Rotmire

Rotmire

Mythic
Plan & Assignments

Sporefall's lone boss: a fungal grind of add waves, interrupts and spiky raid damage.

Open in Planner

What this page is

The Wowutils plan for Rotmire: Guide for how to approach Cooldown Planning, and the jobs covered in the assignment planner. It is assumed that you already know the basics of the fight. For full boss guides, see the links in Full mechanics.

It covers

  • CD Planning and Personal Defensives
  • The Wowutils Assignments
  • Raid-night quick reference

It skips

  • Basic boss strategy
  • Tank/Dps stuff
  • The stuff other guides already cover
01Cooldown plan

Rotmire is a 2:16 cycle of mechanics.

  1. 1The Push (2 min): 2x Adds spawn and 3x Bursting Pustules hits the raid, gradually increasing rot dmg.
  2. 2The Bloom(16 sec): The Fungal Bloom raid dmg happens and clears the adds as exploding shrooms. The the cycle repeats.
  3. 3Repeat to the kill: There is room for four cycles, but expect to kill it before the fourth, so plan your cooldowns to the third Fungal Bloom.
SteadyAlways on

Everyone carries a rolling rot DOT that stacks up every time Bursting Pustules is cast, so the fight gets progressively harder as each mechanic overlaps with the constant rot damage.

Heavy Hits~400k + DOT

Fungal Bloom hits for around 400k raw, then ticks for 1.1m more per player. Bursting Pustules hit 3x per Bloom cycle for 400k.

Avoidable SpikeAdd Cast

Bursting Shrooms can hit for 400k, but are avoidable if killed. Some strat might let one cast go through.

Ability timeline

0:301:302:303:304:305:306:307:308:309:301:002:003:004:005:006:007:008:009:0010:000:301:302:303:304:305:306:307:308:309:301:002:003:004:005:006:007:008:009:0010:00
Each row is one ability.icon = a cast, placed when it happensdashed = the Fungal Blooms

Personal defensives

PLan personal defensives for Fungal Bloom and pop them right before the initial hit. A full immunity (Aspect of the Turtle, Divine Shield, and similar) on that first hit removes the whole lingering DOT for that player, not just the instant damage, so immunity classes can self-cover a Bloom completely. Vine debuffs also hurt a fair bit, notably at the end of the fight, be ready to use lefteover personals/healthpots on this.

Your Cooldown Plan

3 abilities to plan around
Fungal BloomFungal Bloom

Raid AOE

Danger: High
Plan around this

Initial hit for around 400k and then ticks for 1.1m over 16 seconds. The absolute most deadly mechanic of the fight, and the first thing you cover with CDs. Note that immuning the initial hit stops the DOT from ever applying, so a player who turtles the cast takes nothing from the Bloom at all.

Blooms land about every two minutes:

  • Assign Raid DR and personals on the initial hit.

If you are not killing the loose Sporecap add, move the raid DR to the tail end of the 16 second dot, so it also covers the Bursting Shroom.

  • 2 minute CDs can cover every Bloom.
  • 3 Minute CDs either cover first and third bloom, or an early pustule, second bloom, a late pustule.
Bursting ShroomBursting Shroom

Raid AOE

Danger: High
Plan around this

The explosion from a Bursting Shroom left alive, for around 400k raw to the raid. It is especially deadly because it lands at the end of the 16 second Fungal Bloom damage. Decide per pull: if you plan to kill it, assign nothing for it; if you plan to let it explode, move your raid DR to the last part of the 16 second DOT so it reduces both the lingering DOT and the explosion.

If your strat lets one explode on purpose, backload your raid DR onto that burst instead of the initial Bloom hit, so it carries the DOT and expires right after the explosion.

Decide per add: kill it or cover it, never both.

Bursting PustulesBursting Pustules

Raid AOE

Danger: Medium
Plan around this

Three of these land per Fungal Bloom cycle, each a burst of four quick hits. You can probably survive these with no cds. The important thing is to be topped from the rolling rot DOT before the hit lands. The DOT should be manageable enough that this isn't a real problem until the later half of the fight.

  • Put leftover cooldowns here.
  • Short, instant cooldowns fit well.
  • 1 and 1½ minute cooldowns line up nicely to cover some of these casts, rather than holding them for every Fungal Bloom.

Some CDs on Bursting Postules late in the fight might be good.

Other boss mechanics

Putrid FistPutrid FistTankbuster

The tank hit, swinging on the active tank throughout the fight.

Awaken FungiAwaken FungiAdd Spawn

Spawns the add waves, including the Sporecap that casts the kickable Poison Burst. Two colors of add spawn, and two different-color corpses within ten yards wipes the raid, which is what the kill-squad strats are built around. Put your interrupts on the Sporecap and camp the adds by color on your squads.

see Assignments →
ShroomlingShroomlingAdd Spawn

The shroom adds that spawn through the fight and respawn as stationary mobs in the intermission. While alive they fixate players and autoattack for around 30k raw each. Burst them down in their camps, and keep the two add colors apart, two different-color corpses within ten yards wipes the raid.

see Assignments →

A movement check that pushes players to reposition. Handle it by moving, it is not a healing cooldown moment.

02Assignments

The jobs we settle on for Rotmire, and the reasoning behind each. Slot players on the planner; this page is the why.

The jobsWhat each assignment does and why. Slot players on the planner.
Open in planner
Always on
Add strategy(choose one)
Sporecap - Poison Burst Kick Order
Interrupt order
Ranged
Always on

A 6 second cast every 9 seconds, expect 2-4 casts per add.

Realistically you can yolo these kicks, but an order avoids overlaps.

You only ever kick boss frame 2, so everyone can use the same simple kick macro, or a standard focus interrupt.

Uses the Interrupt module in the Northern Sky Raid Tools addon.

Also mistakenly warns on the non-interruptible casts when it's your turn. Hopefully we can fix that.

On the planner

Generates a focus-interrupt macro on bossframe2 with 5 kicker slots, reactive (no fixed timers). Runs through the Interrupt module in Northern Sky Raid Tools.

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03Full mechanics

We deliberately don't re-teach the pull here. For first-timers, exact add pathing, and the complete ability list, these cover it better than we would.

Quick Links

We don't reinvent what others do better. Our focus is teaching cooldowns and assignments, so for the full fight these are the sources we recommend, hand picked per boss.