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Thread: Dragon Soul - Madness of Deathwing (Normal)

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    Dragon Soul - Madness of Deathwing (Normal)





    Quote Originally Posted by Lore
    Welcome back to the Tankspot Dragon Soul Raid Guide. My name is Lore, and today I'll be showing you the Madness of Deathwing, the final encounter in the Dragon Soul raid instance. Like most other Dragon Soul encounters, you'll want 2 tanks, 6-7 healers, and a balanced mix of DPS.

    As the final fight in Dragon Soul, Madness has a lot going on. Not only do you have Deathwing throwing everything he can at you, but the Dragon Aspects are trying to help out as much as they can as well. Fortunately, once you've gotten the jist of things, the strategy ends up being pretty straightforward. Let's see what you're up against.

    Phase 1 - Abilities

    The encounter takes place on four platforms around the Maelstrom, which players can move between by just walking off the edge -- a gust of air will toss you over to the next platform. Each platform has a Wing or Arm tentacle, which Deathwing is using to grab ahold of it, and a Dragon Aspect which add their own buffs and mechanics throughout the fight. We'll start by taking a look at the Aspects.

    Ysera, the green dragon, provides the raid with an aura that increases all healing done by 20%. She also gives everyone an Extra Action Button ability called Dream, which reduces the damage you take by 50% for 5 seconds, on a 30 second cooldown. Remember, just like Ultraxion, if your UI doesn't show the Extra Action Button frame, you can keybind it under Extra Action Button 1, or use a macro.

    Nozdormu, the yellow dragon, provides a 20% haste aura, and will also create Time Zones -- little bubbles that look similar to a Power Word Barrier that are used to deal with various other mechanics. We'll discuss those in more detail later.

    Alexstrazsa, the red dragon, increases everyone's maximum health by 20% and uses an ability called Cauterize, which kills off some of the adds you'll be dealing with in phase one. Again, we'll talk about those a bit later.

    Finally, Kalecgos, the blue dragon, actually provides you with two buffs. The first is an aura that increases the damage you deal by 20%. The second is called Spellweaver. This causes all of your spells and attacks to trigger an extra attacked called Spell Weaving that deals a heavy amount of arcane damage.

    Shortly into the phase, Deathwing will begin to attack whichever platform has the most players standing on it. Now, as each dragon's platform is cleared, they'll move on to assault Deathwing directly, causing you to lose whatever benefits they were providing you with before. In order to clear each platform, you'll have to take out the Wing or Arm tentacle there, while also dealing with several different mechanics that Deathwing is throwing at you.

    The first of these are the Mutated Corruptions. They're giant tentacles that spawn towards the back side of the platform, where they need to be tanked, and have two main abilities. The first of these is Crush -- an extremely powerful AOE attack that targets a random raid member and hits everyone in a small cone in that direction. The second is Impale. He'll start casting this on his current target, and after a couple seconds, deal massive physical damage that will actually 1-shot a tank if they don't use a cooldown.

    Next up, Deathwing will fire an Elementium Bolt. If this lands, it does a huge Fire AOE to the entire raid. The farther away you are from the impact point, the lower that damage will be, but it still hits pretty hard. After it lands, it continues to radiate a fire damage aura, but the damage from that is much lower. Now, if Nozdormu is still active, the Elementium Bolt will get caught in his Time Zone and be slowed down significantly, allowing your raid to actually kill it before it lands.

    Not long after the Elementium bolt is cast, Deathwing will start to Hemorrhage, which spawns several Regenerative Bloods. These can be AOE'd down; however, they have an energy bar that will slowly fill up over 10 seconds. Once the bar gets to 100, they'll be instantly healed back to full. On top of that, they'll be stacking up a shadow damage over time effect on the tank, so they do need to be killed quickly.

    Every 25% of the Wing or Arm tentacle's health, it will spawn a wave of Blistering Tentacles. These will quickly stack up an aura called Blistering Heat that deals significant damage the higher it gets. What's worse is that they cannot be hit by multi-target abilities -- each Blistering Tentacle must be killed with single target abilities. Fortunately, if Alextrasza is still active, she'll kill them all off for you.

    Eventually, Deathwing will just decide to go ahead and start up the Cataclysm. When he does, you'll have 60 seconds to finish off the Wing or Arm tentacle and break the cast or, well, everything dies. While he's casting this, the Dragon Aspect for the platform you're on will start attacking the tentacle as well, which increases the damage it takes by 100%. Once the tentacle is killed, he'll stop the Cataclysm, and the raid should move on to the next platform.

