As we're only focusing on Heroic Lich King, it seemed appropriate to finally make public our Icecrown Strategy Notepad thread for anyone still interested in seeing how we come up with strategies and the like.
Notes for Dances with Oozes:
15 seconds into the fight, and every 15 seconds thereafter, Rotface randomly casts Mutated Injection on a random raid member. Once it expires or is removed, a Small Slime spawns. When two Small Slime contact each other, they merge to form a Big Slime. Thereafter, each Small Slime that contacts a Big Slime is absorbed by the Big Slime (despawns) and the Big Slime gets stronger with a stack of Unstable Ooze. Once a Big Slime absorbs five Small Slimes, it immediately casts Unstable Ooze Explosion, which is obviously what we want to avoid for this achievement.
Initially, I thought we could just assign some DPS to kill slime spawns during the fight so we're never at risk of getting a Big Slime to eat 5 Small Slimes. However, I finally found a 10-man video that shows health pools of the various Slime types (http://www.youtube.com/watch?v=bPKylrFHJcA), both of which are extremely high values.
Small Slime HP: 2.8 million
Big Slime HP: 6.7 million
To be able to kill a Small Slime before the next Small Slime spawn, each of our six DPS would need to do 31,111 DPS! The good news, however, is with such high HP values, it's clear that another tactic is required and not even worth trying to DPS.
The next obvious answer is a burn -- can we kill Rotface outright before we'll get a Big Slime to explosion stage. It takes 7 Small Slime spawns for an explosion, which are 15 seconds each, plus the final cast we'd wait the full 12 second debuff duration until a spawn, so that's 15 * 7 + 12 = 117 seconds from engage. Rotface has 8,645,000 HP, so that would mean each of our six DPS would need to do 11,898 DPS from engage to death to beat that 117 mark. Obviously that's super impossible, so need a new plan.
The next option is some sort of kite method and this is where unknowns come into play. First, things we do know about the Slimes.
Small Slime Knowns:
- Small Slimes spawn on top of the player that had Mutating Injection and immediately agro that player, dealing melee damage and shooting slime projectiles out.
- Small Slimes run faster than 100% movement speed.
Small Slime Unknowns:
- It appears from video that Small Slimes will attack the target of the initial Mutating Injection with impunity. Likely they spawn with a huge initial threat on that target.
- May be untauntable.
- May be unsnareable.
Big Slime Knowns:
- Created from two Small Slime merging.
- Move very slowly (maybe 20-30% of normal run speed).
- Have normal agro tables (unknown if Tauntable, but definitely can be agroed by normal threat and will remain on target).
- Deal huge melee damage/slime spit to close melee targets.
- Pulses AE damage to any players within 10 yards, so must be kited away from the raid.
Big Slime Unknowns:
- The biggest question that needs to be answered, is do Big Slimes 'store up' their Unstable Ooze such that a 2-stack Big Slime merging with another 2-stack Big Slime will create a 4-stack Big Slime or will the merge only cause one Big Slime to gain a new stack, thereby leaving a single 3-stack Big Slime?
We're left with two possibilities really.
Scenario A: Big Slimes merging together cause an increase of the Unstable Ooze stack totals by greater than one.
If this is the case, we cannot allow two Big Slime to merge, and thus must force Big Slimes to ever merge with Small Slimes only:
- Start the fight as usual with one player designated as Kiter A.
- The first person to get Injection moves to Kiter A and gets dispelled and Small Slime #1 spawns (hereby referred to as "SS#1").
- That player gets healed for a while with SS#1 beating on them until SS#2 spawns. They merge to form Big Slime #1 (BS#1) which is immediately agroed/taunted by Kiter A and moved to one of the four cardinal directions of the room to be kited.
- Each subsequent Injection target moves near Kiter A (such that they are between Kiter A and the Big Slime chasing Kiter A) and gets dispelled to spawn the Small Slime, which is merged into BS#1.
- After 4 stacks of Unstable Ooze on BS#1, the next Injection target moves out of the raid to the opposite side of the room and waits for Injection #2, which then spawns BS#2.
- BS#2 is picked up by Kiter B.
- The process continues with Injection targets moving near Kiter B until BS#2 reaches 4 stacks of Unstable, then Kiter C emerges and repeats until we down Rotface.
