Dragon Soul Tanking – 10M Spine of Deathwing
When Deathwing first channeled the Dragon Soul’s power against the other flights, the massive energies that were unleashed threatened to break apart his very body. Rather than forgo this weapon, he had adamantium plates fused to his scales to hold his body together. Later reinforced with elementium, these plates are now his weakness–the sole vulnerability to Deathwing’s lethal presence. ~Dungeon Journal
I’d be lying if I said that this fight was fun. I think a good amount of my delay in writing this guide has to do with just how boring this fight (and Madness as well) is on normal. Anyway, I’m I completionist and I have two fights left to cover, so let’s get through Spine of Deathwing. –M
Spine is exactly what it sounds like: the entire fight takes place on Deathwing’s back, during which you’re loosening (and removing) the plates that hold his body together, while killing the various things that spawn from his back.
If you have a weak stomach, it’s best not to think about what you’re killing on his back. It may make you squeamish.
Spine of Deathwing is a single phase fight that you must execute the same strategy three times before you are able to move on to the final fight of the raid, Madness of Deathwing.
Deathwing himself only has one ability that you need to watch out for: Roll. If Deathwing senses that the raid team is standing on one side of his back, he will attempt to roll in order to remove the players from his back. This can be quickly corrected by having your raid team spread out across the middle of his back. When this is achieved, a message will flash on your screen that says “Deathwing levels out.”
The roll is very useful, and you will want to roll Deathwing regularly, usually once each time you release a plate (so three rolls a fight), in order to shed excess mobs from his back.
In 10-man, Deathwing is very sensitive and can roll very easily–so be aware!
When you first parachute down onto Deathwing’s back, there are 4 Corruptions that emerge from his body. While the Corruptions are alive, they prevent anything from exiting the 4 hole in Deathwing’s back, IE, the Hideous Amalgamations and the Corrupted Blood, the two things you need to remove the plates from his back. Once all Corruptions have been killed on Deathwing’s back, another will spawn randomly from one of the holes. When a plate is removed, 2 new Corruptions spawn, but once they are all killed, only one will return.
Corruptions have 2 abilities in the raid:
- Searing Plasma (Physical) – A debuff that is placed on one member of the raid at a time, Searing Plasma will absorb the first 200K healing done on the target, or will expire after 5 minutes, whatever comes first. When the debuff is on a target, it deals 10K damage every 10 seconds.
- Fiery Grip (Fire) – Fiery Grip is a stun that is cast on a random member of the raid (never a tank) which stuns them until the Corruption has been damaged. In order to break the grip, 20% of it’s health must be removed. While a player is immobilized by the Corruption, they take 60K damage every 3 seconds, which makes breaking the grip of utmost importance.
I find that it is easiest to assign a DPS to own the responsibility of breaking Fiery Grip off of players, and then we assign a back-up to that DPS in case they are gripped themselves. This makes sure that the damage meted on the Corruption is controlled so you don’t worry about bursting them down too quickly and gaining an extra Amalgamation. The Corruptions do not have a large health pool, so the grip can be broken with 1 or 2 hits.
When you need to roll Deathwing, everyone dives into a hole previously occupied by a Corruption. While in the hole, Grasping Tendrils appear, which basically locks you in place for the roll. You don’t want to remain in the spot for too long, because they slow all affected players’ movement speed by 35% and cause roughly 3K damage every 5 seconds unless you move away from them. When it comes time to perform a roll, it’s easiest to only “lock in” until you have shed the adds you need to remove and then run out.
Amalgamations have the following 3 abilities, listed in order that they will appear:
- Absorb Blood – The ability only occurs if the Amalgamation gets too close to a Residue from a Corrupted Blood. The Amalgamation is normally kited over a stack of Corrupted Bloods and gathers several stacks at once. Absorb Blood results in the Amalgamation dealing 10% more damage and attacking 20% faster. Once the Amalgamation has absorbed 9 stacks of Residue (thus dealing 90% more damage and attacking 180% faster) it becomes superheated.
