Other Madness of Deathwing guides on Tauri Veins:
This guide is intended to provide a comprehensive description of the
encounter with Madness of Deathwing in Dragon Soul. It is targeted to anyone
who desires to understand the fight mechanics.
This guide applies to patch 4.3 of World of Warcraft.
The Madness of Deathwing is the 8th and final boss encounter of the Dragon
Soul raid. If successful, raids will, at long last, bring an end to Deathwing,
the Destroyer.
The fight contains a large variety of adds, spells, and mechanics, but it is,
ultimately, not difficult to understand or execute. Tanks, healers, and DPS
players will, at certain times, have a lot of pressure placed on them to
perform well.
The five Aspects aid your raid during this encounter, although, as the
fight progresses, they become effectively disabled, making it increasingly
difficult for your raid. Though, they do come back to help you kill
Deathwing, at the very end.
We found the encounter to be extremely engaging, even if we would have liked
to be given the chance of fighting Deathwing alone, without the help of the aspects.
1. General Information↑top
1.1. Health Pool
10-man |
25M |
28M |
11M |
829k |
heroic-only |
10-man heroic |
29M |
38.1M |
17.1M |
950k |
3M |
25-man |
76M |
84M |
34M |
2.5M |
heroic-only |
25-man heroic |
87M |
114.6M |
49M |
2.8M |
9M |
LFR |
57M |
63M |
25M |
1.5M |
heroic-only |
10-man |
165k |
664k |
2.9M |
1.2M |
heroic-only |
10-man heroic |
236kk |
1.26M |
3.2M |
1.6M |
944k |
25-man |
498k |
2M |
8.7M |
1.2M |
heroic-only |
25-man heroic |
710k |
4.1M |
10M |
1.7M |
3.2M |
LFR |
373k |
1.5M |
6.5M |
871k |
heroic-only |
1.2. Enrage Timer
Several times during the fight, Deathwing will start casting
Cataclysm. This gives you one minute to finish killing a certain unit.
Failing to do so will inevitably result in a wipe.
Deathwing also has a 15 minute hard enrage timer.
1.3. Raid Composition
Difficulty |
Tanks |
Healers |
DPS |
10-man |
1-2 |
3 |
5-6 |
10-man heroic |
1-2 |
3 |
5-6 |
25-man |
1-2 |
6-7 |
17 |
25-man heroic |
2 |
6-7 |
16-17 |
LFR |
1 |
6-7 |
17 |
2.1. Mounts
2.2. Weapons
Item Name |
Type |
Main Stats/Effect |
Rathrak, the Poisonous Mind (LFR, Heroic) |
Dagger |
Intellect/Additional Damage |
Ti'tahk, the Steps of Time (LFR, Heroic) |
Staff |
Intellect/Haste to Allies |
Maw of the Dragonlord (LFR, Heroic) |
Main-Hand Mace |
Intellect/AoE Healing |
Blade of the Unmaker (LFR, Heroic) |
1.8 One-Hand Dagger |
Agility |
No'Kaled, the Elements of Death (LFR, Heroic) |
One-Hand Axe |
Agility/Additional Damage |
Kiril, Fury of Beasts (LFR, Heroic) |
Polearm |
Agility |
Vishanka, Jaws of the Earth (LFR, Heroic) |
Bow |
Agility/Additional Damage |
Gurthalak, Voice of the Deeps (LFR, Heroic) |
Two-Hand Sword |
Strength/Damage |
Souldrinker (LFR, Heroic) |
One-Hand Sword |
Strength/Drain Life |
3. Overview of the Fight↑top
The Madness of Deathwing encounter is a two phase fight.
During Phase One,
you will have to defeat 4 of Deathwing's limbs (two wings and two arms).
This part takes place on 4 different platforms, surrounded by water. Each of
Deathwing's limbs rests on one platform, and your raid will have to travel
to every platform and kill all the limbs in order to make it to Phase Two.
During Phase Two, your raid will have to burn Deathwing's head, who will have crashed
next to one of the platforms (where the entire phase is spent). At the same
time, your raid will have to regularly kill two types of adds. Deathwing's
health will initially be at 20% and he will deal increasing raid damage as he
nears death.