    Alright, so now that you know everything you're gonna be dealing with, let's talk strategy.

    Phase 1 - Strategy

    When you first start on a platform, Deathwing won't have spawned anything yet, so you'll want to put as much DPS as possible into the Wing or Arm tentacle as you can before the Mutated Corruption spawns. Once that's active, a tank should pick it up and DPS should immediately switch and start burning it down as quickly as possible. Now, the damage it deals from Crush is in a cone, so it can help a lot to try and position the ranged and melee groups so that, when one is targetted, the other isn't hit. When it uses Impale, tanks should swap immediately and whichever tank was targetted should use a major defensive cooldown to make sure they can survive the hit when it comes.

    You should try to kill the Mutated Corruption as fast as you can, but it will most likely still be alive when the Elementium Bolt comes. If Nozdormu has a Time Zone active, DPS should switch immediately to kill it before it lands and avoid the huge burst of AOE damage. If there is no Time Zone, you're going to get the big AOE no matter what, so get as far away from the impact point as possible (which shows up as a swirly yellow graphic on the ground), use a raid cooldown such as Divine Guardian or Tranquility, and continue to burn down the Mutated Corruption. After the initial blast, the continued AOE is actually less dangerous than the Stomps from the Mutated Corruption, so it's best to finish that off first before moving over to kill off the Elementium Bolt.

    After both of those are dealt with you should have a short period of time to start working on the Wing or Arm tentacle again before the Regenerative Bloods spawn. Those should be picked up and AOE'd quickly, and tanks should bring them over by the tentacle so that AOE damage hits it too. Any that aren't killed before they regenerate should be quickly finished off with single target DPS. Note that Nozdormu's Time Zones do NOT slow the amount of time it takes for the bloods to regenerate.

    Somewhere around the same time you should get your first wave of Blistering Tentacles. If Alexstrazsa is still active, just ignore them and let her kill them off. Otherwise, you'll need to single target these down in a hurry, as the damage they do ramps up extremely quickly. This is another great time to use a raid cooldown. If you do happen to have a wave of Blistering Tentacles while the Regenerative Bloods are still alive, the Blistering Tentacles take priority. They need to die quickly. You'll have three waves of Blistering Tentacles to deal with before moving on, although in some cases the third wave doesn't actually spawn until the Wing or Arm tentacle is almost dead, at which point you can just finish it off instead.

    Now, since you lose the assistance of one of the Aspects every time you clear a platform, the order you clear them in is obviously going to be important. I recommend starting with Ysera's platform, then moving over to Nozdormu's platform, then Alexstrazsa's, then finally going all the way back across to Kalecgos. That means you'll only have to deal with the elementium bolt landing twice, and you'll only have to kill the Blistering Tentacles yourself once. You really need the DPS buffs that Kalecgos provides to be able to kill everything quickly enough, so he needs to be last, and although the healing buff and damage reduction cooldown that Ysera provides are nice, they simply don't make up for the extra raid damage you'd be taking by clearing another platform first.

    Note that some raid groups prefer to clear Alexstrazsa's platform before Nozdormu's, but in our kills we've found the single, large AOE easier to manage through raid cooldowns than the higher sustained AOE damage from the Blistering Tentacles.

    Phase 2

    Once you've finally cleared all four platforms, Deathwing will lurch forward, with his head landing on Ysera's platform at 20% health. Assuming you cleared Kalecgos last, you'll be able to get over there quickly and start to finish him off. This is a huge burn phase designed to push the capabilities of all your raiders to the limits. Fortunately, you'll regain the help of all four dragon aspects.

    Throughout the phase he'll be hitting the entire raid with an AOE damage aura called Corrupted Blood. This already hurts a lot at the start, but every 5% of his health the damage will increase even further, so healers will be pushed really hard to keep everyone alive.

    Soon after the phase begins, he'll summon a wave of Elementium Fragments. These are small tentacles that cast an ability called Shrapnel on a random raid member. Shrapnel deals a huge amount of physical damage, so players targetted by Shrapnel should use Ysera's Dream ability to keep themselves alive. When these tentacles spawn, DPS needs to switch over and kill them immediately.

    Shortly after the Elementium Fragments, two Elementium Terrors will spawn as well. These have a heavy melee attack which also stacks up a debuff on the tank called Tetanus, which deals around 30,000 Shadow damage every second per stack. The stacks can be slowed by tanking them inside Nozdormu's Time Zone, but even then, the tank will be taking a ridiculous amount of damage and need to rotate cooldowns to stay alive long enough for DPS to burn them down.

