ProZac wrote:10 mans? Idk, maybe if you need 3 healers, your healing skill is in question? We usually run 3, we drop to 2 only when we're sure we can handle it. I'll admit last night on Prof P attempts, one of our tanks said "We need 3 healers, our tanks are dying". I about blew up on him, not because my healing skill was in question, but because that was about the worst idea I'd ever heard. "Tanks were dying" because they kept phasing him with a slime up. That is the problem, not that the healers aren't pulling their weight. To counter it, the one time before that point we had phased him without a slime, we stayed alive for plenty of time afterward, dps was just low.
25 man? God, I hope you're using more than 2 or 3...
Really some fights are just meant for more healers, the way some fights are meant for more tanks. Its just the way things go. You probably COULD 2 heal all the bosses but some are FAR easier when you 3 heal it. We added an extra healer on Sindragosa and it smoothed things out nicely since its not really a dps check. 10 man Sindragosa I'd imagine needs 3 healers otherwise you risk having both healers hit by the debuff and eventually preventing them from casting.
Also on Putricide its also worthwhile to push him over if there's a half dead slime up rather than if there's a new one just about to spawn. Split some dps off the slimes to the boss if you need to push him over. That or have rogues/mages/hunters avoid the tear gas and kill any slime thats up. They just need to be ready to use a health stone/pot or whatever so they don't die to the abom aura. Hunters have the hardest time avoiding the gas and can't mitigate it via iceblock/cloak so they're not the best ones to make do it.
For Putricide you reduce the raid damage a fair bit by taunting after each stack goes out rather than waiting for 4 then taunting. They stack exponentially.