Throughout the fight, your raid will have assistance from the four dragon
Aspects (though, Thrall also offers a minimal contribution). Each Aspect is
flying over one of the four platforms, resulting in the following naming
conventions for the platforms in this guide:
- Leftmost platform: Alexstrasza's Platform;
- Middle-left platform: Nozdormu's Platform;
- Midle-right platform: Ysera's Platform;
- Rightmost platform: Kalecgos' Platform.
Each of the Aspects offers the raid a specific buff (such as increased
health) and uses a specific ability.
- In Phase One, once an Aspect's
platform has been cleared of Deathwing's limb, that Aspect will cease to
assist the raid and focus solely on attacking Deathwing. This means that
Phase One becomes increasingly difficult
as you progress, and your raid will have to choose the order in which to
clear the platform carefully.
- In Phase Two, the Aspects are once again fighting alongside your raid
and they resume their assistance.
3.1. Buffs Provided by the Aspects
During Phase One, all the buffs, except for Thrall's, only last until
the platform of the respective Aspect has been cleansed of Deathwing's
limb, at which time the Aspect
will begin assaulting Deathwing and will cease to aid your raid until Phase
Two begins. Thrall's buff lasts for the entire duration of the encounter.
3.1.1. Thrall's Buff
Thrall's buff is the least noticeable one: he grants your raid
Carrying Winds for the entire duration of the fight. This allows you to
move back and forth between two adjacent platforms. To do so, simply run or
jump off your current platform in the direction you wish to go. Additionally,
following each jump, you will gain a 60% movement speed increase for 10
seconds (this buff stacks twice).
This buff does not play any evident role in the fight, and it simply allows
you to move around freely between platforms.
3.1.2. Ysera's Buff
Ysera's Presence is a passive buff that increases all healing done by
20%.
Dream is an ability that Ysera grants to all raid members. Players
receive an extra action button, with a 30 second cooldown. Using this ability
grants the player 50% damage reduction for 5 seconds.
This ability can be keybound from the Key Bindings Menu (it is called
ExtraActionButton1 and it is located in the Action Bar Functions section). The
button may may not display properly (or at all) if you are using any action
bar add-ons, although this does not affect the aforementioned key-binding's
efficiency. Alternatively, you can use the following macro:
- /click ExtraActionButton1
Clicking this macro (which, of course, can be keybound), has the same
effect as clicking the Dream button.
3.1.3. Alexstrasza's Buff
Alexstrasza's Presence is a passive buff that increases maximum health
by 20%.
Alexstrasza's ability varies from Phase One to Phase Two:
3.1.4. Nozdormu's Buff
Nozdormu's Presence is a passive buff that increases your haste by
20%.
Nozdormu's active ability is
Time Zone, which places a type of
protective bubble on the platform where the raid is currently fighting. This
causes the Elementium Bolt (a type of projectile NPC that flies towards
the raid) to be greatly slowed down, giving your raid more time to kill it. It
also reduces the attack speed of any enemies within the zone by 50%.
3.1.5. Kalecgos' Buff
Kalecgos' Presence is a passive buff that increases damage dealt by
20%.
Additionally, Kalecgos imbues your raid with
Spellweaver, which
causes all attacks to deal 23,000 amount of Arcane damage to enemies within 6
yards.
4. Phase One↑top
Phase One is started by talking to Thrall, located on Ysera's platform.
On each of the 4 platforms, your raid must perform the same set of tasks
to destroy Deathwing's limb. Depending on the platform, the Deathwing's limb
is either an Arm Tentacle or a Wing Tentacle. Out of the 4 limbs,
2 are Arm Tentacles (Nozdormu's Platform and Ysera's Platform)
and 2 are Wing Tentacles (Alexstrasza's Platform and Kalecgos' Platform).
The only differences between these two types of adds are their name
and their visual appearance. Other than that, they cast the same abilities
and have the same amount of health.