    Once both sets of adds are killed, DPS should focus hard on burning the boss. This is the best time for DPS cooldowns, potions, and Bloodlust. Your goal is to get him down before either the next set of Elementium Terrors spawns, or your healers run out of mana. Try to stagger any and all available raid cooldowns past the 10% point, and if you get another set of Elementium Fragments, just ignore them and keep burning the boss. Don't forget to use Dream as well to keep yourself alive. Once Deathwing's health gets to around 1%, he'll rear back and the Dragon Aspects will finish him off, saving the world from the Cataclysm and finishing the encounter.

    The final burn phase is tough, but as long as you can make it there in good shape, you should be able to put out the numbers needed to finish him. Just focus on staying alive and pushing your DPS as hard as you can.

    For more information on this or any other Dragon Soul encounter, head over to Tankspot.com and click the Movies link at the top of the page. Thanks for watching, and good luck!
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  2. #2
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    I'd add that the fight is so long that you can burn a BL on the first platform and have it up again by P2.

  3. #3
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    Some things to think about when doing this in 10-man mode:

    The elementium bolt is a far greater threat then the blistering tentacles but this is through my own experience raiding with two different 10-man groups (none of them had a disc priest so that could be a factor). Because of this we've always picked Alexstrasza before Nozdormu since DPS has never been a problem as long as range focus on the outer tentacles first and the melee take down the middle ones. Not only does the initial blast hurt a ton but actually the ticking damage afterwards combined with the crush from the tentacle can easily kill someone so make sure you switch to it right away after it lands to kill it fast.

    The impale that the tentacle does targets the one closest to him. This is important to know because if you're going with a tactic where you have the tank group up with everyone for the bolts impact he needs to be the one closest to the tentacle or else someone else is going to bite the dust.

    The blistering tentacles seems to spawn for every 70% and 40% (although I'm not positive on this) so we've slowed down on the arm before these points when hemorrhage is getting close to easier focus on one set of adds at a time.

    As mentioned above, the fight is long enough to pop two bloodlusts but we've often gone for the approach to pop it during Kalecgos' platform in order to maximize the damage output on the tentacle in order to get it down before the bolt spawns. This greatly reduces the likeliness of someone getting killed.

    Lastly, in order to minimize the damage taken and reduce a whole lot of load on the healers, one trick you can try one the tentacles is to have the melee group bunch up on the tank (I don't think the tentacles can parry, but I'm not sure) and then have the ranged split up in a crescent shape with about 5 yards apart and no one behind the melee. If the melee group is targeted then everyone needs to be healed up but if a ranged is targeted then only one will have to be healed which saves a whole lot of mana.

    Also, remember to use mana cooldowns heavily in this fight, as you want to walk in with close to full when you approach Kalecgos' platform.
    Grindhouse @ Laughing Skull (EU)
    Current progress: 13/13 HC T11, 7/7 HC T12, 8/8 HC T13

  4. #4
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    On 10 man you should only soak one bolt if its your first kill, its a nightmare as stated above.

    The way we delt with this is to run 2 healers and one tank so that your dps is so high that after platform one (timing issue) you will allways kill the corrupted tentical at the back of the room before the bolt hits the speed reduction sheild. You have the dream state for the tank so if you cant kill the first corrupter before the bolt dont worrie tank has a 2nd cool down. Other platforms have a slightly better timming so it wont be an issue after that.

    The way you position on 10 man is imporatant whilst the corrupter is up. The smash the corrupter does should never hit more than two people in 10 man. The melee can spread with just enough space so only one will be hit and then the range spread evenly behind the melee. (a lot of the time we only get one person hit but never more than two)

    Having the corupter die before the bolt lands is such a life saver (as a healer going with one tank and 2 healers makes it less healing needed than if you have 3 healers 2 tanks) Trust me it works. This means u can have the melee and the range fall back onto a healer each when the bolt is about to land on platform 4 (we didnt fall into one group due to the time we had but we did have time to stack, if the corupter cant smash when u have the bolt explode you can heal it easy enough.

    NOTE: as above if the corupter is up when the bolt lands you really dont want to stack for healing and it will be a lot harder.

    The longer it takes to kill things the more healing needed - STACK dps in 10 man and the healing and tanking required is a lot less.

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    ^ That being said, if you got a really good DPS team, going for 2-5-3 will be much smoother with the healing. 1-6-3 is also viable, but you have to have some sort of Hand of Protection rotation for the possible second impale (or just use a paladin tank).

