Post by astharo on Sept 8, 2016 12:02:22 GMT
Source Menacing Liquid Monster
I still get questions on this raid so I figured I'd post a guide here that I can reference. This will follow a video I recorded of one of my attempts on this (brief version of guide in video description).
Video:
Video Youtube
There are two oozes, a red and a blue one. They both do channeled stuns on turns 2/7/12/etc. They also attack one right after the other (red, then blue). Dealing with these two things is the key to doing well in this raid. As a general guideline, you want to kill the blue ooze first since it has taunt during its channeled stun. Also, the weird buffs/debuffs they place on you when you hit them enhance your damage against the opposite color (if you are glowing red you do more damage to blue and vice versa). Until blue is dead though it is better to just hit blue and not worry about that mechanic. For those of you in full T7 or higher with leveled GM skills, this warning does not really apply and you can exploit it to finish the raid more quickly.
Dealing with the channeled stuns
You will want at least two interrupt skills, ideally three. Since the oozes can stun two people, you can end up with situations where both are stunned or the order in which they are stunned leaves you unable to interrupt it. While the stun is channeled, the person stunned takes a sizable amount of damage (their damage goes up every turn, so early on is probably safe).
You have 5 turns between their stuns, so most skills at master level or above will be off cooldown by then if used. Sleep has a 4 turn cooldown and Exile has a 3 turn cooldown. Various damage skills can also function as an interrupt (false edge strike, excessive bleeding, ice blast, bash, shield of punishment, etc.). If your tank is not using an interrupt, you should bring a dps with an interrupt skill equipped. The best dps for this purpose is mage with gm ice blast. Although the cooldown is 6 turns, doing basic attack with mage reduces your cooldowns by 1 turn so it should be ready in time if you only use ice blast on stun turns or the turn immediately after. Also make sure your healers are doing an action every turn and not defending so that their cooldown timers actually go down. There is one more possibility that can mess you up; using sleep on the turn after they channel may result in the skill not being ready after 5 turns.
Consecutive ooze attacks
After about 5-6 turns depending on your gear, your tank may not be able to survive consecutive hits from the oozes. The easiest way to create a gap between their attacks is to slow one down. Currently, GM Coil is the only way to do that every turn. There are other skills that reduce enemy speed such as Deadly Strike and Blizzard, but these have long cooldowns and Blizzard just keeps them moving one after the other since it slows both equally. I don't think they can be stunned either, but there is not stun you can use every turn even if you could.
Choice of Tank and Skills
Any tank should be able to handle this raid as long as you have gm coil and sufficient gear to survive a single ooze hit. I like using Reaver since Drain Life allows you to build aggro on the red ooze without directly hitting it. Reaver could also use Whirlwind of Blood or Revenge. Paladin could use Shield of Punishment and it would randomly hit the red ooze over time. Gust, Wipeout, Revenge and Luminosity should also work. Grace of Protection might work; I am not sure if the reflected damage counts as aggro for Paladin. Knight has Gust, Wipeout and Revenge. You could also just build some aggro on red on earlier turns when the damage is low and just not touch red at all after. The longer you last the more healer aggro becomes an issue though, so it is helpful to have a way for the tank to build aggro on the red ooze without directly hitting it and getting the debuff.
Other Notes
Theoretically you could run this with two dps instead of two healers, but if you are undergeared or still learning this encounter I'd just keep it simple and use two healers each with an interrupt. Wisdom is nice to have so you don't have to keep track of mana; even with 30 mp regen you may still come up short after healing tank or dps. I'd recommend getting Lethargy applied to both oozes as well. In the video I start with Paladin and have him use Time Reversal to cast Lethargy on the second turn; he is good for that purpose since he self-resurrects once, so it won't matter if he dies on turn 1. He just needs enough gear to survive the first red ooze hit. Alternatively you don't waste a swap for this and just put Lethargy on some other character. You could also put knight and illusionist on swap and do a 10 turn sbl/numbness and copy rotation to buy more turns to dps, but the stuns make this a risky proposition.
If you have any questions about this guide or what happens in the video, feel free and I'll explain (if referencing video, mention the relevant time or time range).