The strategy remains very similar from one platform to the other, just that
the mechanics of the fight will be increasingly harder to deal with, as you
progressively lose the buffs granted by the dragon Aspects (when you kill the
limb on their platform, they go fight Deathwing himself and stop buffing the
raid).
4.1. Enemies, Abilities and Their Interaction
During this phase, you will have to defeat several types of adds, in a
specific order and fashion, so that you can eventually destroy all of
Deathwing's limbs. Below, we will list every add you encounter
during Phase One, all of their abilities and the way in which they
interact.
4.1.1. Deathwing
Deathwing does not exist, during Phase One, as an attackable NPC.
He does however use a few abilities and your raid will need to destroy
his limbs, either an Arm Tentacle or a Wing Tentacle, depending
on the platform.
Assault Aspects is an ability that Deathwing casts on the dragon
Aspect on whose platform the most raid members are located. This ability
simply determines on which platform the adds will spawn (the one where most
of your raid is located) and is a means of allowing you to choose the order
in which to tackle the platforms.
-
Elementium Bolt is a projectile that Deathwing fires at the
platform where your raid is currently located, 45 seconds after he
has finished casting Assault Aspects. Upon reaching the platform, the Elementium
Bolt will deal massive Fire damage to the entire raid with
Elementium Blast. This initial hit deals less damage the farther away
players are from the impact zone. 5.2 seconds after landing, Elementium
Blast will tick again, for yet another massive Fire damage hit. This NPC
cannot be tanked, and it does not melee. It has a small health
pool and your DPS players can and should try to kill it before it lands.
Cataclysm is an ability that Deathwing begins casting 2 minutes after
he has chosen an Aspect to assault. It has a 60 second cast time, at the end
of which you will wipe (it deals 1.5M damage). The only way to stop this
cast is to kill the Arm Tentacle or the Wing Tentacle present on
the platform where you are fighting.
4.1.2. Arm Tentacles and Wing Tentacles
Arm Tentacles and Wing Tentacles are the limbs of Deathwing (they
look like tentacles) that
you need to destroy during Phase One. These adds do not melee and
cannot be tanked. In order to clear a platform, your raid will have to kill
the limb attached to the platform.
Deathwing's limbs have a high amount of health, and your raid will have to
deal with different kinds of adds before the limbs can be finished off.
Arm Tentacles and Wing Tentacles do the following:
-
At 70 and 40% health, they spawn several Blistering Tentacles.
These adds are immune to AoE damage, and they deal increasing raid damage, by
stacking
Blistering Heat on raid members.
- If Alexstrasza's platform is still active, then her
Cauterize (Phase One) ability will quickly kill all of the Blistering
Tentacles.
- Otherwise, your raid will have to single-target them down.
- 90 seconds after engaging a Tentacle, it will begin to hemorrhage. This will
spawn 6 Regenerative Blood adds.
- For the entire duration of their existence, the tentacles will deal a
small amount of damage to the raid, every 2 seconds (
Burning Blood). This
damage is greater the lower the tentacle's health is.
4.1.3. Regenerative Blood
6 Regenerative Bloods are spawned by Arm Tentacles and
Wing Tentacles 90 seconds after they have been engaged. These small adds have normal
aggro tables and have fairly weak melee attacks.
Their attacks stack
Degenerative Bite (10-man/25-man/LFR) on the tank. This eventually
overwhelms the healers.
Regenerative Bloods have an energy bar with a maximum capacity of 100,
which starts empty and fills at a rate of 10 energy per second. Each time the
bar reaches 100 energy, the respective Blood will be healed to full health
(50% health in LFR difficulty).
These adds are easy to AoE as long as Kalecgos is up (thanks to the
damage-splashing ability,
Spellweaver, that he imbues raid members
with).
4.1.4. Mutated Corruption
Mutated Corruption is a tentacle add that spawns 10 seconds after
Deathwing assaults an aspect (when the raid has just started the fight
or switched to a new platform). It has two abilities:
Impale is a massively damaging attack that the
Mutated Corruption performs on the main tank. It deals an immense amount of
Phsyical damage (260,000 in LFR and 400,000 in 10 and 25-man difficulty), for
which the tank will have to use defensive cooldowns. Additionally, tanks can
make use of Ysera's
Dream to survive this attack, while she is
still active.
