Festergut

From Twilight Wiki

Festergut
Festergut - Facts
  • Level: caption (Boss)
  • Classification: caption (Boss)
  • Gender: Male
  • Race: caption Flesh Beast (Undead)
  • Health: 9.4 million (10-man)
    13.7 million (10-Heroic)
    40.4 million (25-man)
    52.2 million (25-Heroic)


Festergut is the southwest boss within the Plaguewing, located in the west wing of the Upper Spire in Icecrown Citadel, he is an abomination and needs to be defeated in order to get to Professor Purtricide's laboratory.

Contents

Videos

Strategy (10 man)

Festergut may sound complex, but once you learn his dance, it becomes pretty easy to master.

Quick Overview

At least 3 ranged dps stands far enough away from him so that he does not cause Vile Gas to be cast upon anyone close to Festergut. Everyone else piles close to the boss for the duration of the combat. Once Festergut farts (audio cue), large spikey spore orbs (visual cue) will appear over two raid members. EVERYONE needs to move in and pile on the tank. Wait until the spores explode (within 10 seconds) and then ranged dps needs to quickly move back out again. Wait for the next fart/spore. Repeat.


Detailed Strategy

Raid Buffs

  • Amplify Magic - While the combat is a combination of physical and various nature/shadow/etc damage, a mage's Amplify Magic buff can safely be used on the tanks who need the boost in healing the most.
  • Shadow/Nature resists - The area-wide gas cloud alternates nature/shadow damage. Spells and other means of protection are recommended.
  • Mark the Tanks = Not really a buff, but everyone needs to be aware of where the tanks are located within the huge group in the center. Once combat starts and gas fills the room, it becomes fairly difficult to locate precisely where you need to stand. The radius of the spore explosion is very small, so everyone standing on top of each other is very important. Having everyone stand on a tank makes sense because moving a tank means moving the boss and we don't want him to move at all, just stay right in the center. Avoid using the orange circle and purple diamond marks as they get lost in the colored gas clouds and visual effects getting tossed around. Green and Blue stand out well.

Positioning

Starting Positions

You will need at least 3 at range (preferably ranged dps) from Festergut. Somewhere near the points of the floor design and inside the large gray circle is a good distance. Festergut will not aggro if you stay outside that gray circle, so you can safely start with raid members spread around the room. Everyone else (healers, melee dps, tanks) will then get in close with Festergut and stay there for the duration of the combat. Keeping Festergut in the middle of the circle is necessary so that everyone that needs to be at range around the room can stay at range.

Performing the Dance

During the fight, Festergut will emote:
Festergut releases Gas Spores!
This emote, combined with an audio cue of a loud fart and a visual cue of gigantic spores appearing over a couple of people's heads are the tell tale sign of when EVERYONE needs to pile on top of the marked tanks. Do not just be close to them, be close enough to smell their breath. Once there, you now need to wait until the spores explode (giving you a very short debuff). Once you get that debuff, ranged need to run back out quickly (a good estimate is to be back at range before the temporary buff wears off).

The reason you need to have at least 3 people at range is that Festergut will target one of those 3+ people with a spell called Vile Gas. This ability will cause the target to lose control and start puking on everyone around him, causing anyone close to be stunned. If anyone fails to get back out at range quickly enough, then someone close in gets hit with it and all your tanks/melee dps/ healers will be stunned (usually means a wipe).

Dance Cues

Spore Explosion!
  • When to move in: Festergut will emote "Festergut releases Gas Spores!", fart (audio cue), and giant spores will appear over two raid members. BigWigs has a timer for when these CAN occur. They are fairly accurate at the start of combat. As the fight wears on, though, they lose their accuracy as Festergut performs various abilities just as the spore cooldown wears off, preventing him from farting out spores until he finishes (which could be several seconds). For this reason, you cannot focus on just the BigWigs timer since doing so will usually result in a mistimed collapse and either you will not receive the proper spore debuff stack or you will cause Vile Gas to be cast upon a melee member. Either will easily cause a wipe.
  • When to move out again: Once you move in and stand on top of one another, you need to wait around for the spores to explode. If you are performing the dance correctly, you should be waiting between 5 and 10 seconds before the spores explode (less if you don't move as fast from range). Don't forget to dps while waiting, the enrage timer is fairly short. If you look at the screenshot, the purple debuff (light blue rectangle labeled "1", icon looks like a purple hand) is the temporary debuff given to you when the spore explodes. Once you get that debuff, ranged needs to run out again before it wears off. You will only have a handful of seconds before it wears off, so be quick. Once that short debuff wears off, you will get a stack of "Inoculation", which is the yellow debuff right next to it in the screenshot (yellow rectangle labeled "2"). You need 3 stacks of it in order to survive the next gas phase... which occurs soon after you should have received your 3rd stack.

Summary

  1. 3+ ranged members around Festergut's circle.
  2. Everyone else piled around Festergut.
  3. Once he farts, everyone move in and pile on the tanks.
  4. After a few seconds, the spores explode and give you a purple debuff.
  5. Ranged needs to run out immediately after receiving the purple debuff.
  6. Repeat!

Alternate Strategy with 2 Ranged DPS and 1 Stationary Healer

Sometimes raid composition is not ideal with 3 ranged dps on this fight. If you only have 2 ranged dps and 1 healer that cannot move and heal well, you need to change things a bit. Instead of everyone running into the center, mark your immobile ranged healer as well as the tanks and have one of the spore recipients run to the healer instead of the tanks. This requires a bit of communication and/or situational awareness of making sure 1 spore goes to the center and 1 to the outer healer. It may take some practice, but is quite viable as an option. You can even use this as your primary strategy for 3 ranged dps so that healers are not taxed with the overlapping spore explosion damage.