Originally Posted by
Trexokor
I learned a couple of things about this fight last night while we were attempting it again. There are a couple of key things we changed which would have given us the win had our top DPS rogue not disconnected at the start (he pulls about 3mil in the 5 minutes and we were 2.5mil behind enrage).
First, there is no reason to use 3 groups of ranged. In fact, I recommend against it. We used 1 group of ranged and 1 group of melee. 7 at range was sufficient to prevent Vile Gas on melee, and is presumably the minimum number. We never got a test on 6, but when 2 of our ranged died at one point, making 5 at range, Vile Gas definitely hit melee.
So we had 7 people spread out at ranged all in the same general area as each other, and of course all melee and our strongest ranged DPSers on his ass.
It's a lot easier to organize the spores this way. The only hitch is that one of the spores has to run *away* from everyone else so's not to double-infect either of the groups (since a double DOT, while not always lethal, can hurt very bad).
We found DPS time for the ranged classes went way up in this scenario. It also let us give healers priority to not move, and in the case of 2 healers getting a spore, the Paladin and Shaman would have priority (in that order) while the Druids would be the first to move out if required.
Second, as has been mentioned elsewhere I believe, shadow resist does not work on Pungent Blight. It works on everything else though. The fight pretty clearly favors having at least 1 Paladin healer, so Aura Mastery+Shadow Resist should be timed to mitigate some of the thick (0 inhale) blight damage. Because Pungent Blight's timer is just over every 2 minutes, it can be used shortly after the gas enters the room, and then right after each Pungent Blight goes off, to give healers 6 seconds of mitigation before people start dying off to the DOT after the big Pungent Blight blast.
Damage reduction cooldowns do work on Pungent Blight, as has been noted. Going with the above, that you'll likely have a Paladin healer for this fight, Divine Sacrifice+Divine Guardian makes an invaluable cooldown for this fight. I was able to time my Divine Sacrifice directly before Aura Mastery in each case to mitigate a good amount of damage. One of them was bubbled and kept the party div-sac effect, and the other two used the following macro hit twice:
/cancelaura Divine Sacrifice
/cast Divine Sacrifice
The end result was that when someone screwed up and a few people only got 2 stacks of Inoculated, even those with no damage reduction cooldowns survived with HP to spare, and it's looking like a Holy Paladin will be the key to getting the Flu Shot Shortage achievement on 25.
Cooldowns ended up being timed like this (and can be used the same way in 10 man from a Holy Paladin):
- Gas enters room
- Divine Sacrifice (hit+cancel)
- Aura Mastery 6 seconds later
- Pungent Blight #1 starts casting
- Divine Sacrifice (hit+cancel)
- Aura Mastery right as Pungent Blight finishes its cast
- Pungent Blight #2 starts casting
- Divine Shield + Divine Sacrifice
- Aura Mastery right as Pungent Blight finishes its cast
This should pretty much guarantee no deaths.
Also to note, Shadow Priests should never have to get Inoculated, and therefore make an excellent choice of someone to put at range. The only reason they need to clump up is if they get a spore that the ranged group requires. Dispersion covers enough of the damage that they will be at 0 risk if it's cast during Pungent Blight.