Crush is a very damaging AoE attack that the
Mutated Corruption uses regularly. It will target a random raid member, and
damage everyone in a line between the Corruption and the target for a high
amount of Physical damage (65,000 in LFR and 100,000 in 10 and 25-man
difficulty).
4.2. Strategy
The strategy for Phase One consists in clearing each of the 4 platforms.
A platform is cleared when the respective Arm Tentacle or
Wing Tentacle (Deathwing's limb) is killed. In
order to do this, the raid must perform a series of tasks. Fortunately, these
tasks are identical between all 4 platforms, so the fight is not very
difficult to understand.
4.2.1. Platform Order
The first thing that your raid must decide on is the order in which to
clear the platforms. This will determine the order in which you will lose the
buffs from the Aspects, and which of the buffs you will get to keep until
the final platform.
While it is possible to successfully complete the phase by clearing the
platforms in any order, we will only detail the order that we recommend as
being optimal:
- Ysera's Platform;
- Alexstrasza's Platform.
- Nozdormu's Platform;
- Kalecgos' Platform.
Before starting the encounter, you should position your entire raid on
Ysera's platform (where you land after parachuting down from Deathwing's
back), and speak with Thrall to pull the boss.
4.2.2. Clearing a Platform
The first thing you will notice, when clearing a platform, is the
massive Arm Tentacle or Wing Tentacle right in
front of you. Your DPS players should immediately begin attacking it, and
you should try to do as much damage as possible to it before the
Mutated Corruption appears. Then the raid encounter will follow
these steps:
- After 10 seconds, a Mutated Corruption will appear.
- The tanks should position themselves towards the back of the platform and
they should be ready to taunt the Mutated Corruption as soon as it spawns.
When this happens, all DPS players should switch to it and burn it down.
- Tanks and healers will have to pay special attention to the
Impale cast and make sure that the tank is protected
against this. This can be done in one of several ways (or a combination of
them):
- Tanks can use damage reducing defensive cooldowns.
- Healers can use damage reducing cooldowns on the tanks, or
Guardian Spirit.
- In case the tank does not have any way of surviving another Impale, the
off-tank should taunt and use one of their own cooldowns.
- At a certain point, while DPS-ing the Mutated Corruption, Deathwing will
launch an Elementium Bolt towards the platform.
-
The exact location when
the Elementium Bolt will land is marked by a golden swirling void zone.
Everyone should move away from the impact spot, as the damage that the Bolt
does, when landing, is greater to players closer to it.
- Prepare for the massive damage to the raid that the Bolt deals
when it lands (through
Elementium Blast). Defensive cooldowns such as
Power Word: Barrier and
Aura Mastery are useful here.
Anti-Magic Zone is also an extremely useful cooldown that can be used for
every single Elementium Bolt.
- The Elementium Bolt must be destroyed as soon as possible. The
idea is to kill it between the moment when it lands and the moment when
Elementium Blast ticks again, 5.2 seconds after landing.
- After the Bolt is dead, players should return to the Mutated Corruption
and finish it off, then switch back to the Arm Tentacle.
- After 90 seconds, the Arm Tentacle will spawn 6
Regenerative Bloods.
Your raid should simply
AoE these adds down (while tanking them close to the Arm Tentacle).
- It is likely that before the Arm Tentacle or Wing Tentacle dies,
Deathwing will have started casting
Cataclysm, but there should be ample
time to finish off the Tentacle.
- Note that when Deathwing is casting Cataclysm, the Tentacle takes 100%
increased damage, as the Aspect on whose platform you are standing begins
to attack it.
4.2.3. Ysera's Platform
On Ysera's Platform, you can make use of the following:
4.2.4. Alexstrasza's Platform
With Ysera dead, your raid will have to cope with the loss of 20%
increased healing and
Dream, although this does not affect
the strategy of the encounter at all.
