05
Jan
10

Rotface, Festergut, and the Good Doctor

The nerf bat is quick

I wanted to talk a bit about Rotface and Festergut because those are the two bosses we have the most information about in the upcoming wing of ICC which was released today, but I would like to start with another small rant pointed in the direction of blizzard. They have decided to nerf Lady Deathwhisper already and make her easier to kill. While I understand that not every guild is like ours, and some people struggle with this encounter every week, what is the point of creating any difficult content if you make it easier 4 weeks after it came out. There is no reason for a challenge if you remove the challenge so quickly.

1/5/10 The Lady Deathwhisper encounter has seen the following changes in the 25 player normal version: mana pool has been reduced, the health on all adds has been reduced, and Adherents will wait a little longer after spawning before they start casting.
Source

This fight was never “hard.” It was challenging for the first few attempts and as you gained more perspective on the keys to killing the boss, it became much more trivial. Our alt raid usually gets overwhelmed once a week, however its nothing that we can not over come. Part of me can understand nerfing something like Lady Vashj or even KT back in the SSC/TK days, or nerfing Sunwell when 3.0 came out, but most of the nerfs in this expansion pack have not been that warranted. There are times where the community cries out that a nerf is necessary to kill a boss like Yogg +0, then Stars comes along and laughs at all of us with their kill shot. That is about as extreme as it got in Wrath of the Lich King. Most nerfs were too early.

Speculation on Rotface and Festergut

There is a very nice write up of the Rotface encounter over at StratFu, so I wont spend too much time doubling its efforts here. I will, once we get some kills in, add some information to the Icecrown Citadel section of the blog. From reading up on the fight, and understanding most of the encounter from a high level perspective, this fight should be quite straight forward for us as tanks. If you are the main tank, your job is about as easy as it gets. I would compare this fight to a combination of Lord Jaraxxus and Grobbulus. As the main tank you can stand still and build threat for most of the fight, occasionally moving the boss out of the Unstable Ooze Explosion.

As for gear for the Main Tank, we have yet to see how hard the bosses melee hits are, however with Slime Spray (Raining Green Ooze. Deals 6k Nature damage to enemies in cone in front of the caster every second for 5 seconds) there is a descent amount of nature damage being thrown around, so a full armor set will not be as beneficial as a max stamina set.

Festergut has some interesting mechanics which will make the fight a bit more than a tank and spank, but not by much. I see his mechanics aligning slightly with Algalon, minus the huge burst and the need to have a TON of health. He places a debuf on his current target called Gastric Bloat which Inflicts 12k damage and applies Gastric Bloat to the target, increasing damage done by 10% for 1.67 min (100 seconds) and will cause a Gastric Explosion at 10 stacks inflicting massive damage to nearby allies. This means that you will have to taunt before the stacks get too high. While most of the PTR videos I watched had tanks have much less than 10 stacks, this may be a change from the PTR to the Live version. Either way, you will want to watch your debufs when tanking this bad boy this week.

This fight seems more like a healer check than anything else, as the need for healing oscillates between a lot of raid damage and a lot of tank damage based on the number of breaths he has taken. Because of the ample amount of shadow damage that is flying around the room, you will once again see a mixture of magic and physical damage which will make a max hp set more viable for survival, and armor will be less of a benefit for preventing spikes which will cause tank deaths. This assumption is based off of Theck’s new formula which I talked about a while back. The reasoning behind this is that, unless the physical damage is substantial, more than a good percentage of your total damage taken will result in non physical damage, making stamina more powerful than armor.

Professor Putricide

Little is known about the good doctor, and I do not care to speculate too much about the mechanics of the fight, so I will leave all of my comments on this fight until after we have seen it. It is important to remember that there is an attempt counter for the encounter so It is advisable that you are putting your best foot forward when walking into this encounter. For those 25 man raiders, running your 10s first will give you a good idea if your 25 man can handle what he is throwing out there.

Good luck to everyone tonight, may the epics fall from the skies. I hope to see you with some fresh kill shots tomorrow!

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5 Responses to “Rotface, Festergut, and the Good Doctor”


  1. January 5, 2010 at 11:52 pm

    Festergut is primarily physical burst. The stacking debuff application doesn’t hurt very much after 3 stacks of innoculation. He does hit respectably hard, though, with 3 inhales, about 28k, on a 1 second swing timer, give or take. It’s really not that big a deal, though, considering there’s near 0 raid damage at that point, all your healers are focussed on you. I wore threat gear, and the big numbers with 9 stacks were very enjoyable. Be careful not to rip at transitions. We gave our Feral 3 salvs, and he went kitten after his rotation, I stripped off RF after mine. It’s something to be very aware of. If you rip agro, you wipe.