The main challenge with this method is controlling positioning. There are four sets of two pipes around the room, one attached to each of the four cardinal walls. Every so often, a pair of pipes will graphically start oozing and shortly after the ground around that wall is covered in Ooze Flood. This effectively blocks off 1/4th of the kiting area in the room at all times (the previous flood area clears away just as a new Ooze Flood is being formed on another wall). Therefore, once we reach three active kiters, each will be utilizing one cardinal wall to kite in a circular fashion with the fourth unused wall containing the current Ooze Flood. When the graphical warning indicates an occupied wall is about to floor, the Kiter at that wall must immediately move to the now empty wall being very careful not to cross paths with another Kiter's Big Slime.
Meanwhile, Big Slimes cannot be moved within 10 yards of the raid so the raid will likely need to be bunched up in the center of the room, perhaps kiting in a tight circle around the center to avoid slime pool spawns if needed.
The timing on this strategy is also crucial. Since this is basically a tank and spank for DPS, and based on our recent performance logs, we can assume about 5250 average DPS from each of our DPS raid members, plus 2,000 from the MT. Obviously, each Big Slime that spawns after the first requires another Kiter, which removes one of our DPS from Rotface, so our actual damage will slow down as the fight progresses. The following spreadsheet shows the timing, for Scenario A with 2 Healers and thus 6 DPS, will give us a kill at the 300 second mark (just after 5:00). However, at that rate, we'll be right on the verge of a fourth Big Slime spawn, so if our DPS is even slightly weaker than expected, we'll certainly get that fourth spawn and be super screwed.
If, however, we can manage the fight with 1 healer and have Kheelan DPS, that cuts the fight time by nearly 20% to 4:05, which means well before a fourth Big Slime spawn.
Scenario B: Big Slimes merging together do not increase the Unstable stack count beyond transferring their own stack totals to the newly formed Big Slime.
This scenario doesn't seem as likely to me, but if this is the case, it greatly simplifies the kiting by only have two Big Slimes up at any given time. The fight would play out as follows:
- Kiter A grabs BS#1 as before and moves to designated wall to begin the kite.
- The very next two Small Slime spawns are allowed to merge to form BS#2, near enough to Kiter A so he can taunt/agro and pull it near BS#1. BS#1 now has 1 stack of Unstable.
- This repeats until BS#1 reaches 4 stacks of Unstable.
- Now the next pair of Small Slime to merge into BS#6, which is picked up by Kiter B, who kites BS#6 on a different wall away from BS#1/Kiter A.
- Similar to how BS#1 was handled, Small Slime spawns are allowed to merge near Kiter B, so Kiter B can taunt/agro, which increases the Unstable stack on BS#6.
- Repeat until Rotface drops.
Looking on the above spreadsheet again, Scen. B with 2 Heal, 1 OT, 6 DPS actually shows a kill time of about 272 seconds, or about half a minute faster than Scenario A.
Further, there would be one big advantage to Scenario B -- with only two Big Slimes being kited at any given time, there's very little chance any one 'group' will run out of space (between the raid/dps, Kiter A, and Kiter B).
As before, if we can cut down to 1 healer, the kill time for Scenario B drops to 230 seconds -- nearly 25% faster than Scenario A with 2 healers.
Finally, there are a couple more Scenarios that I won't go into too much detail, but they are basically the same as Scenario A & B, except instead of using potential DPS for kiters, we utilize healers as kiters (think Wildhide on Algalon). There are many unknowns here, however, especially the biggest question, which is can we ensure threat is held? Moreover, do Big Slimes keep their threat totals upon merging? If so, what if two Big Slimes merge and the one a healer has built up threat on is the one that vanishes rather than the newly spawned one, and thus threat is lost/must be built again? Druids obviously have taunt, but going Bear to taunt and popping out may or may not be enough time to build threat from HoT ticks before Taunt wears off a few seconds later.
In any event, if healer kiting proved possible, for Scenario B-type setups, even with two healers we could cut the kill time down by a full minute, or using 1 healer cut it down by 30 seconds. Or if a healer isn't possible, even a ranged DPS might work if a taunt isn't required to grab Big Slime agro. A quick couple spell casts might do the trick and would still allow some DPS on Rotface.
We'll have to test some stuff out to get this one going, as a lot of unknowns right now will determine the true difficulty of this achievement.