This is it, the final battle against Deathwing on it's heroic difficulty.
Surely "Avenger of Azeroth" would be a more appropriate title ?
Title awarded changed to "Savior of Azeroth"
Korean alliance guild <즐거운공격대> (Kin Raiders) has killed heroic deathwing on 12/20/2011 getting world first.
I feel as if he was downed too quick, IMO.
for nick - Deathwing, Savior of Azeroth
Heroic Tier-11 had a whole new boss.
Heroic Tier-12 had a whole new phase.
Heroic Tier-13 had a whole new...add?
I'm seeing your trend here, Blizzard. I'm on to you!
Just a note for Subtlety rogues (yes, there still are a few of us sneaking around). Do NOT try to use Shadowstep here. You'll die and then have a ringside seat for the end of the world.
This is currently the last raid boss we will see in Cataclysm, because
4.3.2 is going to be the last patch in Cata
and there isnt any raid or dungeon in that one unfortunately.
No life mode:on
For those who landed here searching for the boss encounter, this is probably what you are looking for:
Edit: This comment was written when searches for "Madness of Deathwing" only turned up this achievement page. The search result has since been fixed.
This encounter has a few changes over its normal mode that are worth mentioning. Granted, if you can beat heroic Spine you're in a very good position to walk all over this encounter, but there are a few things that are good to know.
First off, your platform order is Ysera-Alex-Noz-Kalec (or, green-red-yellow-blue). Regardless if it's 10 or 25. The first two platforms are almost silly easy to get through, its the last two, especially blue, and phase 2 that will be 95% of your wipes.
You will need to have an order of cooldowns on your tanks ready to survive Impales, as each one's base damage is over one million. You must also kill the mutated corruption before it casts a third impale. The 10-man strategy involves using a shadow priest to eat the first impale by being closest to the mutated corruption with no player in its melee range, 25-man uses two tanks.
Shortly before the first mutated corruption spawns, a random non-tank will be afflicted with
. This deals increasing shadow damage over ten seconds, and on expiration OR that player's death, a stationary mob will spawn and begin casting
. If the parasite is spawned in the timezone, the channel will be 15 seconds long, otherwise you have 10 seconds to kill or bring the parasite below 15%. Depending on your strategy you can have the parasite inside the timezone, or by the mutated corruption to benefit from spellweave cleave.
Right after the first parasite will be the Elementium Bolt. For the first three platforms, this must be destroyed within the timezone. For the last platform, you will need to use a powerful raid cooldown like barrier (plus whatever else is up) to survive the impact.
Just after the bolt has been killed, the regenerative bloods will spawn. This is much earlier than normal and the tank not on the mutated corruption has to pick them up quickly. DoT classes should begin single dotting them in preperation for aoe, as the second corrupting parasite will come shortly after. When the parasite spawns, the bloods should be dragged on top of it to be aoe'd down in a glorious mass of huge numbers. This is also when the mutated corruption should die, or just before.
With all adds down, it's a matter of beating the Cataclysm timer and quickly killing the blistering tentacles on the last two platforms.
The first three platforms function almost the same in terms of how you deal with the mechanics, due largely to the presence of timezone. You don't really lose anything after green except a protective cooldown, and you only lose not having to kill blisterings and a bit of extra damage on the parasite after red. Losing timezone on blue means changing your elementium bolt strategy significantly, as well as having to lust for that platforms first parasite to beat the explosion timer. If you can beat the final cataclysm timer, then it's on to phase 2.
Phase 2 is again largely the same except for one major difference. The fragments and terrors still spawn on set intervals, but now, Deathwing will hemorrhage and spawn several Congealing Bloods at 15, 10 and 5%. Because of this, you will need to follow a very set strategy to deal with this phase:
Shortly after the phase starts, the fragments will spawn. These need to be destroyed before the terrors spawn, if you have good rng they will spawn together and spellweave aoe will destroy them, if not do the best you can. When the terrors spawn, Deathwing should be at about 16-17%. Do not attack the terrors initially, but push Deathwing to 15% and force the bloods to spawn. Bring the terrors over the blood and aoe like mad (do not forget to slow the bloods!), this should kill or bring the terrors very low just through spellweave. If a blood reaches Deathwing, he will heal for 1% (per blood). This doesn't seem so bad initially, but if healed past a blood-spawning checkpoint, he will spawn them -again- when brought to that point. Example: if he's at 14% when two bloods reach him and he heals back to 16%, he will again spawn bloods at 15%.
Now you must burn Deathwing to 10% before the next set of fragments spawn. Again kill the bloods that spawn and don't push below 7% or so before the fragments. Kill them, the next set of terrors will spawn, and all you have to do now is again use the terrors to help aoe kill the 5% bloods. Once you're at this point, all you need to do is kill him before the berserk timer is reached and you can sigh at the 416 daggers that will drop. Good luck!
Added my video (affliction warlock) as a 25-man example:
Tactics for 10m heroic:
While 2T2H is possible, I recommend 2T3H as it allows less careful play. You won't have any dps problems if you were able to beat spine anyway.