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    going for 2-5-3 will be much smoother with the healing
    No, that's the point, the faster the dps the less healing needed.
    You should put all ur effort into dps making the healing requirements much much lower.

    When the dps is very good and they hit the right targets healing is a joke two man.
    (3 man and lower dps makes healing much harder)

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    nice fancy guide.

    too bad that its no use to 90% of wowplayers, since they killed him 3 weeks ago.

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    Quote Originally Posted by Wale View Post
    No, that's the point, the faster the dps the less healing needed.
    You should put all ur effort into dps making the healing requirements much much lower.

    When the dps is very good and they hit the right targets healing is a joke two man.
    (3 man and lower dps makes healing much harder)
    I've tried both and our DPS team is awesome, so I was talking out of personal experience. It depends on your team I suppose.

  9. #9
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    allways

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    Quote Originally Posted by mojusk View Post
    nice fancy guide.

    too bad that its no use to 31% of raiders, since they killed him 3 weeks ago.
    Fixed your post.

    From wowprogress:

    Morchok: 36235 (96.86%)
    Warlord Zon'ozz: 31514 (84.24%)
    Yor'sahj the Unsleeping: 33752 (90.22%)
    Hagara the Stormbinder: 33028 (88.29%)
    Ultraxion: 25391 (67.87%)
    Warmaster Blackhorn: 20313 (54.30%)
    Spine of Deathwing: 17521 (46.84%)
    Madness of Deathwing: 11580 (30.95%)

  11. #11
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    That just means that 69.05% of raiders have yet to kill the boss on normal though

    Last week we killed the boss with 1 tank, 3 heals, starting at alexstrasza and moving across each of the platforms. We killed the Mutated Corruptions before the second Impale.

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    Just providing my own experiences with this fight:

    In my own 10 man group we were originally using 2 tanks 3 healers and 5 dps and the order that we completed the encounter in was green>red>yellow>blue. On the fourth platform we let the bolt hit the ground and kill it while using raid cd's to reduce damage. After all platforms are complete we defeat two waves of adds before finishing off Deathwing. This worked fine for us but took quite a long time so we came up with something a little easier and quicker.

    Now we use 1 tank 2 healers and 7 dps and we follow the same platform order as in the previous strategy. With the mutated corruptions we burn them down before the second impale and they are usually dead before the bolt starts flying in. When we get to the 3rd platform (yellow for us) we end up killing the blistering tentacles before the bloods simply because they spawn in that order (normally we get bloods then tentacles). On the fourth platform we let the bolt hit the ground and kill it while using raid cd's to reduce damage. After all four platforms are finished and we are attacking Deathwing's head we only kill one set of adds before burning him and finishing him off.

    Raid comp in first strat:
    Tanks - warrior, deathknight
    Healers - shaman, pally, druid
    DPS - warrior, mage, priest, feral druid, hunter

    Raid comp in second strat:
    Tanks - deathknight
    Healers - shaman, pally
    DPS - same as above strat with added warrior and balance druid

    Sorry for the long post! (also my first post xD)
    Hope this can help some people out

  13. #13
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    Quote Originally Posted by mojusk View Post
    nice fancy guide.

    too bad that its no use to 90% of wowplayers, since they killed him 3 weeks ago.
    I believe your statistics are slightly off there. Yes, a LOT of people cleared the normal mode faster than usual, but there are still a lot of guilds out there that for many different reasons just haven't been able to get to the last encounter yet. Quit reminding us of that fact, please and thank you.

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    While we have killed Madness on 10 man, we're kicking back into 25 man raiding. For 25 man raiding, is there a preferred raid set up similar to the 1 tank/2 heal 10 man strat? Like 1 tank, 4 healers, or something like that?

  15. #15
    Our early kills we ran 2 tanks and 6 heals, at this point we just bring whoever doesnt call not it when we go to clear farm content the last hour of mondays raids, which is usually 2 tanks and anywhere from 5-7 healers(although who knows how many of them are dpsing)
    www.blessthemartyrguild.com

  16. #16
    The legendary only contributes about 5-7%the of a shadow priests dog post nerf which is about the equivalent of any of the madness weapons(even lfr versions). What class are you and what are you referring too with FE
    www.blessthemartyrguild.com

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    Inexperieced tank here, trying to get it right the first time. Regarding:

    When you first start on a platform, Deathwing won't have spawned anything yet, so you'll want to put as much DPS as possible into the Wing or Arm tentacle as you can before the Mutated Corruption spawns. Once that's active, a tank should pick it up and DPS should immediately switch and start burning it down as quickly as possible. Now, the damage it deals from Crush is in a cone, so it can help a lot to try and position the ranged and melee groups so that, when one is targetted, the other isn't hit. When it uses Impale, tanks should swap immediately and whichever tank was targetted should use a major defensive cooldown to make sure they can survive the hit when it comes.
    Per the guide, "a" tank picks up the Mutated Corruption. I take it that the other tank remains on the claw (tentacle?)? So when the tanks swap immediately, the tank on the claw goes to the Mutated Corruption and the tank on whom Impale was cast switches over to the claw?

