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Lavache
01-27-2010, 08:54 AM
We are running only 10man raids in guild with the occasional person joining a 25 pug and for the most part we have not been running hard modes (just to explain our gearing levels.) Our normal raid comp does not have a priest or paladin (no shadow resist) and until Festergut it has worked out just fine. Last week we had an open spot and brought in another guild member who doesnt raid much (ret paladin) and were able to take out Festergut with minimal problems. If everyone stays alive we are sitting right on the enrage timer but we do have the raid dps to down him. The problem it seems is keeping people alive during the exhale transition. We tend to lose 1 or 2 DPS (or worse a healer) on those transitions and it moves our raid dps just below what is needed to down him.

Is there any advice on how to handle this without having shadow resist of some type to pad the dps staying alive long enough to kill him?

Our usual raid comp is:

Bear & Warrior tank
2 resto shaman
1 tree
1-2 mages
1-2 warlocks
hunter
rogue
DK (blood?)

Bashal
01-27-2010, 09:03 AM
It sounds like not everyone is getting 3 stacks of inoculation, if people are dying on the exhales.

The system we worked out for ensuring this happens is to always make sure melee gets a spore, and ranged gets a spore. Regardless of whomever gets the spore, ranged always collapses on one of the healers that stays out with the ranged. This ensures everyone knows where to collapse to.

If two spores are on melee, one runs out to the ranged collapse point. If two spores are on ranged, one runs in to melee.

Shortypop
01-27-2010, 09:28 AM
It's a lot about effective communication, making some simple rules like the one we used was "if in doubt skull moves" - so if two melee get spores the one with the skull moves. The exceptions to this are healers and offtanks who get priority not to move, you have a few seconds before you need to be split, so make sure someone makes an executive decision if needed and people move asap without debate :D

phaze
01-27-2010, 09:54 PM
It sounds like not everyone is getting 3 stacks of inoculation, if people are dying on the exhales.

The system we worked out for ensuring this happens is to always make sure melee gets a spore, and ranged gets a spore. Regardless of whomever gets the spore, ranged always collapses on one of the healers that stays out with the ranged. This ensures everyone knows where to collapse to.

If two spores are on melee, one runs out to the ranged collapse point. If two spores are on ranged, one runs in to melee.

Yep. Also, if you're running ranged-heavy on a given night, you can move more/all healers to the center so they can just spam away. For 10m the magic number is 3 players at range, to prevent Vile Gas from targetting anyone in melee range.

Keep in mind that the spore explosions have a rather tiny range. Make sure to huddle tightly enough to not miss your innoculation.

Lavache
01-28-2010, 08:02 AM
Thanks for the advice so far. In discussing things with the guild I know a few people missed inoculations. We will tighten up our collapses to make sure people are getting hit with it.