Festergut Festergut is a boss in the Plagueworks wing of the Icecrown Citadel raid . It ' s mainly a DPS race gear check , with only limited tactics involved . He has sometimes been called " Patchwerk 3 . 3 " . This boss is available since January 5 , 2010 on US servers and January 6 on EU servers . 25 - man abilities . Putrid Hate - Festergut releases an AoE nova attack that deals massive magic and stamina damage in a 200 radius . This also tony debuffs players in his radius at a 25 % speed decrease . Strategy . Festergut has an enrage timer of 5 minutes , which is rather short . In 25 player , this means the raid has to do 135 , 000 DPS overall , in 10 player it ' s 32 , 000 . Depending on raid size and numbers of healers and tanks , the following table yields the average DPS needed per damage dealer ( assuming 2 tanks with 2k DPS in 10 player and 2 tanks with 3k in 25 player ) : Positioning and Movement . Tank the boss right where he starts . The raid is divided into a ranged group which sets up distributed , at least 7 yards away from everyone else , and a melee group , which stands close in , everyone on top of each other , slightly behind the boss . Members of the close - in group hardly need to move at all , and can concentrate on maximum DPS . Melee dps can dps from the side of the boss , but must collapse onto the tanks for the spores . The ranged group has to move regularly , and its members may also get Vile Gas , which incapacitates them for 6 seconds . Since the encounter is a DPS race , the melee group should be large , while the ranged group should be small . The required minimum number for the ranged group is 8 / 3 in 25 / 10 player . If fewer raid members stand outside melee range , members of the melee group may get Vile Gas , which usually leads to a wipe . So the first priority when organizing the groups is to get the minimum number in ranged . If possible , healers should be part of the melee group ( this encounter is pretty healing intensive ) . If many ranged are available , it ' s even possible to put ranged damage dealers in the melee group , increasing their output substantially . On the other hand , it may be advantageous to put a few more than the required minimum at range , to reduce the probability of double spores in the melee group , and to create a safety margin if a ranged dies . The ranged group members need to keep at least 7 yards away from everyone else . The simplest method is to put the required number of ranged players in a wide circle around the room . It ' s possible to move around the outer circle without pulling the boss prior to the fight . A more efficient way is to organize ranged in pairs , where one player stands halfway towards the melee group and the other stands outside . Roughly two minutes into the encounter , Festergut casts Pungent Blight , which causes about 50 , 000 damage to every player in the raid . Players take 25 % less damage per stack of Inoculation they gain . Inoculation is gained by standing within 5 yards of a Spore when it explodes . Festergut casts three sets of Spores prior to Pungent Blight ; thus players can reduce Pungent Blight damage to 25 % ( 12 . 5k ) . It ' s not possible to gain more than one stack of Inoculation at the same time , that is standing within 5 yards of more than one spore results in higher damage taken , but not extra Inoculation stacks . The first Pungent Blight clears all stacks of Innoculate . Festergut continues to cast Spore sets , and may cast a second Pungent Blight about 30 seconds prior to the enrage . If overall damage output is high enough to kill him early , it ' s safe to pop DPS cooldowns after the 3rd spore and ignore the spores for the remainder of the fight . However , with marginal DPS , it ' s a good idea to continue stacking Innoculation , and pop cooldowns after the 6th spore . In 10 player , Festergut casts 2 Spores , in 25 player it ' s three . After Spores are cast , all players have 10 seconds to move within 5 yards of a raid member with a spore . At the same time , raid members with spores should pay attention that two spores should not stand next to each other . Given the above raid layout ( minimum number of ranged and maximum number of melee ) , the melee group usually doesn ' t have to worry - it ' s highly probable that one Spore spawns on a melee member , so they usually don ' t have to move at all . For the ranged group , there are two movement tactics possible : Static Spores . Ranged members who get Spore simply stand still . All other ranged have to find the Spore closest to them , move there , wait until it bursts , and then return to their places . Advantages of this method are : Disadvantages are : Static Collapse Points . Two / one ( in 25 / 10 player ) ranged get a raid mark . These never move . One raid member with a Spore must move to each of the marked players , and all other ranged can move to the mark closest to them . Advantages : Disadvantages : Static Collapse Points - 25 player PuG version . If some players are unfamiliar with the fight on 25 , a simplified 2 Collapse Points method can be used . 5 ranged players form a line on the outer circle surrounding the boss . The center player of the 5 is lined up with the door for easy in fight reference . 