    Also, a question for the pally tank community, I can think of several "major defensive cooldown(s)" so I'm wondering, through my inexperience, which might be the best, next best (if the best is on cd), etc. We have several to choose from and some must obviously be better than others but I'd like an experienced opinion. Some, such as Hand of Protection, would appear to be inappropriate (in this case due to it's imposition of the inability to attack or use physical abilities for 10 seconds). I'm looking at possibly Divine Protection (it dumps aggro but it could possibly be picked up again immediately with Hand of Reckoning (pally taunt)), Ardent Defender, Guardian of Ancient Kings and maybe Divine Shield. Is there a warning or advance notice of any kind that Impale is about to be cast so that one of these Pally shields could be put up in time? Most of them wouldn't appear to do much good after the damage has been dealt (in that case I believe I would be looking for my Lay on Hands).

    Finally, it appears from the guide that the Elementium Fragments don't need to be tanked, but the Elementium Terrors do need to be tanked. I take it that at this point there is one tank still on the claw and the other tank is tanking both Elementium Terrors. Is that correct?

    Thanks in advance for any and all responses and my apologies if any of this is in the wrong forum.

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    Quote Originally Posted by Semperfortis View Post
    Inexperieced tank here, trying to get it right the first time. Regarding:

    Per the guide, "a" tank picks up the Mutated Corruption. I take it that the other tank remains on the claw (tentacle?)? So when the tanks swap immediately, the tank on the claw goes to the Mutated Corruption and the tank on whom Impale was cast switches over to the claw?
    Both tanks can stay on the Corruption. Indeed, once Alexstrasza stops killing the Blisterings, you do not want to push the arm too low.


    Also, a question for the pally tank community, I can think of several "major defensive cooldown(s)" so I'm wondering, through my inexperience, which might be the best, next best (if the best is on cd), etc. We have several to choose from and some must obviously be better than others but I'd like an experienced opinion. Some, such as Hand of Protection, would appear to be inappropriate (in this case due to it's imposition of the inability to attack or use physical abilities for 10 seconds). I'm looking at possibly Divine Protection (it dumps aggro but it could possibly be picked up again immediately with Hand of Reckoning (pally taunt)), Ardent Defender, Guardian of Ancient Kings and maybe Divine Shield.
    Guardian will be up every Impale you need to take on each platform if you are two-tanking the boss. Divine Protection does not drop aggro and will not be enough on its own. Use Dream for as many Impales as possible. If you need to take a second Impale, Ardent Defender will save you. Use Divine Guardian when the Elementium Bolt hits the platform.

    Is there a warning or advance notice of any kind that Impale is about to be cast so that one of these Pally shields could be put up in time? Most of them wouldn't appear to do much good after the damage has been dealt (in that case I believe I would be looking for my Lay on Hands).
    Every boss-mod should have an accurate timer for Impale. Lay on Hands should be used when you need it.
    Finally, it appears from the guide that the Elementium Fragments don't need to be tanked, but the Elementium Terrors do need to be tanked. I take it that at this point there is one tank still on the claw and the other tank is tanking both Elementium Terrors. Is that correct?
    Elementium Terrors only spawn in the final phase. They are the only thing that needs tanking in this phase. Tank them inside the yellow circle to slow the Tetanus debuff stacking. You will need cooldowns after tanking them for about 5 seconds. You can use Divine Shield to clear the debuffs instantly.

  19. #19
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    Thanks Fetzie. Your patience and sharing of your knowledge and expertise are greatly apreciated

  20. #20
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    Hi,

    I was curious about your Raiding videos. I have been watching them for a while. i recently joined a hardcore raiding guild and they asked me to creat a website for them. I was wonder what your rules on reposting your videos are. I'd like to make a guide section on my forums and post ur videos in them. But i wanted to get Tankspots permission before i did. I'd like to hard copy them so they don't have to go to through links. But willing to do links if need be.

    Thanks alot
    AFKFapping

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