4.2.5. Nozdormu's Platform
The loss of Alexstrasza's buff will mean that your raid has lost the 20%
health increase. Additionally, your raid will now have to manually kill the
Blistering Tentacles each time they spawn. As these adds are immune to
AoE, you will have to use single target attacks against them.
It is very important that all the Blistering Tentacles are killed in a
timely fashion (before the next set spawns), thus allowing for the debuff that
they apply to wear off.
Equally importantly, your raid should make sure not to bring the
Tentacle to 70% (or close to it) until after the Mutated Corruption and
the Elementium Bolt have been dealt with. Otherwise, you risk having
Blistering Tentacles spawn at the same time as another raid-damaging ability
is going on, most likely causing a wipe.
Other than this, nothing else changes, although healers will have to pay
special attention to tanks (for
Impale), as the tanks'
health will be considerably lower.
4.2.6. Kalecgos' Platform
This platform will be the most difficult one by far. The loss of Nozdormu's buffs means that the Elementium Bolt will hit the platform much sooner (totally
unslowed) and will likely have time to pulse once or twice after it has
landed, dealing absolutely massive damage to the raid. Healers must be on top
of their game here, and a mix of defensive cooldowns should be used.
Additionally, with the absence of the
Time Zone, the
Regenerative Blood adds will deal more damage to the tank.
Finally, both DPS players and healers will have lower output here, due
to the loss of the 20% haste buff granted by Nozdormu.
5. Phase Two↑top
Phase Two is a rather simple burn phase. Once all the 4 platforms are
cleared, Deathwing will slump forward and his head will land, helpless, on
Ysera's platform. The phase starts with Deathwing at 20% of his health, and
ends when he has been killed by your raid.
5.1. Abilities
During this phase, Deathwing does not perform melee attacks and only has a
single ability:
Corrupted Blood.
This ability deals fire damage every 2 seconds to the entire raid. When Deathwing's
health reaches 15%, 10%, and 5%, the damage dealt by Corrupted Blood increases.
Throughout the phase, Deathwing will spawn two types of adds: Elementium Fragments
and Elementium Terrors:
- Elementium Fragments are spawned every 90 seconds, 3 at a time in 10-man difficulty
and 8 at a time in 25-man and LFR difficulties. These small tentacles cannot be tanked
and have very little health. They cast
Shrapnel, which deals a high amount of
physical damage to random raid members.
- Elementium Terrors are spawned every 90 seconds, 2 at a time.
These big adds must be tanked and inflict a stacking debuff on the tank:
Tetanus (10-man/25-man).
The first wave of Elementium Fragments comes 10 seconds into Phase Two,
while the first wave of Elementium Terrors comes 40 seconds into Phase Two.
5.2. Strategy
The strategy for Phase Two is quite simple. Your raid should begin the
phase by burning Deathwing. Because the damage that he deals to the raid
increases progressively when he reaches 15%, 10% and 5% health, your raid
should stop DPS before the 10% threshold, finish off any adds and then proceed
to burning Deathwing.
Healers will have to deal with the increasing raid damage from
Corrupted Blood. Especially after Deathwing reaches 10% health, healing
will become extremely difficult and any available cooldowns should be used.
The adds spawned during this phase should be dealt with as follows:
- Elementium Terrors should simply
be picked up (each by one of the tanks) and DPSed down before the stacking
Tetanus (10-man/25-man) kills the tanks. It is ideal to tank these in the
Time Zone provided by Nozdormu.
- Elementium Fragments are the most deadly aspect of the phase. They
must be killed with utmost urgency. They will target random players with their
Shrapnel ability. Targeted players will notice a debuff that they
receive. When this debuff expires, they will receive a massive amount of
damage. Players should use the
Dream ability just as the debuff is
about to wear off.
Essentially, the DPS priority in this phase is:
- Elementium Fragments;
- Elementium Terrors;
- Deathwing.
Once the second set of Elementium Terrors have been killed, Deathwing should
have around 11% health and your raid should execute an all-out DPS burn on
him, ignoring the next set of Elementium Fragments.
