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Eluniel
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re: Spine of Deathwing

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Spine of Deathwing is the 7th boss encounter of the Dragon Soul raid.


- single phase encounter
- goal is to remove the 3 armor plates. Remove them sequentially by repeating the same actions three times in a row.
- deal with 4 types of adds: Corruptions, Corrupted Bloods, Hideous Amalgamations and Burning Tendons

To remove an armor plate, raid will need to do the following:
1. Kill at least 1 Corruption in order to spawn at least 1 Hideous Amalgamation and 1 Corrupted Blood
2. Have the raid (tanks included) stack next to the armor plate
3. Bring a designated Hideous Amalgamation to low health (between 10% and 20%)
4. Kill the Corrupted Blood(s) close to the designated Hideous Amalgamation until reaching 9 stacks of Absorbed Blood
5. Finish off the designated Hideous Amalgamation next to the nearest armor plate and have everyone move out (10 yards) to avoid being hit by Nuclear Blast
6. Kill the Burning Tendons add before it finishes casting Seal Armor Breach and reattaches the armor plate

Corruptions - stationary tentacles
- cannot be tanked and don't have melee abilities
- when killed leaves an empty hole where 1 Hideous Amalgamation and 1 Corrupted Blood spawn
- there will always be at least one Corruption up. All the Corruptions dead -> one new Corruption spawns in one of the empty holes
- designate few DPS players to stopping Fiery Grip (nuking -20% of Corruptions health)
Abilities:
- Searing Plasma: a debuff on 3 random players. Lasts 5min or as long as it takes to fill healing absorb effect.
- Fiery Grip: channelled stun for 30 seconds. Damaging the Corruption for 20% of its health breaks the channel.

Corrupted Blood - small ootze adds
- spawn from the holes when a Corruption dies
- have aggro table and weak melee attacks (about 5k every 2 seconds).
- When killed these will turn into the residue of a dead Corrupted Blood (not targetable or attackable) and will travel back to nearest empty hole, where it will form into a new Corrupted Blood.
- When killed these will leave a fire puddle. When a Hideous Amalgamation walks in this puddle, the puddle disappears and the Amalgamation receives a stack of a buff. This buff eventually enables the raid to pry up an armor plate
Abilities:
- Burst: Small AoE form killed add. Range 200 yards.

Hideous Amalgamations - large adds
- spawn each time a Corruption is killed.
- a normal aggro table, needs to be picked up by the tanks
- moderately strong melee attacks (15-20k every 2 seconds), but no cleave
- raid can stack on the tank (or next to the tank) to be able to AoE the Corrupted Bloods down near tank.
Abilities:
- Absorbed Blood: a stacking buff, stacks up to 9 times. Gained when Amalgamations walks in the fire puddle, left behind by the death of a Corrupted Blood.
- Superheated Nucleus: a buff on the Amalgamation when it has 9 stacks of Absorbed Blood. Pulsing AoE Fire damage. Lasts until the Amalgamation is killed.
- Nuclear Blast: the explosion when Amalgamation with 9 stacks is killed. Add does not move when casting this (5 sec cast). Kill Amalgamation near Deathwing's armor plates.

Burning Tendons - the link between the armor plate and Deathwing
- Tries to reattach the armor plate to Deathwing
- by the end of the encounter targeting the tendon will become increasingly difficult as there will be many nameplates on the screen
- the health of add will not reset, so you can just finish it off at the second attempt.
- Note: there are two Burning Tendons associated to each armor plate, one on the right and one on the left. Whichever you get depends on where the Hideous Amalgamation blew up. Therefore, make sure that when going to finish the Burning Tendon, the Hideous Amalgamation blows up on the same side as previously.
Abilities:
- Seal Armor Breach: a 23 second cast time. By the time the Burning Tendon becomes attackable, it will already have channeled its spell for 5 seconds. DPS players can make a "/tar burning" macro to make targetting easier.

Barrel Roll
If raid starts to get overwhelmed with addds all the players in the raid can stack on the same side/hole of Deathwing back, this will cause him to perform a Barrel Roll. With a Barrel Roll raid gets rid all the Hideous Amalgamations (Corrupted Bloods remain attached), as well as all the raid members who are not glued to his back at the time.
Abilities
- Grasping Tendrils: debuff gained by stacking in the empty hole on Deathwing's back. Removed by moving out of the hole.

Note: Players under the effect of Fiery Grip should not be freed, as being affected by this ability makes them stay on Deathwing's back during the Barrel Roll. Freeing them is risky, as freed players then need to run to an empty hole, something that they might not be able to do in time.


Last edited by Eluniel on 23-12-2011 2:36; edited 1 time in total


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Hievna
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Joined: 08 Nov 2010
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re: Spine of Deathwing

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DREAM Paragon recommends using arcane spec for mages, to avoid unwanted AoE damage to blood and corruption.

http://www.paragon.fi/guides/mage-guide-43-normal-modes


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