Available! 5.4.8 guides and etc... Click here. |
Utolsó módosítás programmer, ekkor: 2015.03.08.
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↑top1.1. Health Pool
1.2. Enrage TimerSeveral 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
2. Loot↑top2.1. Mounts
2.2. Weapons
3. Overview of the Fight↑topThe 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:
Each of the Aspects offers the raid a specific buff (such as increased health) and uses a specific ability.
3.1. Buffs Provided by the AspectsDuring 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 BuffThrall'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 BuffYsera'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:
Clicking this macro (which, of course, can be keybound), has the same effect as clicking the Dream button. 3.1.3. Alexstrasza's BuffAlexstrasza'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 BuffNozdormu'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' BuffKalecgos' 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↑topPhase 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 InteractionDuring 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. DeathwingDeathwing 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.
4.1.2. Arm Tentacles and Wing TentaclesArm 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:
4.1.3. Regenerative Blood6 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 CorruptionMutated 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:
4.2. StrategyThe 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 OrderThe 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:
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 PlatformThe 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:
4.2.3. Ysera's PlatformOn Ysera's Platform, you can make use of the following:
4.2.4. Alexstrasza's PlatformWith 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 PlatformThe 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' PlatformThis 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↑topPhase 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. AbilitiesDuring 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:
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. StrategyThe 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:
Essentially, the DPS priority in this phase is:
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 TankingIt 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?↑topThere 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↑topTanks 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:
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↑topDespite 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↑topThe 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 ModeWhile 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:
9.1.1. Increased Health and DamageAll 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:
9.1.2. New MechanicsThere are two mechanics that are entirely new in Heroic mode. We present them below.
9.2. StrategyThe 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 ClarificationsThe 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 ParasiteThe Corrupting Parasite is the only notable change in all of Phase One. The way to handle the Parasite is rather simple:
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: ImpaleImpale (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 TwoDuring 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↑topThe 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:
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↑topThis 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. |