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.
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.
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!