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Uldir – Fetid Devourer Guide

Post has published by Jaaha
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  • Jaaha
    Guild Member
      @jaaha
      Member since: 25/11/2017
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      Fetid Devourer

      Straightforward single phase DPS check

      Big rectangular room with six alcoves, three on each long side. Boss should be tanked in one of the alcoves so that people can stand back against wall to prevent flying far off from the frequent knockbacks (no knockback in lfr/normal mode).

      Two trash piles will spawn in random alcoves, standing in alcoves just as they’re spawning is bad. These need to be nuked down because after short time boss will charge them, eat them and regain health. Ranged need to be ready to deeps the trash in some faraway alcove, but priority is always the one where raid already is in case one spawns there. Melee moves to the nearest pile and ranged kills the one further away. In heroic it might be necessary to just focus on add and ignore the other, DPS check might be too high to kill both in time.

      At full energy boss will turn and breath on random raid member. With long cast time best way to avoid it is just stacking near boss all the time and dodge behind it during cast.

      Healers need to handle a small long duration dot on many random people that does small ticks first 18 seconds (Malodorous Miasma) and big potentially fatal ticks (Putrid Paroxysm) last 6 seconds. Players can not get MM twice, instead second application gives additional stack of PP instead, making it even more fatal dot. When other incoming damage is overlapping people with PP are advised to use personal cooldowns.

      Tanks need to handle Thrashing Terror countdown which has 4 stacks. Every melee hit eats a stack, and the fifth hit (Terrible Thrash) will be big one on the player nearest to tank (offtank) which will need active mitigation or cooldown up for the big hit. It might be possible to solo tank this  with immunity classes soaking the offtank hits in emergency.

      Below 50% health boss will enrage and do 25% more damage and take 50% more damage. BL/TW and all big damage cooldowns need to be saved for that enrage phase. Also healers have more work with dots and tanks.

       

      WoWHead guide

       

    • Jaaha
      Guild Member
        @jaaha
        Member since: 25/11/2017
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        Mythic changes

         

        • MM/PP dot combo will spread to nearby players. Targets must move out from the group while making sure they’re still in healing range after knockbacks.
        • One of the spawning eggs will have higher health and bit more time to kill it before boss goes to eat it and get healed. Uncertain if that means 2+1 eggs or 1+1, DJ is not clear on that. Probably good idea to drag boss next to this add and cleave damage since this is a DPS check fight.

         

      • Scabbrox
        Warlord
          @scabbrox
          Member since: 05/11/2017
          High OverlordYears ServiceRaid Team Champion€ Donor ExtremeVideo UploaderStreamerGuild Bank HeroWebsite AdminWarlord

        • Scabbrox
          Warlord
            @scabbrox
            Member since: 05/11/2017
            High OverlordYears ServiceRaid Team Champion€ Donor ExtremeVideo UploaderStreamerGuild Bank HeroWebsite AdminWarlord

            Bumping this as if we lack the numbers of healers for Vectis this weekend we’ll go here after Mother.

            Get familiarised please.

          • Poko
            Former Member
              @poko
              Member since: 21/12/2017
              Former Member€ Donor

              Gonna post here the video i posted on discord.

               

              I think their positioning makes the fight a bit easier since they use melee for the mass,tanks keep boss right there so it gets cleaved and ranged kill the other 2 adds.

              It will be easier that way because ranged won’t have as much trouble switching instantly to smaller adds and also they will be able to switch back to mass alot faster than melee.Also debuffs might be less of an issue.

            • Scabbrox
              Warlord
                @scabbrox
                Member since: 05/11/2017
                High OverlordYears ServiceRaid Team Champion€ Donor ExtremeVideo UploaderStreamerGuild Bank HeroWebsite AdminWarlord

                I guess it depends how many melee you have in raid.  You’re never going to kill the small adds with 6 melee on the Mass and so some will need to go on the small adds anyway.

                If you only have 4 melee then sure, but we’ll not realistically have that set-up.

                Still, thanks, will look at it with the others and see if we can use it in any way to improve things though I suspect with a couple more ranged (and less melee) in this weekend we’ll have an easier time of it than last.

              • Jaaha
                Guild Member
                  @jaaha
                  Member since: 25/11/2017
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                  Replying to Fearstrike’s post in other thread to here to address boss specific things

                   

                  2) It’s not as simple as you died a lot so you need to stop that for example, almost every try when i have been at the small add already with a debuff, somebody gets knocked into me giving me additional stacks of Malodorous Miasma

                  It should be the responsibility of person standing behind you to make sure he/she is not in the line of knockback because you cant see behind but they can see if somebody is between boss and themselves. WCL replay has handy display of the knockbacks (but it doesn’t show who got infected with extra stacks) . It doesn’t show too much stacking in bad places, but I did notice on occasion melee are really careless when traveling back to boss from killing adds, and more than once healers got knocked back halfway across room far from everybody else and definitely far out of range, which might’ve contributed to people dying to dots.

                   

                  3) This boss does have a element of RNG so luck does play a factor in the fight for example if the small adds spawn on the sides closer to the side people are assigned to would make it easier instead of two spawning in the front or back.

                  As far as I can see the RNG mainly affects how easy or hard it is to meet adds dps requirements, debuffs is whole another matter.

                   

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