5.2.1. Single Tanking
It is possible to use a single tank for the entire duration of the
encounter. In Phase Two, if this tank is a Paladin, they can use
Divine Shield (followed by a quick /cancelaura Divine Shield, possibly in
a macro) to get rid of the stacks of
Tetanus (10-man/25-man).
6. When to Use Bloodlust/Heroism/Time Warp?↑top
There are two important parts of the fight where using
Bloodlust,
Heroism, or
Time Warp will greatly help.
You can use Bloodlust, Heroism, or Time Warp during Phase One, to help your
raid clear the 4th platform, either to help you kill the Mutated Corruption
faster or to help you finish the Arm or Wing Tentacle before Deathwing finishes
casting
Cataclysm.
You can use Bloodlust, Heroism, or Time Warp during Phase Two, when
Deathwing's health reaches 10%, to shorten the period during which your
raid will take increased damage. In this case, you can also use Bloodlust,
Heroism, or Time Warp right at the start, as there will be enough time for
the 10-minute debuff to drop.
7. Tier 13 4-piece Tank Set Bonuses↑top
Tanks can use their 4-Part tier 13 set bonuses (all of which offer either
damage reduction or increased health to the raid) at certain key points, in
order to help the healers deal with the high amounts of raid damage.
Specifically, these bonuses are of use:
- When an Elementium Bolt is landing (i.e., after Nozdormu's buffs
are gone);
- When Blistering Tentacles are active (especially after Alexstrasza's buffs
are gone);
- During Phase Two, after Deathwing is below 10% health.
Keep in mind that these cooldowns can only be used at the expense of the
tank's own major defensive cooldown (as they are, in fact, one and the same),
and as such they may not always be available.
Furthermore, it is ideal that these cooldowns be worked into a cooldown
rotation by the raid leader, and not just used freely.
8. Learning the Fight↑top
Despite the many enemies and abilities that this encounter presents, you
should not be alarmed. The fight is easy to learn and quite easy to
execute as well.
The best way to practice Phase One (the only difficult part of the
encounter) is to simply try to perfect your play on the very first platform.
Once all raid members are familiar with their duties, repeating the process
on the other platforms, even with the loss of buffs, will prove a much easier
task than it may appear.
9. Heroic Mode↑top
The Heroic mode of Madness of Deathwing is an extremely challenging and
difficult encounter. However, if you have come this far (especially past
Spine of Deathwing), then you will succeed with enough patience and
perseverance.
9.1. Differences from Normal Mode
While the structure of the fight is very similar to what you are used to
from normal mode, there are quite a few changes in Heroic. They can be best
categorised like this:
- increased health and damage;
- new mechanics.
9.1.1. Increased Health and Damage
All the enemies in the encounter have their health increased, compared to
Normal mode. Moreover, a large number of abilities deal increased damage. The
most problematic of these increases is the damage increase of
Impale. The exact changes are:
Elementium Blast now deals 468,000 damage on impact and another
468,000 damage every 5.2 seconds, up from 390,000 damage (both on impact and
afterwards) in Normal mode.
Degenerative Bite (10-man/25-man) now deals 1,800 damage per second, per stack in
10-man difficulty and 2,400 damage per second, per stack in 25-man
difficulty, up from 1,500 and 2,000 damage respectively.
Blistering Heat now deals 3,750 damage every 2 seconds, up from
2,500 in Normal mode.
Crush now deals 130,000 damage, up from
100,000 damage in Normal mode.
Impale (10-man/25-man) now deals 840,000 damage in 10-man difficulty
and 1,200,000 damage in 25-man difficulty, up from 400,000 in both
difficulties.
Shrapnel now deals 400,000 damage, up from 200,000 damage in
Normal mode.
Tetanus (10-man/25-man) now deals 72,000 damage on application and then another
24,000 damage per second, per stack in 10-man difficulty and 96,000 damage
on application and 36,000 damage per second, per stack in 25-man difficulty,
up from 60,000/20,000 and 80,000/30,000 respectively.
