[Guide] Spine of Deathwing - Good Tactic menu

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  1. #1
    mrnice's Avatar Elite User
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    [Guide] Spine of Deathwing - Good Tactic

    Hello mmowned,

    i just want to share our tactic for spine of deathwing with you. My guild has two raid groups and with this tactic, it was possible for group 2 to kill spine of deathwing first try. I hope this will help you defeat spine of deathwing successfully. Guide in english and german.

    Inspiration for this tactic was given us by some other guides and try and die

    --------------------------------------------------------------------------------------------------------------------------------------------------

    Spine of Deathwing 10 man non heroic Guide

    English Guide

    This guide is for spine of deathwing 10 man non heroic.

    Goal
    The finish of this fight is to destroy 3 armor plates of deathwing, so everything you read under this, will come 3 times.

    Sideeffects whole fight
    If a player is bind by a tentacle -> 1 ranged DD must take him out.. dps until the bind breaks (bring 1 backup player)
    Tentacles cast a debuff to 1 player -> Healers must heal the Player, until the debuff is gone.

    Steps:

    1. Kill Tentacels except 1
    Tentacles spawn -> Kill every tentacle except 1. Per Tentacle you kill, there spawn a big add (Hideous Amalgamation) and a blob (Corrupted Blood) from each position of a tentacle -> just tank them a short time.

    2. Bring Deathwings to coil
    If the tanks had the mobs and only one tentacle is up, move your group to one side of the spine and stand in the Fiery Grip. It´s a benefit for your healers and your hp to wait until the message appears that deathwing will make a coil before you stand in fiery grip.

    If someone get´s bind by a tentacle just in the moment of the coil, let him.. just a little bit heal is enough. The bind of a tentacle will also prevent you from get kick from the back of deahtwing.

    Right after the Coil move your group back to the middle of the spine. Now the big adds are gone.. only the blubs are left, but this is ok, you need them later.

    3. Killing the last tentacle

    So, one tank gets the blobbs and takes position next to the armor plate you want to destroy. The other tank stands a little bit offside the group and tanks the last big add which will spawn afte you kill the last tentacle.

    The blobb tank now catches 9 blobbs. In this time, the dd´s will bring the big add to 20% hp. If it reaches the 20% the blob tank will taunt the big add and you bomb the shit out of the blobbs and the add.

    Remark: As soon as a blobb dies, it will leave Absorbed Blood on the ground. The big add will only get a debuff when you bring him near to the absorbed blood. Only then the add will become a dmg increase!!

    4. Destory the Armor Plate

    Hast the big add 9 stacks of absorbed blood it will cast nuclear blast. during nuclear blast the add won´t move anymore. Be sure that this position is near an armor plate . The tank should now move back to group and your healer should use group heal cd´s. the dmg during nuclear blast is heavy.

    If nuclear blast is finished, the armor plate get´s off and you have a short time to kill the cord. Safe your dmg cd´s for this time. After you killed the cord the armor plate fly´s away.

    After that.. the fight start´s over. (Kill all tentacles except 1, bring deathwing to coil, kill last tentacle, catch blubs, kill blubbs and so on)

    Important is that especially during the third armory plate, you will have a lot of blobbs spawn. don´t let them get to much, otherwise daethwing will make a coil and you wipe. Just kill the blobbs you don´t need, it´s ok, once again, nothing will happen until you kite the big add to the absorbed blood.



    German Guide

    Dies Guide ist für Rückrat von Todesschwinge 10 Mann non Heroic

    Ziel
    Zerstört erfoglreich 3 Rüstungsplatten von Todesschwinge. Also alles was hier drunter steht, passiert also genau drei mal.


    Nebeneffekte, während des ganzen Kampfes
    Wenn Spieler gefesselt -> 1 Ranged DD muss ihn rausholen (1 Ersatz einplanen)
    Tentakel verteilen Debuff -> Heiler müssen den Spieler heilen, bis der Debuff weg ist

    Schritte:

    1. Alle Tentakel bis auf 1 töten
    Pro Tentakel spwant 1 großes Add (Schreckliches Gemisch) und kleine Blubbs -> kurzfristig tanken von beiden Tanks.

    2. Deathwing Rolle auslösen
    Steht nur noch 1 Tentakel stellt sich die Gruppe zusammen auf eine Seite in ein Loch wo die Tentakel vorher waren. Von Vorteil ist es, zu warten bis die Nachricht kommt das sich Deathwing gleich dreht. Erst danach wirklich in die Löcher stellen. Grund hierfür ist der Schaden, der durch den "festkleben" Debuff entsteht.

    Sollte ein kurz vorher oder während der Rolle von dem letzten Tentakel fixiert werden, lasst ihn drinnen und gebt ihm nur Heilung bis die Rolle vorbei ist. Fixieren sorgt auch dafür das ihr nicht vom Rücken geweht wird.

    Nach der Rolle die Gruppe wieder in der Mitte des Rücken aufstellen.

    Letztes Tentakel töten

    Letzets Tentakel töten. Der Tank der die Blubs hat, stellt sich an die Rüstungsplatte, die gelöst werden soll. Zweiter Tank, schnapp sich das neue Add und stellt sich weg vom Tank mit dem Blubbs.

