1.0 Abstract
I just recently returned to reading the EJ forums after a month or so of being away, and I noticed that the most recent conversation related well to a thread I posted on my guild's forums about tanking Heroic Madness of Deathwing. I figured I would go ahead and post it here too.
I will be assuming that you are solo tanking the encounter, with a shadow priest to soak the second
Impale on each platform, and that
Dream will only be available on the first platform.
2.0 Mechanics
On each of the four initial platforms, you will be tanking the
Mutated Corruption when it spawns. Your job will be to hold aggro, soak
Impales, and direct the melee. In addition to tanking the
Mutated Corruption, you will also be responsible for tanking the
Regenerative Bloods when they spawn. After all of these mobs are dead, you will help burn down the
Arm Tentacle or
Wing Tentacle with the rest of the raid before moving to the next platform.
On the final platform, your job will be to tank the
Elementium Terrors in the
Time Zone until the
Congealing Bloods spawn. Once the
Congealing Blood's spawn point is revealed, you will drag the
Elementium Terrors to that location and do everything you can to keep them on top of the
Congealing Bloods as they move toward the boss. You and all of the DPS must do everything you can to take advantage of the
Spellweaver Buff to kill everything as quickly as possible.
3.0 Cooldowns and Skill Choice
In this section I will explain which cooldowns I use on each platform and when, as well as some tips for using
Death Strike effectively for mitigating the
Mutated Corruption's Impale.
3.1 First Four Platforms
At the start of each platform (or before the encounter even begins) I like to cast
Bone Shield on myself. This will last until the first
Impale and will help to mitigate it. Using
Bone Shield early will allow you to save an unholy rune for an extra
Death Strike later.
Before the
Mutated Corruption spawns on a platform, you will have 5 - 10 seconds to DPS the
Arm Tentacle or
Wing Tentacle. Take advantage of this time to generate as much runic power as possible.
Heart Strike,
Death Strike, and
Horn of Winter are good choices here. Do not use
Rune Stike or any other ability that will consume your runic power, or
Outbreak. Watch your timers carefully, and be ready to run to the back of the platform in time for the
Mutated Corruption spawn. You need to be the first person in melee range of it, or you risk losing a fellow raider.
Once the
Mutated Corruption spawns, unload on it with as many
Rune Stikes as possible. This will generate a very large amount of initial threat. Your second choice of skill usage here is
Heart Strike. Once you have a decent threat lead, you can afford the (threatless) GCD to use
Outbreak. Watch your health carefully, and if you feel you can get away without using
Death Strike then do so. We want to save those runes for a little later, and taking some extra damage now will help to increase the value of those later
Death Strikes.
About 10 seconds after the
Mutated Corruption spawns, it will begin to cast the first
Impale.
Impale has a five second cast time, and during these five seconds is when you will build up all of the mitigation (minus
Bone Shield) that you need to survive. Use all of the frost and unholy runes that you have been saving to crank out as many
Death Strikes as you can. The
Mutated Corruption will not melee you while it is casting
Impale, so the entire
Blood Shield you generate here will go towards mitigating the
Impale. Just before the
Impale finishes casting, use whatever cooldown you have set aside for this platform. I will go over these in the following subsections. If executed properly, you will not only survive the
Impale, but you will survive with a large amount of health to spare. In fact, when all the stars align, it is even possible to have a little
Blood Shield left over.
After you survive the
Impale, you will have around 25 seconds until the next
Impale. During this time, I like to use
Dancing Rune Weapon. Avoidance based mitigation will not help with the
Impale, so it's a wise choice to use them between the
Impales. The exact timing of when to use
Dancing Rune Weapon will depend on your
Blood Shield and other cooldowns. For example, if you used
Icebound Fortitude two seconds before the
Impale hit you, then you will have 10 more seconds of 50% damage reduction afterwards. Overlapping
Icebound Fortitude and
Dancing Rune Weapon is overkill. Wait for your cooldowns to drop before using the next one at this point.
For the second
Impale, you will be running out of melee range of the
Mutated Corruption. If you and everyone else is outside of melee range, then the
Mutated Corruption will cast
Impale on the closest target, regardless of threat. This allows the raid to use a shadow priest to soak the second
Impale with
Dispersion. After the
Impale hits the shadow priest, run back in and resume tanking the
Mutated Corruption.
