View Full Version : Spine of Deathwing

12-03-2011, 10:50 AM
My raid just got to this fight with about 45 minutes of our raid left, so we didn't get a ton of meaningful attempts in. My immediate question to anyone who cares to answer is this: do the Burning Tendons reset their health if you do NOT kill them before Seal Armor Breach finishes casting? Is it different for normal vs. LFR?

A strat I read from a reputable website said their health does NOT reset. However, after failing to kill the Burning Tendon the first time, when it popped up a second time it appeared to have full health. Without knowing more, I would guess that Burning Tendons health will reset on normal and heroic but not on LFR.

Anyone know the answer or have a similar experience? Thanks in advance.

12-03-2011, 11:15 AM
when we did it on thursday night, we didn't get the whole plate on one attempt and the tendon did not heal.

12-03-2011, 07:49 PM
There is a tendon under the left and the right side of the plate. If the second time it lifts, you get the same side, then you will be able to finish off the low-health tendon rather than having to start on a fresh one. (At least this is how it was for us on 25-normal live and 10-normal PTR)

12-04-2011, 05:32 PM
What we found out (and still a bit guessing) is that the Superheated Nucleus always has to die near the same side in order to get the same tendon - so if at first try you got the right tendon to show up (when looking straight at the armor plates), you have to "set" the Superheated Nucleus to explode on the left side... or was it right? ;-P did not take much thought about it since the MT knew where to set it...

It's either
1) Right side of spine for right tendon
2) Right side of spine for LEFT tendon

don't really know which one is correct

12-04-2011, 06:46 PM
I should note here that it appears all target on this fight are level 87 which means the hit cap for this particular encounter is a mere 7%. This could help get that extra DPS needed to kill a Tendon before its cast finishes.

EDIT: Since December 6's Hotfixes, this is no longer true and mobs are all level 88.

12-05-2011, 06:02 AM
There is a tendon under the left and the right side of the plate. If the second time it lifts, you get the same side, then you will be able to finish off the low-health tendon rather than having to start on a fresh one. (At least this is how it was for us on 25-normal live and 10-normal PTR)

This was our experience last night as well. So that Morghax knows, it's the right side for the right side and left side for left side.

Thanks everyone! We got a kill last night in enough time to wipe our faces on Madness of Deathwing before our raid week ended. :)

12-05-2011, 08:25 PM
Here is our strategy guide. -

12-12-2011, 07:49 PM
We have cleared this encounter twice now, but I think we're having far too much trouble doing it. How are you guys handling it on 10man? One tank for the whole stuff? One tank for Amalgamation, one for Bloods? Let Bloods pile up, don't let them pile up?

We're ending up with too many bloods up at the end of the encounter, and I understand that killing them will cause them to respawn shortly afterwards. However, letting them pile up more often than not this ends up being very bad for our healers or very bad for our one tank.

12-13-2011, 06:36 AM
We have one tank for the amalgamation and one for the blood. Once there are nine puddles down and the tank amalgamation is at 20%, the amalgamation tank drags him into the puddles then back to the plate (this isn't the most efficient way to do it but it's what we're doing). For plates 2 and 3, all (or all but one) dps is on the amalgamation and the blood tank is alone killing the blood. If the amalgamation gets down to 20% and we still need more puddles, dps switches to blood.

12-13-2011, 07:40 AM
We have tried it yesterday - but weren't successful.

We downed 3 tentacles pretty fast, wiped the spawned adds of the plattform. Were able to get rid of the first plate (stacked up to nine and all that stuff). Issue is the Healing debuff. It's just always here. As soon as the 3 healers managed to get rid of one of the debuff, it seems a new one is created on the other players. About half way through to remove the 2nd plate all our 3 healers were completely OOM.

Is there a tip for the healing debuff? They tried to just heal, when somebody is below 50%, but still no success.

