Is it public test realm?
You can find a guide to the heroic version of this encounter here!
Originally Posted by Thegreatme (25-man)Originally Posted by Darksend (10-man)
Last edited by Aliena; 03-05-2010 at 04:45 AM.
Is it public test realm?
No it released a day earlier then on the EU realms so they are able to post it now for us
Before you judge someone, walk a mile in their shoes first.
Makes the video a little strange to watch.
In our attempts Festergut gives the tanks a real pounding during phase 3. We had a shadow priest who I usually keep throwing out dps go holy at it wasn't enough so I recommend 3 strong healers. Also having the tank healer stack with the tank should be a requirement for all raids.
After a few times hitting the enrage timer at ~5% (25m), I want to put more ranged dps into melee range. Do we know the minimum players we need at range? 3 seemed to be the number on 10 man, so I'm assuming it's 8 on 25?
Either play to win, or shut up and lose.
As Blizzard previously stated that they are reducing spike dmg in boss fights, I find it odd that in 25m our tanks were getting hit for 30k+ every .5 secs during inhale 2 and beyond. Our healers (7 of them, 2 being Holy Paladins spamming Holy Light) couldnt keep our tanks alive.
Also during the 25m we had multiple melee getting hit with the spore and if that happens a melee needs to run out. If 2 spores detonate on the melee simultaneously in 25m, its pretty much GG for your Melee.
The 10m Version we had small issues but, that was just from learning the mechanics.
DBM puts marks above players' heads with spores. Skull X and Square (i think). What we did was have the person marked "X" run into or out of melee range if the spores were not 1 melee 2 ranged.
Either play to win, or shut up and lose.
In 10 man this was very simple just spread out and then collpase onto the tank/melee when the spores go up.
This fight requires switching of the healing focus. At first it requires heavy raid heals and as he inhales the gas the focus switches to the tank heals.
In 25's only the ranged was spread, NOT including the healers, they stack with melee and tanks for ease of healing. We had two ranged groups that would spread out on North and South sides of the room, each group would stack up on each other for the spores, if the melee or tanks did not get a spore it would be called out on vent for which group would collapse onto the melee.
He has a very strict enrage timer and deaths of anykind are hard to recover from. Due to the nature of the fight rebirths/soulstones can only be used after Pungent Blight has been cast so the person being rezzed has a chance to get a full 3 stack of the inoculated debuff.
He has a HARD enrage that requires 144.1 k raid DPS to beat. if you are close but are not going to make it, make sure that all DoT's are refresh as close to the end of the timer as possible as the tanks will usually survive for about 10-15 seconds after the enrage, so the more ticking DoT's the better.
It's a nice video, but I got one gripe Sorry but why you keep jumping up and down all the time? Fair enough if there is a reason it's needed, but otherwise just a bit annoying to watch the screen move constantly.
yeah, Festergut, very fun fight, enjoyed it, =] Very healing intensive fight, switching from heavy raid to heavy tank back to raid and back to tank again. Definitely need 3 healers for 10 man until higher gearing, as we were getting destroyed with just 2 healers.
STOP JUMPING! Oh my goodness that was very very frustrating. Highly distracting.
Does it matter which spore you go to? For example, can ranged go to a melee or should melee stick with melee and ranged with ranged?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.
Hey guys, I've been a regular reader of Tankspot but just signed up. /wave
Tonight my 10-man guild and I went back into ICC to try the new quarter. On an attempt before we downed him, I discovered something that caused our wipe. Throughout all the attempts before, while my paladin tank partner was tanking Festergut and I was waiting for the stacking debuff to wear off, I was regularly intervening to absorb a hit and relieve some damage on him. At one point I had about 50 seconds left on the debuff when I intervened. A few seconds later I noticed I had 9 stacks of the debuff (up from 8) and a 2 min duration again. I can't confirm this (and I'm not sure how the debuff is applied), but my only explanation is that my intervene intercepted the debuff-applying attack. So, something to check out and be aware of.
Last edited by Vorogar; 01-06-2010 at 10:14 PM.
first off, thanks for another great video and guide. it helped reaffirm some of the mechanics on the little/big oozes that we had trouble with on our first couple attempts.
question re: the described 10-man strat: does gastric bloat on the tanks get applied every 10 seconds and last for 100 seconds as it does in 25? if so, how can the tanks switch at 8 stacks? if i'm thinking this through correctly, tank 1 takes 8 stacks x 10 seconds = 80 seconds. tank 2 taunts, and takes 8 stacks x 10 seconds = 80 seconds. if the debuff lasts for 100 seconds and assuming it's refreshed with each new stack, that means that tank 1 still has about 20 seconds of debuff left with 8 stacks when he has to taunt back. on the 9th stack, it will now be at 100 seconds again, no? there must be something i'm missing since Darksend said that's the way they did it...
It's definitely heavy damage, but nothing that isn't manageable.
In the 10 man, we did just fine with Paladin+Druid healing. None of the encounters in Icecrown so far have required 3 healers for us. This was with a few 264 pieces, but the fight was very sparing on my mana and lenient on the requirements, I'm quite sure I'd have been able to do the same in 10 man gear. I can see needing 3 healers for it perhaps if you don't have a Paladin.
If you think this fight is healing intensive, wait until you reach putricide. Healing meters are lower but with the amount of movement involved, the healing requirements are huge when you run 2 healers.
I noticed you jumping a lot in that fight, is there any particular reason for it?
Arms DPS main spec // Prot warrior tank off-spec
Excuse me, I'm not sure if I understand:Is there a particular debuff that would diminish the amount of damage he does, or the frequency of attacks? Thanks in advance.Originally Posted by Trexokor