1, 1-1-2, 2-2-2, etc, etc. Or some can do 2-2-2, 2-2-3, 3-2-3, 3-3-3, etc. Proabably simplest to just go every 1, but whatever works so long as you remember to not let any 1 single tank take 5 stacks.
This gives you your second soft enrage of the phase. You have about 90 sec or so before the stacks should be too high to heal through.
That's about it, good luck!
[/color]
Blood Prince Council
Health:
10 Man: 5M
10 Man Heroic: 8M
25 Man: 22.5M
25 Man Heroic: 33.5M
Abilities:
Prince Keleseth
Invocation of Blood - Blood empowers Keleseth, granting him more formidable abilities. He will grow larger when under the effect of this.
Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 17063 to 17937 Shadow damage.
Tenebrous Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 85313 to 89687 Shadow damage. Keleseth casts this when under the effects of Invocation of Blood.
Shadow Nucleus - Summons a Dark Nucleus. The nearest target resonates with shadow, suffering 1000 damage and reducing Shadow damage taken from all sources by 40% for until cancelled.
Prince Taldaram
Invocation of Blood - Blood empowers Taldaram, granting him more formidable abilities. He will grow larger when under the effect of this.
Glittering Sparks - Glittering sparks shoot from the caster's hands in a cone, burning enemies for 16152 Fire damage over 8 sec and reducing their movement speed by 20%
Conjure Flames - Conjures a ball of flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The ball of flame explodes violently
Conjure Inferno Flames - Conjures a ball of inferno flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The Inferno Flames discharge some of their stored energy, inflicting 1000 Fire damage to a random nearby target. Taldaram casts this when under the effects of Invocation of Blood
Prince Valanar
Invocation of Blood - Blood empowers Valanar, granting him more formidable abilities. He will grow larger when under the effect of this
Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Direct damage is absorbed by the bomb and converted into energy, propelling the bomb higher in the air with each hit. Explodes on impact with the ground, inflicting 9900 to 12100 Physical damage and knocking enemies back in a wide area
Shock Vortex - Creates a vortex of swirling force near an enemy target that inflicts damage and knocks back enemies near it. Deals 6000 damage to all enemies within 12 yards and knocks them back
System Shock Vortex - Creates force vortices on all nearby enemies within 30 yards, inflicting 5000 Physical damage and knocking enemies near the target away. Valanar casts this when under the effects of Invocation of Blood
The Fight:
First off, there's this Orb of the Darkfallen. Each Prince will only have 1hp and unkillable, unless the Orb goes into him via Invocation of Blood. This gives them an HP that you can burn down, and is the basis of their "shared hp". Basically it's the Orb's hp you burn down as it jumps from Prince to Prince to Prince. Occurs every 45 seconds, random order, though maybe, each one has to be used first before doubling up. Oh, and they also obtain Empowered abilities during it.
Prince Valanar is the starting prince in the middle and has powers of wind. His first move is Kinetic Bomb, in which a white orb floats slowly to the groud, should it hit the ground, it explodes and knocks people back. Each direct damage to it though, sends it right back up. There's 3-4 of these in 25, 2 in 10 mans. Pets are able to keep one up by itself. Also must be careful not to overshoot it and hit it above the ceiling for it can pull Blood Queen (if not hotfixed yet). They also despawn over time, while new ones pop up. Assign 2ish people to watch over these.
When not empowered, all he does is puts Shock Vortex on the ground which is just a "void zone". It hurts, and it knocks you back, don't stand in them, they're kind of a wide area swirlying white, well vortex.
When empowered, the Empowered Shock Vortex, with a 4.5 sec cast, he summons "mini-vortexes" around everyone within 30 yards of him. Each of them will "explode" doing 5K damage and knocking back everyone within 6 yards. Treat this like Gruul's Shatter, the raid has to run and spread out so you don't stack up the damage and kill each other.