All of the responsibility for properly timing this movement falls on the tank. It is your job to call out when you are leaving melee range. You must give all of the melee ample time to get out of range before you. If you leave melee range before another player, then that player will get hit and most likely die. Once you and everyone else are out of melee range, make sure you are farther way from the
Mutated Corruption than the shadow priest. Watch the
Mutated Corruption's cast bar closely!!! Once it starts casting
Impale you can run back in and resume tanking. If it casts
Impale Aspect, then you need to continue waiting outside of melee range, and behind the shadow priest. Be patient and be careful with this mechanic. If you screw it up then it's a wipe, and a waste of everyone's time. Be vocal with the melee over vent / mumble.
Sometime between the second
Impale going off, and the
Mutated Corruption dying (this will vary based on the raid's DPS) the
Regenerative Bloods will spawn. You can see where they will spawn in advance by looking for little red circles on the ground. Drop your
Death and Decay on top of their spawn location to help ensure that they aggro you. Having a hunter use
Misdirection on them is also very helpful.
Once you have aggro on the
Regenerative Bloods, make sure they are positioned as close as possible to the
Mutated Corruption so the raid can take advantage of the
Spellweaver Buff. Make sure to use
Pestilence to spread your
Frost Fever debuff to all of the
Regenerative Bloods. This will go a long way to mitigating their damage by slowing the rate that they stack
Degenerative Bite on you. I like to use
Vampiric Blood here to stay alive. Keep an eye on your health, and when it feels shaky, then use
Anti-Magic Shell.
Once the
Mutated Corruption and
Regenerative Bloods are dead, help kill the last
Corrupting Parasite (just DPS it) and then move on to the
Arm Tentacle or
Wing Tentacle. I like to use
Vampiric Blood again when it is off cooldown to help the healers with the AoE damage. Just watch your raid frames and use your best judgement as to when to use it.
3.1.1 First Platform Cooldowns
Use
Dream a second or two before the
Impale hits you. The reason I like to wait until the last second to use it is because you can actually soak an additional melee strike with it after the
Impale. Every little bit of mitigation helps here.
3.1.2 Second Platform Cooldowns
Use
Icebound Fortitude. As with
Dream, you will be using it at the last second.
3.1.3 Third Platform Cooldowns
This platform is a little tricky. Unlike the other three platforms, we will be using
Dancing Rune Weapon before the
Impale, so that we can turn that avoidance into mitigation by channeling
Army of the Dead while the
Impale goes off. To pull this off, we will need 60 runic power and 1 of each rune, which will impact our initial threat. It also takes several GCDs to get all of the skills off in the right order, which can eat into the number of
Death Strikes we can get off.
To make things go smoothly, I like to cast
Dancing Rune Weapon several seconds before the
Impale begins casting. It will last long enough to serve it's purpose, and using it early gives us one more GCD to use at crunch time. Once the
Impale begins casting,
Death Strike as much as you can, and then use
Empower Rune Weapon to get all of your runes back. You want to be channeling
Army of the Dead when the
Impale goes off, so watch the timer closely. Channeling
Army of the Dead only lasts 4 seconds. Also, remember that you do not have to finish channeling. Once the
Impale hits you, you can stop channeling and
Death Strike or use
Death Pact (which works on the army ghouls).
External cooldowns, such as
Pain Suppression are good here as well. Just be sure to call for them in a timely manner. Your healer needs enough time to cast the spell among their other responsibilities.
3.1.4 Fourth Platform Cooldowns
Use
Icebound Fortitude again! The only special thing about the fourth platform is that the
Elementium Bolt will land. This means that you will be stacking with the raid when you run out for the
Impale. I like to use
Vampiric Blood here to help out with the huge AoE burst. This means you will not have it later when the
Regenerative Bloods spawn, so you will have to be on your toes with
Anti-Magic Shell. It is wise to store up runic power here for
Lichborne as well.