9.1.2. New Mechanics
There are two mechanics that are entirely new in Heroic mode. We present
them below.
-
Corrupting Parasite is a rather complex mechanic that will occur
twice on every platform during Phase One, once at around the same time that
the Mutated Corruption spawns and once again 60 seconds later.
It begins with
Corrupting Parasite, a 10-second debuff cast by
Deathwing on a random raid member. This debuff deals increasing Shadow
damage, for a total of roughly 300,000 over the course of its duration. When
the debuff wears off, an NPC with the same name will spawn at the location of
the afflicted raid member.
-
Corrupting Parasite is the enemy NPC that spawns when
Corrupting Parasite
wears off. The Corrupting Parasite has 3M health in 10-man difficulty and 9M
in 25-man difficulty. It has no aggro table, it does not melee, it can be
killed, and Alexstrasza's
Cauterize (Phase One) will damage it
for a small amount of its life. When it spawns, it deals 250,000 Fire damage to all raid members
within 10 yards of its location (excluding the raid member who was affected
by the debuff). After this, the Corrupting Parasite will begin channeling
Unstable Corruption.
-
Unstable Corruption is a 10 second cast, at the end of which the
Corrupting Parasite will deal 10% of its remaining health as damage to the
entire raid. If the Parasite is inside the Time-Zone provided by Nozdormu, its
cast time is increased by 50%. After casting Unstable Corruption, the
Corrupting Parasite will despawn.
-
Congealing Bloods are adds that spawn during Phase Two. They spawn when
Deathwing reaches 15%, 10%, and 5% health, but if Deathwing's health does not
reach 15% within a minute of entering the phase, or 10% or 5% within a minute
of reaching 15% and 10% respectively, the bloods will spawn regardless of
his health. Each spawn is comprised of 9 Congealing Bloods. They have
950,000 health each in 10-man difficulty and 3.2M in 25-man difficulty.
They perform no action other than slowly moving towards Deathwing. They have
no aggro table and they are killable. Deathwing regains 1% of his total health
every time a Congealing Blood reaches him.
9.2. Strategy
The strategy for the encounter remains unchanged for the most part. In
this section, we will provide all the necessary information for obtaining
a kill.
9.2.1. Preliminary Clarifications
The same platform order that we recommend for Normal mode should still be
used (Ysera > Alexstrasza > Nozdormu > Kalecgos).
While it is possible to use a 1-tank strategy (especially in 10-man
difficulty), it is not a requirement and, we feel, it is not the optimal way
to complete the encounter.
The healing requirements are quite intense, and as such 3 healers are
needed in 10-man difficulty and 6 or 7 are needed in 25-man difficulty.
9.2.2. Phase One: Corrupting Parasite
The
Corrupting Parasite is the only notable change in all of Phase
One. The way to handle the Parasite is rather simple:
- The player who receives the debuff should move into the
Time Zone
and should receive ample healing.
- Other raid members should make sure they are not within 10 yards of this
player.
- When the debuff wears off and the Parasite NPC spawns, it should be
quickly killed.
The second Parasite of every platform will spawn around the same time
as the Regenerative Bloods. It is most efficient to move the Bloods on
top of the Parasite and AoE them there. If the Parasite is still alive
when the Bloods are dead, it can be single targeted down.
Note that, especially in 10-man difficulty, you do not have to kill the
Parasite in order to be safe. You must only bring it low enough that 10% of its
health will not be problematic. This means that you can have the Parasite
at around 30% health in 10-man difficulty and 10% health in 25-man
difficulty and still survive.
Finally, on the last platform (Kalecgos' platform), you should position
the Corrupting Parasite near the Mutated Corruption, thus allowing
melee DPS to cleave both of them together. Doing this is not a problem, as you
no longer have Nozdormu's Time Zone so you no longer have constraints regarding
where to position the Parasite. Just make sure that no one is within 10 yards
of the Parasite's spawn location.
