Fetid Devourer is the fifth encounter in the Uldir instance and is a heavy dps-check, single phase, primarily single-target encounter with an enrage starting at 50%.
During this encounter, the raid must position well to not spread debuffs, handle long length knockbacks, wide cone breaths that will be pointed towards the raid, and quickly splitting damage between 3 high priority targets that must all die before their ability casts are finished.
- 2 Tanks
- 4 Healers
- 14 DPS
Deals moderate raidwide damage and knocks everyone back a large distance.
Malodorous Miasma/Putrid Paroxysm
A weak dot that is placed on random raid members throughout the fight, this dot will last 18 seconds and then transform into Putrid Paroxysm that is a strong dot that will last 6 seconds. You can also gain stacks of Malodorous Miasma/Putrid Paroxysm by standing in the alcoves while Waste Disposal Units are active, or by being caught in the Rotting Regurgitation breath cone.
On Mythic difficulty, Malodorous Miasma spreads in a visible circle around you to nearby players when it ticks. Putrid Paroxysm spreads in a much larger circle when it ticks.
Enticing Essence/Consume Corruption
Corruption Corpuscles will spawn in a random 2 of the 6 alcoves around the room. Which alcoves they will spawn in is made extremely obvious by the Waste Disposal units above them pouring waste into the alcove. Raid should not be in alcoves except immediately after Corruption Corpuscles spawn, as standing in the stream of waste will infect you with Malodorous Miasma.
On Mythic difficulty, a large Mutated Mass with considerably more health will spawn in one of the 2 central alcoves as well. All adds will heal for 1% every 2 seconds while casting Enticing Essence, further increasing the dps requirement.
If adds are not killed in time, and Fetid Devourer finishes casting Consume Corruption on one of them, it will heal for 30% health, ensuring a wipe.
At 100 energy the Fetid Devourer will turn to face the raid and cast a breath cone. This cone can and should be avoided, as it will do high damage, a knockback, and place a malodorous miasma/putrid paroxysm dot on those caught within. However, even on Mythic difficulty, with a defensive cooldown it is still possible to live through if you are completely unable to get out in time.
At 50% health, the Fetid Devourer will enrage and deal 25% more damage and take 50% more damage for the remainder of the encounter.
Boss does not have stacking debuff, but a second tank is still required to stand directly on top of the main tank, as every 4th melee hit, the boss will strike the closest other player with Terrible Thrash dealing 300% of normal melee damage.
It is debatable whether the boss should be moved to the Mutated Mass when it does not spawn in the alcove directly behind the tanks. Moving like this can, of course, lead to a mild overall increase in ST dps on the boss, but adds complications with the raid having to all reposition to keep miasma/paroxysm from spreading, especially to the tanks, which can very easily lead to a wipe as they must stay stacked.
Be prepared for individual burst healing on players with the 6 second Putrid Paroxysm dot, especially if this coincides with a Shockwave Stomp. Tank damage is extreme after the 50% health enrage.
Positioning & Strategy
Boss should be placed in front of one of the four inner walls that separate the 6 alcoves in the room. Any of these should be as good as any other for positioning purposes.
Unlike on Heroic and below, the raid must stay spread due to how Malodorous Miasma/Putrid Paroxysm will spread to nearby players. Everyone claiming a standard spot should occur before/during the initial pulls. Picking a spot also involves recognizing where you will be knocked back towards from the knockback, and the players who can handle movement best should take the spots where they will be knocked back further than the others. Lastly, positioning depends on which add team you are on.
Handling adds should be split into 3 teams, with 2 players with high single target damage and low mobility assigned to stay on the large central Mutated Mass, and 6 dps each assigned to the smaller adds. Priority for which add belongs to the group should start at opposite ends of the encounter area, so that it is obvious which add belongs to which group. Further optimization of these groups can be done where you split primarily Physical damage players with a monk, and magic damage players with a demon hunter. Caution must be taken however if you have too many melee in the physical group, that you could run into issues with there being enough space to keep spread for miasma ticks while everyone stays in range of the add.
If dps is on track to the standard needed to kill the boss, there will be 4 waves of adds spawn, with the third wave spawning at/near the point Fetid Devourer reaches the enrage phase. The last wave of adds should spawn when Fetid is around 15% and the goal is to ignore them and finish the boss before he actually uses them to heal. 3 minute burst dps cooldowns must be saved for the 1st and third add phases. 2 minute cooldowns can be used on the pull, and then used on the second set of add spawns.
Mutated Mass/Rotting Regurgitation Overlap
This is a potential during the first add spawn phase, but as dps is optimized it should be avoidable. All that can be done to compensate is for range to be in locations that attempt to bait the breath away from the melee pile. If the melee pile must move away, odds are high the Mutated mass will not die in time.
When to Lust?
Most common practice amongst current guilds with kills appears to be to use lust for the third set of adds, which seems slightly less than ideal as you aren’t taking full advantage of the 50% bonus on the boss. But if dps is on track to kill the boss before the 4th wave of adds must be killed, then this is a non-issue regardless.