Taunt at 8 stacks. The debuff lasts for a long enough duration that if you have the boss taunted off you and wait for it to fall off before taunting, you'll grab it back right when the other tank has 8 stacks. 8 stacks gives room to recover in the event of an emergency (like a tank going down, see the 25-man video).
Im having problems watching the Festergut 10man version video - the video seems to be loading but is not shown, it seems to be a common problem for me and my guildies.
On the 10 man video, why did the druid hope up and down in bear form for the first part of the fight? Shouldn't we see some cat deeps?
In the 10-man Festergut encounter, what addon is it you are useing to display the boss' healthframe and castingbar above his head.
Incidentally, any particular thoughts on which would benefit more from the 90% damage buff? A Dk or a Druid, both do fairly good deeps just by changing presence / forms. Is the damage buff to all damage, or is it just physical?
Or is this even worth worrying about...?
I have a question concerning his enrage timer. From what I have read it takes aprox. 144k dps to down him in time (about 7100dps per dammage dealer). Is this correct? If so I think our guild will have many issues downing him even though we breeze through the first wing without many issues, we do not get anywhere close to 144kdps.
This is correct. Festergut is a straightup gearcheck. In fact, all the new bosses are several steps beyond anything in the first wing. Think Ulduar for the first couple of weeks prenerfs.
@Thegreatme - You sure you were doing this on normal? It looks like you were very close to pushing the enrage timer, despite the relatively high DPS of your raid. :confused:
Maybe I'm just used to most PuG DPS performing terribly... :p
Another question for anyone who knows the answer - I'm guessing that Anti-Magic Shell comes in very handy here from a DK perspective, nearly negating Pungent Blight (and some of the damage from the spores). Does anyone know whether Cloak of Shadows will remove the Inoculation buff/debuff? When playing on my rogue, I often try to negate as much damage as possible, so cloaking off the DoT from the spores seems logical (as long as it doesn't remove Inoculation).
As for the enrage timer, we are a 10 man guild mostly geared in 232 with whatever loot we have from ICC and frost badges and finished the fight in 4:21, running 3 healers. It is a gear check, but doable without having ridiculous gear levels. My guess is that the encounter will likely receive a visit from the nerf fairy before too long tho.
The enrage timer on this fight is real tight, my 10 man group got it with maybe 10 seconds left. On a side note, we found on accident at one point, that a pally bubble will remove the Gastric Bloat stacks in case of an extreme emergency. Not sure though if this will also remove the inoculated stacks or not though. I didn't think to ask him.
This is how it should look-
And this is my foolproof way of making it happen --
1 healer on left side marked with Symbol - 1 right side marked with symbol (These healers do not have to move for entire fight)
All dps closest to left collapse on left marked healer. All dps closest to right collapse on right marked healer.
(Well aware that there will be healers running as well, if your a healer or caster dps, use your brain, if the spore in melee is closer then running to either side, run to melee spore)
Spores are ran to these two healers.
If two spores spawn left ranged , the spore person that is closer to the right, make the run to the right healer with the mark. Vice Versa for two spores on right.
If two spores spawn in melee, one melee spore must be brought to left or right marked healer(The one without a spore)
This way, more heals/better dps -- win win
----------- The only thing missing here is moving back to your position and keeping 8 yards away from any person, if you can remember where you were it should not be a problem ------------
Yeah, two main points for us also.
1) Tank damage starts off quite manageable, then ramps up. Raid damage starts off ramped up, then becomes manageable. This means that up to the first inhale, one tank healer and two on the raid is enough. After the first inhale, you want two healers on the tank and one on the raid.
2) The enrage timer is VERY tight. We had four enrage wipes, three of which were below 3%; underestimate it at your peril.
In saying that, I think the fight is perfectly tuned.
We didn't run with a shaman (opening up the "Bloodlust necessary" argument), but on each of those wipes we lost someone for well over 10 seconds and we had one member of the raid who was undergeared and not providing the expected level of DPS.
Considering our guild is one of those that runs with strong tanks and healers and slightly weaker DPS generally, I certainly wouldn't say the fight needs any retuning.
Perfectly executed with two tanks (Protection warrior and Blood death knight), three healers (Discipline priest, Holy priest and Restoration druid) and five just above average DPS (Arcane mage, Destruction warlock, Blood death knight, Survival hunter, Feral druid each capable of 5k or more) is enough to down him without Bloodlust - so he's well tuned.
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