9.2.3. Phase One: Impale
Impale (10-man/25-man) deals a massive amount of damage in Heroic
mode, namely 840,000 Physical damage in 10-man difficulty and 1,200,000 Physical
damage in 25-man difficulty. As you can tell from these numbers, it will be
quite difficult for your tanks to survive the damage. You will have to ensure
that the tank is using a major cooldown for every one of the Impales (and that
the off-tank taunts off so that a tank never takes an Impale while already
having the debuff from a previous Impale). For the first platform, your tanks
can simply use
Dream together with a minor cooldown. Tanks should also
not hesitate to ask for external cooldowns from healers (
Guardian Spirit
is extremely useful).
9.2.4. Phase Two
During Phase Two, the only notable difference is the spawning of
Congealing Bloods at 15%, 10% and 5% of Deathwing's health. These adds
will have to be AoE'd down before they reach the boss. This is not difficult
as their health is rather low and they move slowly. They will always spawn at
the back of the platform (the exact place varies) and their spawning location
is indicated by a ground effect for about 2 seconds before they become
targetable.
A useful way to maximise DPS during this phase is not to DPS the
Elementium Terrors right away, and instead wait until the Congealing
Bloods have spawned and then AoE all of the adds together. Doing so will give
you more DPS time on Deathwing and will allow you to make use of
Spellweaver on the Elementium Terrors. They will most likely still be
alive after the Congealing Bloods die (their health is much higher) so they
will require single-targeting.
You can have your tanks simply tank the Elementium Terrors normally (in the
Time Zone) until it is time to kill them, or have one tank take both and
then have the other tank taunt off them in order to have the stacks of
Tetanus (10-man/25-man) drop off.
When Deathwing is about to reach 5%, you should stop DPSing any Terrors that
may spawn, and simply burn down Deathwing. The raid damage will be high, as
will the tank damage, so you should use all cooldowns.
10. Achievement: Chromatic Champion↑top
The
Chromatic Champion achievement is part of the
Glory of the Dragon Soul Raider meta-achievement. The achievement is very
straightforward; it requires you to defeat the Madness of Deathwing encounter
after having started the fight on each of the 4 platforms. Naturally, this
means that the achievement will have to be completed over the course of 4
separate kills, so it will take at least 4 weeks.
Below, we will give you the recommended platform orders for each of the 4
starting platforms:
- Ysera > Alexstrasza > Nozdormu > Kalecgos;
- Alexstrasza > Ysera > Nozdormu > Kalecgos;
- Nozdormu > Ysera > Alexstrasza > Kalecgos;
- Kalecgos > Ysera > Nozdormu > Alexstrasza.
The first three orders should not pose any problems to your raid, with the
possible exception of starting with Nozdormu, which will put a rather high
strain of your healers due to the damage from Elementium Bolt.
The most problematic order will be the final one. The more gear you have,
the easier this will be, so we advise you to leave it for last, as by then
your raid will have obtained much more gear from Tier 13.
In this order, your raid will have to kill the Regenerative Bloods by
single-targeting them down on all platforms except for the very first one, due
to the loss of Kalecgos' AoE buff. For this purpose, we recommend that all DPS
players in your raid always target the same Regenerative Blood as a designated
player. The easiest way to do this is by use of a /assist Player macro (where
Player is replaced by the player's name).
Using this macro will change your target to the target of the respective
player. You should keybind this macro to a convenient button and use it
each time the Blood you are targeting is about to die.
11. Concluding Remarks↑top
This concludes the encounter guide for the Madness of Deathwing. The fight
presents many interesting challenges for raiders, not so much from the
enemy abilities, but more from the synergy and combination of the buffs
granted by the Aspects. We feel that this makes the encounter feel quite
unique, and the extra power that the Aspects grant you truly makes you feel
like you are part of something greater.
While we would have wished to be able to fight Deathwing head on, we find
this to be a fitting ending to The Destroyer.
If you've followed us this far, then you have, most likely, completed everything
that Tier 13 and Cataclysm had to offer in terms of raiding. We hope that
you have found our guides useful and enjoyable, and that you will continue to
follow us into the new expansion!
As always, we would be pleased to read any feedback that you have (typos,
suggestions, praise, etc.) by e-mail or in a comment below.