12-13-2011, 02:37 PM
What my healers do is use efficient heals for the most part, and only use heavy healing if someone with the debuff becomes the target of Fiery Grip. This means it takes some time for Searing Plasma to fall off (because efficient heals don't heal for that much), but that's necessary for them to not run out of mana. There's much about smart cooldown usage too: damage reduction cooldowns from the tank when the Amalgamation hits 8-9 stacks; raid damage reduction cooldowns for when the Amalgamation hits 9 stacks (because of its pulsing Fire AoE); and last but not least, mana recovery cooldowns from healers.

Thinking about it, there's a crazy strategy you could attempt. When the tentacle does its Fiery Grip, if the target is not a healer and if you're not about to get into a Burning Tendon phase, do not interrupt the Fiery Grip.

Searing Plasma is cast every 8 second. On 10man, that requires 200k healing per 8 sec, which amounts to 25k HPS. Fiery Grip on the other hand is 60k Fire damage every 3 sec, or 20k HPS. However, due to the nature of Searing Plasma and Fiery Grip, you should consider that:

1. Searing Plasma requires that 200k healing is absorbed, period. That means absorb spells (such as Power Word: Shield) do not contribute to clearing the debuff, and mitigation mechanics do not contribute to it as well.

2. Searing Plasma has a small Physical damage component which raises by a tiny amount the HPS needed to clear the debuff and top the player.

3. Fiery Grip's damage can be mitigated. From fire resistance alone (say, a Shaman's totem or a Paladin's aura), you should be at 24.92% fire damage mitigation, but let's make it 25% for simplicity sake. This means Fiery Grip will be dealing 45k Fire damage every 3 sec, which lowers the HPS requirement to 15k for as long as Fiery Grip is channeled.

4. This is further lowered if Fiery Grip targets classes with passive damage mitigation, such as a Shadow Priest in Shadow Form or a Druid in Moonkin Form (15% damage reduction) or an Arcane Mage (6% Magic damage reduction from Prismatic Cloak talent and additional 45 fire resistance from Mage Armor); or a Feral Cat Druid (20% increased healing received from Nurturing Instinct talent).

5. Absorbs (like Power Word: Shield) do work to absorb the damage from Fiery Grip.

All of this means you're looking at 25k~ HPS for Searing Plasma versus 13K~ HPS for Fiery Grip, bearing in mind that absorbs do not work to clear Searing Plasma but they do work to prevent Fiery Grip's damage.

This naturally raises the question: keeping one DPS stunned will in theory prolong the encounter. Is lowering the HPS required but increasing the encounter duration worth it? If your great issue is healing, the answer to me looks to be yes.

You'll be keeping one DPS stunned (from a total of 4 or 5 DPS, plus 1 or 2 tanks), which should decrease total raid DPS by 20%~, but you're almost halving the HPS required (almost a 50% reduction). And then, there are times where DPS simply need to stop damaging stuff because there aren't enough stacks on Amalgamation.

Besides that, reducing HPS requirement ensures that the healers' own mana regeneration mechanics will allow them to last a longer period in activity before going oom (and if the reduction is so big that they regenerate more mana per time than the mana they spend, then they can stay on healing duty indefinitely!).

Since this encounter doesn't seem to have an enrage mechanic, this look pretty plausible to me.

12-13-2011, 06:21 PM
A few tips our guild used to dps the burning tendons in a single phase. First off, overall dps isn't a concern this fight and the only pressing concern is bursting the tendons. Knowing this all our dps used their revered trinkets from avengers of hyjal for the 1 min on-use str/agi/int, popping that trink only for burning tendons.To burn the first tendon, our 2 melee popped CDs and pots while everyone, even healers, burn the tendon.Second tendon, same routine with ranged potting in place of melee.Third tendon we used lust with whatever remaing CDs anyone had. Since the tendon channels seal breach for approx 25 seconds you can lust early to burn the last hideous amalgamation.Final tip is wait for the corruption tentacle to stun before starting your burn that way all dps are uninterrupted during the entire burn and no one has to target switch to free a stunned player.