    Sammelt nun 9 Blobbs und tötet diese entweder schon vorher oder zieht das große Add sobald es 20% hat mit zu dem Blobbs und bombt alles. Dies kann teilweise schief gehen wenn das große Add schneller down geht als die Blobbs.

    Hinweis: Sobald ein Blobb stirbt, hierlässt er am Boden so rote Grütze. Erst wenn das große Add drübergezogen wird, bekommt es einen Stack und somit eine Schadenserhöhung.

    4. Rüstungsplatte zerstören

    Hat das Add 9 Stacks, kommt es zur Kernschmelze. Es bleibt dann an der Position stehen wo es getankt wurde. Dies sollte so nah wie möglich an der Rüstungsplatte sein. Während der Kernschmelze sollte der Tank weg vom Add zurück zur Gruppe laufen. Während diesem Effekt kommt großer Gruppenschaden. Sobald die Rüstung oben ist. liegt die Sehne frei, welche entweder links oder rechts erscheint. Nutzt eure Dmg Cooldowns während dieser Phase.

    Sollte die Sehne kaputt sein, löst sich die Rüstungsplatte und ihr habt mehr Platz. Die Gruppe welche immer noch in der Mitte steht rückt nun ein Stück weiter nach.

    Danach geht das ganze von vorne los. (Alle Tentakel bis auf 1 töten, Rolle, letztes Tentakel töten, blubbs sammeln usw..)

    Wichtig ist noch das gerade bei der dritten Rüstungsplatte sehr viele Blobbs erscheinen, lasst es nicht zuviele werden, da Deathwing sonst eine Rolle macht. Das heißt, tötet ab und an ein paar Blobs, es passiert ja nichts, solange das große Add nicht drübergezogen wird.
    Last edited by mrnice; 12-05-2011 at 12:00 PM.

    [Guide] Spine of Deathwing - Good Tactic
  2. #2
    Sklug's Avatar ★ Elder ★
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    Nice guide... I haven't tested this strat but I appreciate a well written guide, especially including 2 languages. Props man and +rep

  3. #3
    TehVoyager's Avatar I just love KuRIoS
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    the english could be cleaned up a bit, but thank you for the guide


    (don't post things I post to Patreon.)

  4. #4
    Khalts's Avatar Active Member
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    I really think its better to kill the little bubles 1 by 1 while your dpses are getting the big add down , it adds control to the fight and thats how my guild does it.
    I tank the big add and taunt 1 by 1 while they are getting the its HP down , 1 dps usually kills it for me with 2 spells or something , then at 8 we stop , keep dpsing the big one til its low , kill the last , i pop cds cus when he gets 9 stacks he hits hard , then we kill ,profit =) just my 5 cents

    "Grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference."



  5. #5
    mrnice's Avatar Elite User
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    Originally Posted by Khalts View Post
    I really think its better to kill the little bubles 1 by 1 while your dpses are getting the big add down , it adds control to the fight and thats how my guild does it.
    I tank the big add and taunt 1 by 1 while they are getting the its HP down , 1 dps usually kills it for me with 2 spells or something , then at 8 we stop , keep dpsing the big one til its low , kill the last , i pop cds cus when he gets 9 stacks he hits hard , then we kill ,profit =) just my 5 cents

    i think this is fail

    With every add you kill.. getting stack 1-9 on the mob, the damage on you will get increased, while tanking the add. This is not very intelligent in relation to save mana of the healers.

  6. #6
    ebmims's Avatar Active Member
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    The 10% increased dmg and 20% increased attack speed only starts doing more damage than the adds themselves after they've gotten a number of stacks. I personally would prefer to heal the tank through slowly ramping dmg then heal the tank through a higher starting dmg that only starts becoming less than 1 by 1 killing towards the end, which is when you're then blowing up all the bloods dealing ~90k to the raid all at once...

  7. #7
    Qiciste's Avatar Corporal
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    1. Kill Tentacels except 1
    Tentacles spawn -> Kill every tentacle except 1. Per Tentacle you kill, there spawn a big add (Hideous Amalgamation) and a blob (Corrupted Blood) from each position of a tentacle -> just tank them a short time.
    For step 1, it is sufficient to kill one side (2 tentacles), then make Deathwing do a barrel roll and kill one pre-assigned tentacle on the opposite side. There's no point in killing 3 tentacles and then killing the last, since a new one will spawn anyway.

  8. #8
    CareBearPolice's Avatar Member
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    This didnt need an entire thread for itself....

    simple tactic: Kill 3 tentacles, do a barrel roll, kill last one and dps it and kill bloods near the armor.


    ??????
    profit

  9. #9
    Jacob2332's Avatar Member
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    Originally Posted by Qiciste View Post
    For step 1, it is sufficient to kill one side (2 tentacles), then make Deathwing do a barrel roll and kill one pre-assigned tentacle on the opposite side. There's no point in killing 3 tentacles and then killing the last, since a new one will spawn anyway.
    Unless you feel like calling it out, or marking a new add every time you do this, it's much easier with pugs/newer raiders to say "Dont kill this one" rather than "Kill these 2". I know that doesn't really make sense, but I'm speaking completely from experience. There will always be bads, its how you manage those bads.

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