3 additional ranged players stack on the middle 5 ranged players , one on each of the 3 . The Collapse Point is on the middle player in the back row of 5 . Once the tank has the bosses attention , the 3 stacked players move forward 10 yards and start dpsing . We now have a line of 3 in front of a line of 5 . When the spores come out , all ranged collapses on their one collapse point , the middle player in the back row of 5 . After the spores pop , ranged returns to their positions . Ranged watches their spacing throughout the fight , which should be 10 yards , as Gaseous Blight victims wander around a bit . The forward group of 3 must not be too close to the melee because if they are Gaseous Blight victim , it can chain on to the melee , causing a wipe . When the spores come out , a raid leader assesses them and makes any movement call outs . If the spores are 1 / 2 ranged / melee or 2 / 1 ranged / melee , people simply collapse . Only 3 / 0 , and 0 / 3 spore distributions need a call out where either a ranged will run in to the melee group , or a melee will run out to the ranged group . The odds of a 3 / 0 spore distribution is roughly 1 / 27 . The odds of a 0 / 3 is roughly 8 / 27 . After the spores pop , anyone who ran from melee to ranged , or ranged to melee returns quickly to their original place . Advantages Disadvantages : Tanking and Healing . Setup and Damage Input . This encounter requires at least two tanks . The boss hits very quickly for around 14 , 000 to 15 , 000 on plate . Damage output increases by 30 % ( additive , so + 90 % at 3 stacks ) for each cast of Inhale Blight , after three Inhales he hits for around 24 , 000 to 26 , 000 per attack . Attack speed also increases by 30 % per stack , tanks take about 260 % more damage at three stacks . Cooldown Rotation . Because of the massive amounts of damage received when Festergut has inhaled 3 stacks of Inhaled Blight it is required for tanks and others to rotate their cooldowns . The use of such abilities as Shield Wall , Divine Protection , Icebound Fortitude , and Barkskin should be coordinated with other non - tank player abilities such as Pain Suppression , Hand of Sacrifice and Guardian Spirit to maximize the amount of time that one of these abilities is active . Gastric Bloat and Gastric Explosion . About once every 12 seconds , Festergut casts Gastric Bloat on the tank . This debuff increases the tank ' s damage , but the 10th stack kills the tank in an explosion for massive AoE damage , which is almost certainly a wipe . Therefore , the second tank must taunt at 9 stacks . This happens for the first time right around when Festergut is about to cast Inhale Blight for the third time , the second time after the 5th inhale . Switching on an Inhale is a very good idea , because while inhaling , Festergut stops DPS for a short moment . Healers need to be aware of the tank switch , particularly at the first time it happens during a high - damage period . The mechanic is quite similar to the Phase Punch of Algalon the Observer . It ' s not possible to switch earlier , because the debuff lasts 100 seconds , it has timed out only after the second tank has taken 9 stacks . In 25 player it ' s possible to use 3 tanks and allow a less tight rotation , but this comes at the price of reduced DPS . Paladins can also clear the debuff with Divine Shield . After the tank switch , the prior tank does 90 % increased damage ( = increased threat ) . Therefore , the " old " tank must be very careful not to pull Festergut off the new tank . They should target themselves before the switch to stop their attack . Hand of Salvation helps . Tanks should switch off aggro generation abilities like Paladins Righteous Fury and switch on DPS enhancing abilities ( e . g . Druids Cat Form , Death Knights Unholy Presence ) . Of course they must not forget to get back in a proper tanking configuration prior to taking over again . Healing . This encounter is very healing intensive , at the same time it ' s desirable to bring the minimum number of healers ( probably 5 / 2 in 25 / 10 player ) . Healers need to maintain the health of the active tank , as well as repair the AoE damage from Gaseous Blight , and heal Vile Gas victims . After each inhale , the raid damage decreases , but the damage to the tank increases more . It ' s a good idea to predesignate one healer for each inhale who switches from raid healing to tank healing . If possible , healers should stand with the melee group . Heroic Difficulty . The big addition in heroic mode is Malleable Goo . Professor Putricide periodically flings Malleable Goo from his balcony as he watches the fight . Tanks , melee , and ranged are all targets for malleable goo . If players are in the blast radius they take damage and suffer a 12 seconds 250 % attack / casting speed debuff . If DPS are debuffed you will have difficulty beating the enrage timer . If healers are debuffed , the tank will probably die . If you tank Festergut on the south side of the room you have more time to react to Malleable Goo . The target of the Malleable Goo is indicated by a small green puddle on the floor . It is difficult ( but not impossible ) to see when the Gaseous Blight is at full strength . It is also obscured by the player ' s polygons and by festergut ' s feet . To more easily spot the goo , move your player a little bit and check the floor whenever Malleable Goo is in flight . The blast radius is larger than the puddle . There will be times when you have to group up for a Gas Spore at the same time there is a Malleable Goo in flight . All players must know how to position themselves to get innoculated while not getting blasted by goo . The tank is often in danger when a healer has to dodge Malleable Goo and is forced to use instant heals instead of big heals . Quick communication can let the tank know to use his cooldowns and improve his survival chances . Once players have learned how to dodge goo while fulfilling their roles this hard mode becomes much less intimidating .