Taldaram is the prince on the right side and he does fire things. His first move is a Glittering Fire Sparks, which is a random target frontal cone aoe. One of those like Slime Sprays where he just turns and fires. It is likely the raid won't really notice this unless they're on him at the time. Anyways, heal through it, mass dispel it, etc.
When not empowered, he fires a Flame Orb and some random raid member. It's similar to Putricide's Gas Cloud in that there'll be 15 stacks, decreasing with time, and will explode if it reaches its target, damage based on stacks. So the target is to simply kite it around until the stacks drain off.
When empowered, the Empowered Flame Orb, changes its mechanics slightly. The only way to drain the stacks is to stand (walk/run) under it and let it shoot people with fire beams. The more it hits the more stacks it loses. So the goal there is while kited, the raid is to run with it, along the kite path soaking the hits.
Keleseth is the left one and does shadow damage. Typically, a ranged tank is used for him. His only real trick is the he fires Shadow Lances, just shadowbolts. Continuously.
Except he also spawns Shadow Nucleus around the room, or maybe around people. What those do is latch on to the last person that hits them and gives them a 1K dot, and 35% reduction in shadow damage taken. You ranged tank will want these and will spend almost the entire fight collecting them. If needed, other people can collect them too and bring them to the tank, for he can just pull them off for himself. They also despawn over time so yes, collect the whole fight. You'll need 3+ to survive...
When empowered, his Shadow Lances start hitting for 80K. So your ranged tank will need those Shadow Nucleus to survive. External CDs may also be needed. Also as a note, remember they latch onto the last person that hits them, so your dps should not aoe anywhere near your ranged tank. You could wind up pulling some off leaving him vulnerable to an insta-gib
That's about all to the fight. It's a fairly easy fight, after the raid learns and sees what each individual ability does and reacts appropriately to them..
MOST RAIDS HERE WILL HAVE 1 TANK PULL VALANAR AND TALDARAM TO A WALL AND TANK THERE WHILE ANOTHER (USUALLY HIGHER HP TANK) PULL KELESETH
[/color]
10 Man: 14M
10 Man Heroic: 18M
25 Man: 60.5M
25 Man Heroic: 72M
Enrage: 5m20s
Abilities:
Ground Phase:
Shroud of Shadow - An aura of sorrow and despair emanates from the caster, inflicting 3000 (4500) Shadow damage every 3.0 sec. to nearby enemies. Instant
Presence of the Darkfallen - Increases the damage of Shroud of Sorrow by 5% for every vampire in the room (likely Hard Mode only)
Blood Mirror - 100% of damage done to linked source is reflected to you as Shadow damage. This affects the person closest to the tank.
Delirious Slash - Inflicts 50% of weapon damage to an enemy and causes it to bleed for 5250 to 6750 damage per application every 2.0 sec. for 20 sec. 10 yd range. Instant (appears to not stack and only on the OT in normal mode at least)
Pact of the Darkfallen - Deals Shadow damage to you and nearby non-linked allies. This effect expires when all linked targets are within 5 yards of each other. 100 yd range. Instant
Swarming Shadows - A swarming void consumes the target, causing a mass of shadows to appear beneath the target every 0.5 seconds. 100 yd range. Instant
Twilight Bloodbolt - Hurls a bolt of dark blood at the target, dealing 9250 to 10750 damage to the target and surrounding allies within 6 yards. Unlimited range. Instant
Vampiric Bite - Deals 12025 to 13975 damage to the target, granting them the Essence of the Vampire Queen. 100 yd range. Instant
Essence of the Vampire Queen - Increases damage by 100%, and causes attacks to heal the player for 15% of the damage done, as well as cause no threat. Causes Frenzied Bloodlust after 60 sec.
