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.
Originally Posted by MMO-Champion
Barrel Roll
Throughout the encounter, Deathwing tries to throw players from his back when he senses that they are all standing on the same side of his spine. During a barrel roll, all players and other creatures not attached to his back are thrown off.
Elementium Reinforced Plates
The glancing strike from the Dragon Soul has destroyed one of the large armor plates on Deathwing's back and loosened another three. All of these plates must be removed if Thrall is to have a chance to get a clear shot.
Burning Tendons - Burning Tendons are exposed when one of Deathwing's armor plates is pried up. Destroying these fibrous strands is the key to removing an armor plate.
Seal Armor Breach - When an armor plate is pried up, the Burning Tendons rapidly pull the plate closed, protecting the tendons from further damage and preventing the plate from flying off.
Deathwing's Immune System
The creatures that comprise Deathwing's Immune System emerge from the holes in his back left by torn off armor plates. Deathwing defends himself with increasing intensity as more plates are torn off.
Grasping Tendrils - These tendrils sprout from holes in Deathwing's back that aren't currently occupied by Corruption tentacles. The Tendrils grasp any player that wander too close, reducing their movement speed by 50% and inflicting 13000 Fire damage every 5.2 sec. until they move away. This effect prevents players from being thrown off Deathwing's back.
Corruption - These tentacles are dramatic physical manifestations of the Old God Corruption that runs rampant through Deathwing's body. They are the first to emerge from the holes in his back left by armor plates, and they seal the wound completely, preventing any other creatures from emerging from it.
Searing Plasma - Coats the victim in the searing blood of Deathwing. The thick blood will absorb up to 420000 healing done to the target and will cause the victim to cough up blood, periodically inflicting 12000 Physical damage every 10 sec.
Fiery Grip - The Corrupton grips victims with a whip-like cord of plasma, stunning them for up to 30 sec. and inflicting 90000 Fire damage every 3 sec. The corruption must channel to maintain this effect, and players may break the channel by inflicting significant damage to the tentacle. This effect prevents players from being thrown off Deathwing's back.
Hideous Amalgamation - These unstable creatures are a patchwork of Elementium Armor fragments and pieces of the former Dragon's body held together by his molten blood.
Absorb Blood - The Amalgamation absorbs nearby Corrupted Blood residue. The Amalgamation grows more unstable with each Residue absorbed, increasing its damage by 10% and attack speed by 20%. At 9 stacks it becomes superheated.
Superheated Nucleus - The core of the Amalgamation becomes critically unstable, causing it to inflict 35000 Fire damage to all enemies every 3 sec. If it is destroyed in this state it will trigger a Nuclear Blast.
Nuclear Blast - The superheated nucleus of the Amalgamation triggers a massive explosion, inflicting 375000 Fire damage to targets within 10 yds. This blast is powerful enough to pry up one of Deathwing's Elementium plates if it is within range.
Degradation - Destroyed Amalgamations degrade the maximum health of all enemy targets by 6%. This effect occurs regardless of the state of the nucleus and stacks up to 15 times.
Blood Corruption: Death - Deathwing's corruption courses through your veins. This corruption will take hold if it is not removed quickly, infecting the player with the Blood of Deathwing. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Earth.
Blood of Deathwing - The blood of Deathwing explodes violently from your veins, inflicting 875000 Fire damage to you and several other players.
Blood Corruption: Earth - A shadow of Neltharion courses through your veins. This corruption will take hold if it is not removed quickly, infecting the player with the Blood of Neltharion. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Death.
Blood of Neltharion - The barest hint of a shadow of the former Earth-Warder suffuses your blood. Damage taken from all sources is reduced by 10%. This effect can stack up to 3 times.
Corrupted Blood - These living globs of Deathwing's blood appear fragile, but leave behind an indestructible residue when killed.
Burst - Corrupted Blood explodes when destroyed, inflicting 28000 Physical damage to nearby enemies within 200 yards.
Residue - This indestructible residue is left behind when a Corrupted Blood is destroyed. It slowly creeps toward the nearest hole in Deathwing's Back where it will be reconstituted into a new Corrupted Blood.
Maybe He'll Get Dizzy... Defeat the Spine of Deathwing encounter on Normal or Heroic Difficulty after tricking Deathwing into performing the following roll sequence: Left, Right, Left, Right.
10
Cataclysm Raid
Fall of Deathwing Defeat the encounters leading up to the Fall of Deathwing in the Dragon Soul raid.
10
Cataclysm Raid
Heroic: Spine of Deathwing Emerge victorious from the Spine of Deathwing in Dragon Soul on Heroic Difficulty.
Omg Where is loot for:
Plate-Tank
Mail-Damage
Leather-Spell DPS
It's not so fair have higher level loot for some classes and don't have for another classes
Omg Where is loot for:
Plate-Tank
Mail-Damage
Leather-Spell DPS
It's not so fair have higher level loot for some classes and don't have for another classes
Is there any way to determine how many people will be affected by the healing debuff at once? We sometimes have issues cause there's like 5 people affected and we have to do a barrel roll or nuclear blast is incoming - or simply the Corruption stuns the affected person.
Also, we are running 2 tanks, 3 healers 5 dps; would it be better to switch to 2 healers? We seem to be pushing it with the tendons, generally having only 2-3 seconds to spare (and if someone dies just before that to the nuclear blast bullshit it's game over cause 4 dps can't kill it fast enough ¬¬).
Is there any way to determine how many people will be affected by the healing debuff at once? We sometimes have issues cause there's like 5 people affected
Im wondering the same thing.
Tried to do this with 2 healers last night and just could not heal through the debuffs.
Would have 4-5 people at once with Searing Plasma and they would start dying.
(Note on 10 man it "only" absorbs 200k healing. 5x200k= 1 million healing you have to do to get the debuff off everyone. By then its on 1 or 2 more people.)
Are we doing something wrong here? Is there a way to prevent people from getting this or another way to clear it?
Corruptions cast it approximately every 8 seconds which is why the first 3 corruptions need to be killed asap. My guild only got a few attempts in on this at the end of the night but I would assume pumping a few big heals out to get yourselves caught up with the debuff and when you're down to one corruption regular efficient heals should be sufficient. The only real raid damage is during a barrel roll and when the Algamation hits 9 stacks so other then that there is no real need to be constantly focusing on removing the debuff with bigger heals.
To track Searing Plasma debuff you can use Boss_shieldsmonitor addon.
To track it in YOUR GRID: use Boss_shieldsmonitor + fan update of GridStatusShield addon.
Yep, just make sure your healers can see it on their raid frame and than only heal tank and people who drop below 60%, everyone else just eats the debuff. It does not stack, so it's easy to heal through when needed. And yeah, 3 healers make it a lot easier, especially when you have 9 stack.