Changes from normal mode:
Twice on each platform during the first phase, a random non-tank will get infected by a
. After the debuff fades, a
will spawn at the location of the player and start channeling a 10s spell called
. Basically, he'll explode for the hp he has left divided by 10 when he finishes the cast. Two additional notes: Upon spawning, the Parasite kills nearby players, so there should be none near the infected player (the infected player himself does not die, ofc). Secondly, the time zone will slow down the cast to 15s.
Furthermore, the Bloods spawn a lot earlier on the platforms (right after the first impale hit).
In phase two, DW will spawn
when he reaches 15, 10 or 5% hp. These adds won't do anything but run to DW and heal him by one percent each when they reach him.
The "normal" platform order (Ysera (green), Alexstrasza (red), Nozdormu (gold), Kalecgos (blue)) is optimal for 2T3H setups. If you are completely unable to get enough survival cooldowns for your tanks, you might change Ysera and Alexstrasza.
Dealing with the Parasite:
On the first three platforms, place the parasite in the time zone. If your ranged DPS are able to bring it below 30% on their own, don't bother using melees for it (unless it's a melee that spawned it, then he should help out). If the parasite is below 30%, ignore it and kill the big tentacle instead, the explosion will not deal as much damage as the tentacle does.
Surviving the last platform:
On Kalecgos' platform, the !@#$ hits the fan: You don't have a time zone left and you're missing the haste buff and several other benefits of the aspects. The damage requirements on this platform are rather high compared to the first three. To get through this, you should place the first parasite near the tentacle to allow every dps to switch to it fast. Burn it down (BL/Heroism plus pots are not a bad choice here). Soon afterwards you will be forced to retreat to the leg as the bolt will impact. Use some your damage reducing cds and raid cds here, finish the bolt and the tentacle while placing the second parasite near the leg. Finish the tentacle and the parasite combined with the bloods and go for the leg. This is a rather hard damage race as you'll have to deal with the leg tentacles twice and it is a rather bad idea to dps the leg below 90% before everything else is finished (your healers are stressed enough).
The good thing about the nerfs (we're at 15% as I'm writing this) is that you have so much time left to beat the enrage timer that you can finish everything on its own: DPS DW until the
spawn, finish them, finish the
in the time zone, drop DW below 16%, go for the bloods, return to DW, stop at 12%, kill Fragments and Terrors a second time, drop DW below 11%, go for the bloods, drop DW below 6%, go for the bloods, offtank / dream-use anything and kill him. The only difficult thing about this phase is to reliably slow the Bloods and kill them off fast enough and to go to this phase solidly (after all, it's almost 12 minutes into the fight). While arguably Spine is harder (I'm not that sure about that after the nerfs), take this encounter seriously or you'll wipe a lot more than you expected, wasting just another 12-minute-try.
The tank cooldowns for impale are one of the make-or-breaks of the fight. As Impale deals 840k damage and is NOT mitigated by armor, you'll need decent cooldowns for every single one of them. There are tricks around this by using immunity classes, but they are rather difficult to pull off, so you're a lot better with a "decent" tank-eats-it tactic. Each platform will take less than 3 minutes, so do your napkin math and assign a perfect cooldown order for all the platforms. Usually, the tank that takes the first Impale will go for the bloods afterwards and pull them whereever it is you need damage.
Tank the big tentacles in the time zone, mark one of them immediately. Help out with the bloods as good as you can, your DPS really matters a lot here.
The tentacle is the most important target on each platform unless you are on the parasite. You should be quite familiar with the
mechanic. As your tank will hopefully bring the bloods to your current target, spread some dots on them to profit from spell weaving. Place yourself decently to avoid triple-hits by the tentacle's slash.
Control your dps on the leg/arm, especially on platform 3 (do not go below 85% before the tentacle) and 4. (do not go below 95% before the tentacle). Use dream / damage reduces for the second arm-tentacles. Your healers will love you!
Controlled dps and using spell weaving are the key. You need to spread dots and cleave wherever necessary, and you need a reliable slow for the congealing bloods alongside insane burst AoE.
Help out the tanks with impale, time your heavy group cds so that you are able to survive the harder parts of platform 3 and 4 (namely the arm tentacles and the bolt impact).
Keep those tanks alive during
. Threaten your stupid DPS to use dream when they still have it after the
Have fun and see you in Pandaria!
Don't know if it has been mentioned earlier but this is possible with one tank, as long as you have a shadow priest in the raid he can soak the impales, it's a bit tricky and might take a few tries (since the tentacle targets the nearest with the biggest aggro) but it's doable.
If you play with only one tank (very smooth because everything dies quicker) not only a Shadowpriest can soak the Impale.
We also played it with a Hunter soaking it or a Rogue and it worked as well.
As of Patch 5.04
Heroic: Madness of Deathwing
is no longer a requirement for
Glory of the Dragon Soul Raider
In order to do Deathwing on heroic,
you have to do all the previous encounters on heroic
. Sucks but true. No easy farm of heroic Deathwing by having a 7/8 normal save on an alt and switching it to heroic every week.
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