Frenzied Bloodlust - The caster must satiate their need for blood [within 10 or 15 seconds], otherwise they will lose their will to Queen Lana'thel. You gain Vampiric Bite on your action bar when you're under this effect
Uncontrollable Frenzy - Mind Controls a player in the raid. Increases damage done by 100%. Health increased by 300%. Increases healing done by 1000%. Unlimited range. Instant
Air Phase:
Bloodbolt Whirl - Summons a maelstrom of whirling Bloodbolts, every 2 sec for 6 sec. each one can cast Twilight Bloodbolt (see above)
The Fight:
This is a 2 tank fight, with alternating "air phase" and "ground phase".
First off, there's Shroud of Shadows, which is just a damage aura in the room. Raid heal through that.
The tanks will be affected by Blood Mirror, well the MT and the person closest to him. What it does is link the 2, and for each damage done to the MT, it transfers over as shadow (mostly) damage to the OT. It does not appear to be resistible in any way, so healers just keep the both of them up as they'd be hit the same.
Twilight Bloodbolt is someone she fires at people doing splash damage around the person it hits. So it's the spread out mechanic for the ranged. Like Vile Gas, Blood Nova, and many others, spread=win.
Pact of the Darkfallen is like Mother Shahraz's Fatal Attraction, you know, where 3 players get linked, they do damage to each other unless they run away from each other. Except you run to each other, so more like Yogg's Brain Link, in this manner. You have to be within 5 yards of each other, though I believe it takes a second so you'll probably just wind up stacking on each other. Only 2 are linked in 10 man.
Swarming Shadows is the new Legion Flame. But purple, and all shadowy. You get it, you move, leaving your fire trail somewhere away from the raid preferably. The wall is the best place for the fires.
About 2 mins in she will fly up and aoe fear the raid. Tremor totem, aoe dispel it asap. U need to spread out and survive the 15seconds pop cds if u have to just don't die especially if your next to be bitten.
15 sec into the fight she'll bite the 3rd player on the threat table with Vampiric Bite. This does damage, but more importantly it turns you into a Vampire granting the Essence of the Vampire debuff.
What that does is increase your damage done by 100%, do zero threat, and heal yourself for 15% (10% in 10) of your damage done. So, this is a massive DPS buff. It lasts for 60 seconds (75 sec in 10 man) before giving you the debuff of Frenzied Bloodlust.
That will put you in a vehicle of sorts, replacing your action bars with Vampiric Bite, and Vampiric Bite only. What you're forced to do is bite another player, another non-vampire player. So 1 becomes 2, 2 becomes 4, 4 becomes 8, 8 becomes 16, etc. You have to pick another DPS to bite, and you have to be in melee range to bite. You will want to organize this to your best DPS first to get the most out of the Vampire buff. It'll be the best way to beat the 5 min 20 sec enrage timer.
Should you fail to bite someone, either by hardcore failing, or running out of people to bite due to deaths (hot-fixes have prevented a soft enrage of running out of people as long as long as people are alive)... You gain Uncontrollable Frenzy, which is a boss MC, you do more damage, have more health and will probably be blamed for the wipe.
DO NOT FAIL HERE, WATCH YOUR DEBUFF WHEN 5 SECONDS REMAINING MOVE TO YOUR BITE TARGET AND JUST WAIT. BITE THE TANKS AND HEALS LAST DON'T GET MC WHILE PEOPLE ARE NOT BIT.
Anyways, that's about it to the fight. It's a few abilities we've basically seen before. A lot of damage, requires decent dps (time your cds for the bite and burst like crazy), but has an aspect of execution you have to perform. So, mostly a gear/skill check. Good luck!
[/color]
Health:
10 Man/Heroic: 12M
25 Man/Heroic: 30M
Abilities:
Summon Nightmare Portal - Nightmare Portals let you phase to alternate version of the room with Valithria and Dream Clouds everywhere in the room, killing one of the clouds will buff anyone within 10 yards of the cloud with Emerald Vigor
Dreamwalker's Rage - Deals 10000000 Nature damage to all NPCs in the room. This is the spell Valithria casts to end the combat if you manage to bring her back to 100% life.
