You can find a guide to the heroic version of this encounter here!
Originally Posted by Thegreatme (25-man)Welcome back to the icecrown raid guide, my name is Thegreatme and in this video I will be discussing our strategy for Festergut, which is the fifth boss in the icecrown citadel raid instance.
The festergut encounter is relatively simple in terms of the complexity of the mechanics, however because of the short 5 minute enrage timer, and the large amounts of damage the raid and tanks take, the encounter is essentially a gear check.
Once you initiate the pull the room will be filled with a gas cloud that will do around 4500 damage to everyone in the raid every two seconds. your ranged should be spread out in a semicircle around the boss making sure that they are at least 8 yards away from each so multiple people aren't hit by vile gas, which is basically a conflagerate type debuff that causes the player targeted and anyone within 8 yards of them to become disoriented and do damage to everyone around them for 6 seconds
Approximately every 30 seconds festergut will cast inhale blight, this will reduce the damage done by the gas cloud by 1/3, but it will also cause him to gain a stacking buff that increases his damage done, and his attack speed by 30%. as festerguts stacks increase it may be advisable to rotate cooldowns on the tanks as needed because festergut will hit very hard by the time he does his third inhale blight cast.
Approximately every 35 seconds festergut will give 3 random raid members a debuff called Gas spore. After 12 seconds the spore detonates doing about 2000 damage every second for 6 seconds to everyone within 8 yards, anyone who survives this debuff will become inoculated, which reduces shadow damage taken by 25% stacking 3 times. who ever gets the gas spore debuff will have an animation that looks exactly like the spores from loatheb floating over their head. It is imperative that everyone gets under one of these spores before they detonate, and then immediately moves back to their position the moment it has detonated. It is imperative that everyone gets inoculated, including the tanks. because you have 12 seconds to get under a spore, under normal circumstances people with gas spores should never have to move, but if there is no spore in the melee, or if two spores are right next to each other then one of them should move so people do not get multiple stacks of the initial detonation debuff, because even if you have two or even three stacks of the damage overtime debuff, you will only get one stack of inoculated.
About 20 seconds after the 3rd inhale festergut will use pungent blight, which does 50,000 shadow damage to everyone in the raid. This ability removes all stacks of innoculated. it also resets festergut's stacks of inhale, and releases the gaseous blight back in to the room. By the time pungent blight is cast everyone in the raid should have 3 stacks of innoculated and therefore only take around 13000 damage when it is cast, if a player does not have 3 stacks of inoculated they should use their own defensive cooldowns, or have healers use a cooldown on them if one is available.
Finally, every 10 seconds festergut will put a debuff on the tank called gastric bloat, which increases their damage by 10% for 100 seconds, stacking up to 10 times. If the tank reaches 10 stacks they will explode doing 50,000 nature damage to everyone nearby, if this happens your raid will wipe. to prevent this you need to have at least two tanks for this encounter. Your second tank should taunt the boss once your first tank has 9 stacks. the first tank tank should then switch to a DPS stance or turn off righteous fury because otherwise they might pull agro. This tank should immediately taunt the moment that their debuff wears off because by that time the other tank will be only a few seconds away from getting hit with a 10th stack.
Originally Posted by Darksend (10-man)Welcome back to the Icecrown raid guide. My name is darksend and in this video I will cover the 10 man version of Festergut, one of the two abominations in the plaugeworks.
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Festergut and Rotface are the first two encounters in the plaugeworks and can be done in either order. After you defeat stinky and precious, the two mini-bosses with mechanics similar to that of gluth in naxxramas, head left down the hall to reach festergut.
Almost imediatly after starting the encounter an orange gaseous blight will fill the room and deal periodic shadow damage to everyone in the raid. Every 34 seconds festergut wil inhale some of that gas. While This will decrease the amount of periodic damage being done to the raid, it will aslo cause him to gain a stacking buff called inhaled blight. This buff increases Festergut's physical damage as well as increasing his attack speed both by 30%. He will do this 3 times until all the gas is inhaled, gaining a stack each time. When he reaches three stacks, the tank needs to begin rotating his or her own cooldowns as well as any external cooldowns to survive until the next ability 34 seconds later. This ability will be Pungent blight.
Pungent blight deals massive shadow damage to the entire raid by releasing all the inhaled gas back into the room. This will resume the raid damage but it will also completely remove festerguts buff. This cycle repeats until the 5 minute enrage timer. In order to counter the pungent blight, every 40-50 seconds 2 random raid memebers will get a debuff called gas spore. When the spore explodes, it will hit everyone nearby with a dot called blighted spores. When this dot runs out however you become inoculated, which is a stacking debuff that actually helps you, decreasing shadow damage recieved by 25% per stack. However the counter works both ways, pungent blight will also completely remove your inoculated stacks.
While this is going on there are also two other abilities he does. The first is only on the target he is attacking. Bastric bloat is another helpful debuff. It does about 10K damage when the stack is applied but each stack inceases the tanks damage by 10%. The down side is if the stack reaches 10 the tank will instantly explode killing himself and dealing about 30K damage to all raid members in range. This is actually a good thing because by forcing tank transitions you get a second full set of tank cooldowns to use during the time when he has 3 stacks of inhaled blight. We found taunting at 8 stacks to be the best way to handle the transitions. On the plus side, the tank can now go cat form, blood pressence, click off righteous fury, or do battle or berserker stance and do some decent damage for the minute and a half or so with that 80% increased damage buff before taunting back, just dont forget to swap back.
The final ability is vile gas, which inflicts moderate shadow damage every 2 seconds for 6 seconds and additional damage to nearby players. It will also disorient anyone hit by it so it is very important for ranged to stay spread out.
As long as you can ensure that you have enough ranged for this to never hit a melee, your tank healers should always be stacked with the melee. This also has the advantadge of that healer never having to move to get a spore.
We did this with 2 ranged dps and 3 healers, one of which standing in melee range. We worked out on vent before hand which dps would run into melee if they both got a spore. obviously if one healer and one dps got it the dps would move allowing the healer to keep casting, and if both healers got it the resto druid would have moved into melee due to the ability to cast while moving.