    Rotface is a joke for the MT. The OT has the hard job in the fight. Small oozes aren’t tauntable, your raid has to kite their own (they spawn with 500k threat on the person with the disease). Big oozes are tauntable, the OT has to kite, and be very aware of positioning. If he kites behind the raid, odds are the next person gets caught in slime spray + disease damage and dies.

    Putricide we didn’t attempt on 25, with rumours of bugs, but he was quite difficult on 10s. Very fun fight, there’s a lot going on. I won’t drop spoilers on your blog, but it’s the most fun fight in ICC so far, in my opinion, and I think it might be a little bit too hard, overall, based on where they’ve aimed normal mode content thus far.

  2. 2 Selyndia
    January 6, 2010 at 8:24 am

    The Lady Deathwhisper nerf was a quite a bit too much. Previously myself and one of the other officers had been arguing on 25 man which was the most difficult Lower Spire boss, where I would say Lady DW and he would say DBS. It appears Blizzard agreed with me. Previously we would use an 8 DPS on adds rotation with 4 on one side, 3 on the other and one hunter watching the stairs. I did the same today, and ended up dropping from 8 DPS on adds to 4 halfway through siphoning off Melee DPS throughout the encounter and still had a ton of excess time between waves. Between the lower HP and the lower MP from the Mana Barrier, it shaved off a solid couple minutes from the kill.

    We didn’t give Festergut a shot on 25 last night yet, we went to Rotface first, between a late start (Nearly 50 people online trying to bitch about why they couldn’t get an automatic invite and server instability that resulted in at least one early wipe). A few things that still plague us: The small slimes are not tauntable and you won’t be able to pull them off the target. Our DPS and healers would CONSTANTLY run out, get cleansed and run right back in taking the god damn slime with them. I misjudged the melee range on the big slime quite a few times, its hit box was pretty large and if you just backpedal it will catch you and if not one shot you come pretty close to it. We would get up to the “Unstable Ooze Explosion get away!” and then have issues collapsing again. That and idiotic ranged DPS that liked to stand all the way out in the big ooze kite path that would get hit by the AOE.

  3. January 6, 2010 at 12:00 pm

    Oh crap, if Meloree says it’s hard then I’m doomed. Dooooooomed I say!

    I definitely feel your frustration with the quick swing timer on the nerf bat Wrathy. I was immeasurably pleased that we were finally able to clear 25m on the last night before the Plagueworks opened because I knew nerfs would be coming and I didn’t want us to be one of those guilds that “could only do it post-nerf” when it wouldn’t be like we were given a choice in the matter. Deathwhisper was a far bigger challenge for us than even Saurfang was (6 wipes on saurfang, 30+ on deathwhisper), and these nerfs should make her more easily repeatable, but it’s still rather disappointing. From what I heard, there was only about a 17% success rate on 25m Deathwhisper encounters and (anecdotally) Blizzard likes to keep it at 20% minimum for normal-mode encounters, so it was on the cusp, but I guess they felt those small nerfs were necessary to push the % over the hump. Pre-nerf Faction Champs was at a 2% success rate for a long time before they nerfed the fight into triviality and made the success rate jump to 18% or so.

    Those small slimes on Rotface are unpleasant for me to OT, so I we have tried to not spawn the first until the 2nd injection goes out so we can get a big slime as quickly as possible. Hardest part for us so far has been accidental out-ranging healers, and those stupid pipes bursting directly in my kite path /cry. It won’t help you control the slimes well, but you can HoP a small slime target and the slime will go after someone else if it comes down to “get it off them or they die” situations. We had people with injections run out to my kite path then I’d cleans them then drag the big slime over the little slime while it was chasing them back into position and they would usually combine problem-free. The only thing that really makes the fight difficult is the unpredictability of where the large pools of slime will spill into the room and if there are small slimes running loose and you have more than 1 big slime up at a time. But, knowing you, you’ve discovered all that already and had no problems. Festergut, likewise, has nothing that really requires advice. Even going in blind we had the mechanics figured out in 3 wipes and downed him. Biggest irritant there is the puking healers when tanks have 5+ stacks and haven’t switched yet, or people not grouping up on the spores quickly enough.

    • January 6, 2010 at 12:58 pm

      RE: Festergut. You can have the healers stand in melee range, they won’t ever get the disorient effect.

      RE: Rotface. Just HoF yourself and run right through the slime pools. The small slimes will basically follow whoever they spawn on, but the DoT hurts enough that we just cleansed fast and let the people kite them together.

      • January 7, 2010 at 4:03 am

        Like Vezax’s shadow crash, Deathbringer’s Blood Nova, or Steelbreaker’s Static disruption, there’s a magic number of players you need at range to prevent explosive death in the melee cluster. Usually that number is 4 for ten mans, and 7 for 25. Using this allows you to avoid certain ranged DPS or healers from dealing with that. However, if one of your ranged guys dies, you need to get someone else out there quick, lest they murder your whole raid.


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