- Superheated Nucleus (Fire) – When the Amalgamation reaches 9 stacks, it begins to pulse fire damage to everyone in the raid. Every 3 seconds the Amalgamation deals roughly 15K damage to each member of the raid. Your goal is to activate the Superheated mode when the Amalgamation is at low health to reduce the amount of time you are in this phase.
- Nuclear Blast (Fire) – When the Amalgamation‘s health pool reaches 0, the Amalgamation becomes immobile and begins to channel Nuclear Blast. Nuclear Blast deals roughly 375K damage to anyone within 8 yards and will basically one-shot members of your raid who haven’t moved. Since there is not a lot of space to gather once your team has moved away from the Amalgamation, it is usually wise to use raidwall here to reduce the fire damage. If the Amalgamation is positioned right, (in this case it should be right up against the plate) the explosion will pry up the plate and allow you to enter the first Plate Burn phase.
Elementium Reinforced Plates
The plates that hold Deathwing together also hide the final add you must defeat (3 times) in order to move on to the final fight of the tier.
Tucked under the Elementium Reinforced Plates lie the Burning Tendons. The tendons are the last thing holding Deathwing’s armor to his body. Once destroyed, the plate attached to Deathwing’s body will fly off and give you more space to continue the battle.
When the Amalgamation explodes, a Burning Tendon is exposed to the raid. The team has 23 seconds to destroy the tendon before it snaps the plate back onto Deathwing’s back and the entire Amalgamation phase must be repeated.
If your team is unable to defeat the tendon in the first attempt, it will not heal up. Your team will need to re-expose the tendon to finish it off.
It is worth noting that each plate contains two Burning Tendons, so if your raid team is unable to kill a tendon on the first attempt, you will want to make sure the next Amalgamation explosion loosens the plate on the same side again.
As I mentioned earlier, this fight is a rinse and repeat fight. The outline below is how we perform the fight each week in all it’s mind-numbing glory :)
- Destroy 3 Corruptions upon landing (we usually kill top Left, top Right, bottom Right.
- Lock in on the left side of Deathwing’s back and roll him to shake the Hideous Amalgamations loose. Make sure you have the Grasping Tendrils debuff (DBM shows this).
- Kill the final Corruption. Tank picks up Hideous Amalgamation and drags him to the front of Deathwing’s back.
- DPS begin to work on Amalgamation (usually melee). DPS assigned to break Fiery Grip (usually a hunter) performs task and assists ranged with AoEing Corrupted Bloods.
- Once Amalgamation reaches 40% health, Amalgamation tank takes him for a walk to the Residue left by the Corrupted Bloods. 40% is a random goal, but it can be done when the tank and healers are comfortable and done at different times to make sure no bloods are wasted. This is a big deal on the first plate because the bloods spawn so slowly.
- Tank repositions Amalgamation against one of the Elementium Reinforced Plates when 9 stacks are reached and DPS focus the Amalgamation down. All melee and tank run away from the exploding Amalgamation (8 yards).
- Once the plate lifts, all DPS attack the Burning Tendonto release plate. Our CD order for plates is as follows:
- Rinse and repeat. You will only want to have 1 Corruption up at any given time due to Fiery Grip.
- Raidwall each time your team is dealing with Nuclear Blast. Every little bit helps when people don’t move when they need to.
- Try not to fall asleep :)
These are my picks, YMMV.
Final option is a bit flexible, depending on your gearing and raid. My thoughts:
- Crusader Strike: Valid for fact that fight is a single mob fight. Increased crit results in more damage and a slightly faster boss death. This is good if you need some additional damage on the Burning Tendons.
- Judgement: Totally dependent on if you have the 2pc T13 bonus which grants you an absorb shield each time you judge. Basically you get a larger absorb, which helps to reduce healing required, but I haven’t looked to see how much of a bonus you get. Probably not worth it in the long run, but every little bit helps.
Pick whichever one you feel most comfortable with!
My logic: Focused Shield because it’s a single mob fight. Lay on Hands for the shorter duration (survivability again, but there’s really nothing stopping you from having a shorter CD on this “save your ass” spell). Divine Protection for the magic damage reduction.