Talk:Festergut

This page uses a datamined image of what may not even be the raid boss, should it be removed? Vulpes Wolf (talk)
 * Its fine, cause its been seen on the PTR. 06:10, October 22, 2009 (UTC)

Art
Just to mention it, but this seems to be based on this artwork.

16:11, October 24, 2009 (UTC)

Inconsistancies
There is conflicting information about the number of ranged needed to take the incoming Vile Gas. One raid uses 7, one section in this page states 8 and another good forum states 6. If anyone knows the correct number for 10man and 25man, please edit.
 * Edited the 10-man number to 4, which I believe to be correct. While we had 3 ranged, one of the melee got the Vile Gas. Can anybody confirm this? Zoarial
 * So far my 10man group has done it with 3 at range and no issues. Never had a melee get gas. 21:09, January 14, 2010 (UTC)
 * During our second 10-man kill the raid used 3 at range too. Only later I checked back the log and found a healer in melee range got vile gas as well but the damage was healed through. So it may seem like 3 is ok but I would say 4 is safer. WakemanCK (talk) 03:00, February 7, 2010 (UTC)
 * Perhaps he got gassed before running back to melee range... if he got the spore on his head and had to run to range... 03:32, February 7, 2010 (UTC)
 * Did it with 3 by accident and got a vile gas in melee / healers. It's definately 4. Zoarial
 * We've been doing it with 3 for literally months and its never gone into the melee on our run. I'm not sure what happened with yours, perhaps they're too far away? In any event, I changed it already.Conous (talk) 02:44, April 2, 2010 (UTC)
 * As have I. It's my understanding that the current 3/8 (10/25) has a margin of error of 1 to allow running 1 spore to melee without wiping the raid due to timing/slow return to ranged position/latency.Rei-gouki (talk) 07:47, June 6, 2010 (UTC)
 * The number of ranged needed to take incoming Vile Gas is exactly 3 on 10 man. A person seeming to stand in melee range who actually is fairly distanced from Festergut can still receive Vile Gas and probably falsely report that they were very much so in melee range at the risk of their pride when watching their raid run back. Also Festergut can cast Vile Gas on a target that is at ranged and the projectile can reach you much later as you enter melee range. Fortunately Festergut only casts this literally in the midpoint between each Spore cast, thus no one should justifiably wipe their raid by this method unless they are a window-licker. I might advise having only 3 players stand at range on Heroic difficulty when 2 healing due to the incredibly large raid damage, thus maximising raid healing with more players standing in the center. Healers can stand off to the side similar to a square design to minimize movement from Goos (since I know someone is going to complain about some insanely large concentration of players). Furinaux (talk) 00:45, June 22, 2010 (UTC)

Vanish and Pungent Blight
The Tips and Tricks section suggests rogues can use Vanish to avoid damage but requires near perfect timing to the end of the cast. Reading Vanish, it seems the 0.5 sec protection was removed during PTR. Can someone who knows what's going on with this correct it?