3.2 The Final Platform
This platform is not as structured as the rest of the fight. In terms of mitigation, you will have to watch your stacks of
Tetanus to decide when exactly to use your cooldowns. Movement and positioning is paramount here. If you don't stack the
Elementium Terrors on top of the
Congealing Bloods, then they will take too long to die, which means you will die. You should be standing in the
Time Zone as long as possible, but remember your priorities.
As for actual cooldowns,
Dream should be used whenever it is available. If you are unlucky and you get targeted with
Shrapnel, then use
Dream. Don't try to figure out if you can take it straight up. You've worked 12 long minutes to get here. Don't fuck around.
You can use all of your 1-minute or less cooldowns on both sets of
Elementium Terrors. Get
Bone Shield up ahead of time. Use
Vampiric Blood once you've taken a fair amount of damage. Try to save
Anti-Magic Shell until you have moved out of the
Time Zone.
Anti-Magic Shell can be used to completely drop all of your stacks of
Tetanus if timed properly.
Icebound Fortitude may not be available until the second set of
Elementium Terrors, but external cooldowns such as
Pain Suppression should be good to go. Call for them when you want them. Keep
Frost Fever up on both
Elementium Terrors at all times (or as close as possible).
Death Strike your ass off. Save runic power for
Lichborne if it is off cooldown.
4.0 Gearing
This section will go over some small gearing adjustments that you can make specifically for this fight. I am a firm believer in stacking mastery at all times, but that aside, there are still some glyph and trinket choices we can make.
4.1 Glyphs
For prime glyphs, the only survivability glyph is
Glyph of Death Coil which will buff the heals you receive when using
Lichborne. Since you will be making use of
Lichborne, then you should be using this glyph. The other two glyphs are purely for threat, and I believe discussing them is outside the scope of this guide.
For major glyphs, i like
Glyph of Bone Shield,
Glyph of Anti-Magic Shell, and
Glyph of Vampiric Blood. The speed increase from
Glyph of Bone Shield is great for running to and from the
Mutated Corruptions, as well as the
Congealing Bloods.
Glyph of Anti-Magic Shell will increase it's value for tanking the
Regenerative Bloods as well as the
Elementium Terrors, both of which do magic damage for long periods of time.
Glyph of Vampiric Blood needs no explanation.
4.2 Trinkets
In a perfect world, I would be using the
Soulshifter Vortex and the
Indomitable Pride. However, since I don't have the
Indomitable Pride, I tend to use the
Spidersilk Spindle instead. If you feel like you want or need more magic damage mitigation for the
Regenerative Bloods or the
Elementium Terrors, then I would recommend the
Mirror of Broken Images.
5.0 Miscellaneous Pointers
This section has been set aside to go over parts of the fight that don't fit in well with the overall scheme.
5.1 Fourth Platform Movement and Timing
Moving out of melee range for the second
Impale on the fourth platform has a more restrictive timing requirement than that of the other platforms. If you run out of melee range too early, the
Mutated Corruption will cast
Impale Aspect, which will delay the casting of
Impale. Normally, this is not a problem. However, on this platform, the
Elementium Bolt needs to land within 6 seconds of the
Impale going off if your shadow priest is going to survive them both with one
Dispersion. You can call for melee to run out at the normal time, however you may need to lag behind a little to ensure that you leave melee range at the last possible second. To measure this, I like to stand all the way up by the
Mutated Corruption, and run out when the
Impale hits three seconds. This works for me, but your reaction times may be different. You may find that you need to move earlier or later than I do. You will have to figure this timing out for yourself as you go. I recommend that whatever you do, stand in the same spot on this platform on every pull to keep your timings as consistent as possible.
5.2 Extra Vampiric Blood
At the beginning of the fight, you will have 90 seconds until the first set of
Regenerative Bloods spawn. This means that if you use
Vampiric Blood within the first 30 seconds of the fight, it will come off of cooldown in time to be used at it's designated place. It's a small gain in a small damage portion of the fight, but it's free.
6.0 Conclusion
I know I have left a lot of details out concerning other aspects of the fight. I have tried to keep this as focused on tanking as possible to prevent information overload. It's a lot to take in once you get into the nitty gritty of every single skill you use. I hope someone finds this helpful!
7.0 Change Log
v1.0 - Initial Post