Emerald Vigor - Regenerating 200 Mana every 3.0 sec. Increases Damage done by 10%. Increases Healing done by 10%
Dream Slip - This is the spell used by Valithria to teleport out of the Citadel after you saved her.
Zone Spells:
Column of Frost - Marks the location under a random player target. After 2 seconds a column of frost errupts from this location, dealing 9425 to 10575 Frost damage to all enemies within 3 yards, knocking them into the air. Instant
Risen Archmage:
Frostbolt Volley - Inflicts 3770 to 4230 Frost damage to nearby enemies, reducing their movement speed by 50% for 8 sec. Unlimited range. 2 sec cast
Mana Void - Summons a Mana Void at a random enemies location. This Mana Void burns 1000 mana per second to all enemies within a 6 radius. Lasts 30 seconds. 60 yd range. Instant
Blazing Skeleton:
Laying Waste - Surrounds the caster in flames for 12 sec, pulsing 5655 to 6345 Fire damage to all enemies every 2.0 sec. Instant
Fireball - Inflicts 4713 to 5287 Fire damage to an enemy. Unlimited range. 0.5 sec cast
Suppressor:
Suppression - Reduces healing received by the target by 10%. Unlimited range. Instant
Blistering Zombie:
Corrosion - Whenever the caster lands a melee swing, the target takes 2500 Nature damage every 3.0 seconds and their armor is reduced by 10%. This effect can stack up to 5 times. Lasts 6 sec. Unlimited range. Instant
Acid Burst - The caster explodes, dealing 14138 to 15862 Nature damage instantly and 1000 Nature damage per second to all enemies within 15 yards. Lasts 20 sec. 0.75 sec cast
Gluttoneous Abomination:
Gut Spray - Deals 3000 Nature damage per second and increases Physical damage taken by 25% for 12 sec. Instant
Rot Worms - Spawns from dead Gluttonous Abominations, they will melee you for ~10k damage
The Fight:
This is yet another Akama style fight in my eyes, that is, for most of the fight, you'll be dealing with adds. But here's the twist in this boss, you don't kill her. Instead, your healers have to heal her up to 100% to beat the encounter. She'll start off at 50% health. Healers get to play the "dps hero" and spam away at her.
Of course, adds will come out making it "difficult" for your raid. They appear to spawn from the gates, on either side of her, split raid accordingly to deal with adds. The soft enrage for this is that the adds will spawn more frequently as the fight goes on so you'll eventually get overwhelmed.
The portals seem to work like Yogg ones, that is, 1 person per portal, 6 at a time (appear to be 3 in 10 man). Inside the portal, you get to fly around like Kael fight. Look for green clouds to kill to get the buff, and it stacks, so try to get as much as possible. You'll be kicked out after 15 seconds, the debuff lasts 30 seconds. Make the most of it.
There will be random frost spikes targeted on players, just move away from the targeting circle.
As for the adds...
Blazing Skeleton seem to come to start aoe'ing when they appear. Watch out for their fire shield aoe thing. Kill these asap, they can do a lot of damage.
Risen Archmages seem to come 1-2 at a time from the gates, damage mostly from frostbolt volley, might be interrupt able. The other thing he does is summons a void zone of sorts that burns your mana, so don't stand in them. Another source of aoe damage so kill these, mass dispel the slowing effect if that annoys you too much.
Suppressors appear to do nothing but channel into Valithria to suppress heals on her. They're relatively easy to take out. Healers should be aware if they're suppressors on her to not waste heals. Designated 1-2 DPS should be enough to kill them with some maybe splash aoe damage and they can be vocal about when it's good to heal.
Blistering Zombies seem to come 1-2 at time, just burn them down.
Gluttonous Abomination seems to come 1 at time and tanked facing away from the raid due to that spray. Their corpses also spawn Rot Worms, which seem to hit decently hard, so tanks be aware to pick those up.
This is a healer fight! Heal the raid and the boss, all up to you to beat this thing!
[/color]