I still get questions on this raid so I figured I'd post a guide here that I can reference. This will follow a video I recorded of one of my attempts on this (brief version of guide in video description).
Video:
Video Youtube
There are two oozes, a red and a blue one. They both do channeled stuns on turns 2/7/12/etc. They also attack one right after the other (red, then blue). Dealing with these two things is the key to doing well in this raid. As a general guideline, you want to kill the blue ooze first since it has taunt during its channeled stun. Also, the weird buffs/debuffs they place on you when you hit them enhance your damage against the opposite color (if you are glowing red you do more damage to blue and vice versa). Until blue is dead though it is better to just hit blue and not worry about that mechanic. For those of you in full T7 or higher with leveled GM skills, this warning does not really apply and you can exploit it to finish the raid more quickly.
Dealing with the channeled stuns
You will want at least two interrupt skills, ideally three. Since the oozes can stun two people, you can end up with situations where both are stunned or the order in which they are stunned leaves you unable to interrupt it. While the stun is channeled, the person stunned takes a sizable amount of damage (their damage goes up every turn, so early on is probably safe).
You have 5 turns between their stuns, so most skills at master level or above will be off cooldown by then if used. Sleep has a 4 turn cooldown and Exile has a 3 turn cooldown. Various damage skills can also function as an interrupt (false edge strike, excessive bleeding, ice blast, bash, shield of punishment, etc.). If your tank is not using an interrupt, you should bring a dps with an interrupt skill equipped. The best dps for this purpose is mage with gm ice blast. Although the cooldown is 6 turns, doing basic attack with mage reduces your cooldowns by 1 turn so it should be ready in time if you only use ice blast on stun turns or the turn immediately after. Also make sure your healers are doing an action every turn and not defending so that their cooldown timers actually go down. There is one more possibility that can mess you up; using sleep on the turn after they channel may result in the skill not being ready after 5 turns.
Consecutive ooze attacks
After about 5-6 turns depending on your gear, your tank may not be able to survive consecutive hits from the oozes. The easiest way to create a gap between their attacks is to slow one down. Currently, GM Coil is the only way to do that every turn. There are other skills that reduce enemy speed such as Deadly Strike and Blizzard, but these have long cooldowns and Blizzard just keeps them moving one after the other since it slows both equally. I don't think they can be stunned either, but there is not stun you can use every turn even if you could.
Choice of Tank and Skills
Any tank should be able to handle this raid as long as you have gm coil and sufficient gear to survive a single ooze hit. I like using Reaver since Drain Life allows you to build aggro on the red ooze without directly hitting it. Reaver could also use Whirlwind of Blood or Revenge. Paladin could use Shield of Punishment and it would randomly hit the red ooze over time. Gust, Wipeout, Revenge and Luminosity should also work. Grace of Protection might work; I am not sure if the reflected damage counts as aggro for Paladin. Knight has Gust, Wipeout and Revenge. You could also just build some aggro on red on earlier turns when the damage is low and just not touch red at all after. The longer you last the more healer aggro becomes an issue though, so it is helpful to have a way for the tank to build aggro on the red ooze without directly hitting it and getting the debuff.
Other Notes
Theoretically you could run this with two dps instead of two healers, but if you are undergeared or still learning this encounter I'd just keep it simple and use two healers each with an interrupt. Wisdom is nice to have so you don't have to keep track of mana; even with 30 mp regen you may still come up short after healing tank or dps. I'd recommend getting Lethargy applied to both oozes as well. In the video I start with Paladin and have him use Time Reversal to cast Lethargy on the second turn; he is good for that purpose since he self-resurrects once, so it won't matter if he dies on turn 1. He just needs enough gear to survive the first red ooze hit. Alternatively you don't waste a swap for this and just put Lethargy on some other character. You could also put knight and illusionist on swap and do a 10 turn sbl/numbness and copy rotation to buy more turns to dps, but the stuns make this a risky proposition.
If you have any questions about this guide or what happens in the video, feel free and I'll explain (if referencing video, mention the relevant time or time range).