WoWDATA News, Guides, Addons, Tools etc.


Heroic Madness of Deathwing Strategy Guide 25Man


I know for some people the encounter may be labeled as 'too easy' to be considered the end of the xpac / tier final boss, but it still has its own flavor and technical demand that keep it interesting. This guide will be based on strategy seen in our video Blood Legion vs Madness of Deathwing where you can watch and follow along with what is being explained at any point. I will also toss in a few mid-combat screenshots to help out as well. Hopefully this guide will be useful to anyone who is struggling with the fight!

Raid Comp:

Tanks (2):
1 Prot Paladin (Absalom)
1 Blood DK (Riggnaros)

Healers (6):
2 Holy Paladin (Sparan/ Bobina)
1 Disc Priest (Affinitii)
3 Resto Shaman (Xariis/ Pixls/ Bondd)

DPS (17):
3 Balance Druid (Zoomkins/ Bushino/ Acrol)
2 Frost Death Knight (Kruciel/ Ridd)
1 Survival Hunter (Dexter)
1 Arcane Mage (Ataxus)
1 Fire Mage (Zonker)
2 Affliction Warlock (Shinafae/ Shaddows)
2 Shadow Priest (Optee/ Nadrii)
2 Fury Warrior (Juveynile/ Troyzilla)
1 Elemental Shaman (Brightleaf)
2 Assassination Rogue (Grimsworth/ Kutaa)

The raid comp for this fight is somewhat strict, but you do have some room to play with when compared to fights like Spine. :| With that said, the raid comp that we used allowed us to take advantage of the raid's static locations throughout the fight when dealing with each mechanic along with maximizing our Spellweave damage output. You can afford to have a different lineup of ranged dps to an extent, but adding any additional melee would not be advised since they are penalized relatively harshly for movement and ranged can hit anything on the platform at all times.


From a healing standpoint, you should ensure that every healer you have is able to bring some sort of mitigation to the table in the form of a raid cooldown. This requirement makes Resto Druids a lot less viable when compared to a class like Shaman (Spirit Link) or Paladin (AM) and especially Disc Priests (Barrier). The Shaman are also very strong due to the high uptime of Healing Rain, Ancestral Vigor, Mana Tide Totem, and the ability to keep Ancestral Fortitude active. The Disc Priest is a must for both absorbs on tanks during the impale and Power Word: Barrier (glyphed), which gives the raid the strongest form of raid cooldown available.


Touching quickly on the tanking portion of the fight, some classes are better than others, but any can work. The primary tanking mechanic in this fight up until the final platform is 'Impale'. Impale is mechanic that does massive amounts of damage to the tank that cannot be blocked or avoided. The only form of damage reduction comes through absorbs and mitigation (Pain Suppression/Shield Wall/etc). Thus, the Death Knight and Druid are superior (Blood Shield/High Stamina), and the Disc Priest is mandatory. Any tank comp that you may have needs to sit down and create a list of cooldowns needed (personal or external) for each and every impale. Again, a block tank (Warr/Paladin) is inferior due to not being able to block the impale, but can still work with the right external cooldowns.


This fight from a DPS perspective is all about min-maxing the Spellweave mechanic, minimizing movement, and understanding the priority of what to attack. A quick rundown this priority is as follows:

Aspect Platforms-
Corrupting Parasite > Elementium Bolt > Mutated Corruption > Blistering Tentacles > Arm/Wing Tentacle > Regenerative Blood

Final Stand-
Congealing Blood > Elementium Fragment > Deathwing > Elementium Terror

You should be getting a maximum of two Impales per aspect platform. If you are getting any more than that, it is likely that you do not have the damage output to meet the fight's DPS requirement. Also, you need to ensure you are using the Regenerative Blood to maximize your Spellweaving output (leaving them up with DoTs active, which procs the Spellweave effect to cleave damage on to Mutated Corruptions/Corrupting Parasites).

P1 Mobs, Abilities, and how they relate to your raid:

Arm Tentacle- Emits raid damage based on its HP, and spawns Blistering Tentacles at 70% and 40% health.
Corrupting Parasite- Blows up and does damage to the raid based on its remaining hp following a 10 second cast. Keep inside Time Zones for an additional 5 seconds of cast time.
Mutated Corruption- The main source of burst raid damage intake along with the Impale mechanic for your tanks.
Time Zone- Use this to your advantage to assist in killing the Corrupting Parasite (as seen in the screenshot below).
Regenerative Blood- Use these for min maxing your Spellweave damage output and helping make the fight's dps requirement.
Elementium Bolt- As long as Nozdormu is active, you have the ability to kill this while in the air and save extensive raid damage. Ensure each dps has a macro to target this for maximum uptime when needed.


Phase 1 - The Final Assualt (Aspect Platforms)

The dynamic element to this phase comes in the order you choose to use each Dragon Aspect. While different orders are possible, some are much easier than others. Each Aspect offers its own unique ability and raid buff (similar to Yogg), and when you kill Deathwing's arm/wing on each platform, you then lose that Aspect's raid buff and aid. All of this information can be found in the Dungeon Journal, but I will list it here for the sake of convienience:

Ysera: 20% extra healing and 50% damage reduction ability for 5 secounds on a 30 second cooldown.
Alexstrasza: 20% additional HP and also nukes down both Corrupting Parasite and Blistering Tentacles.
Nozdormu: 20% haste and provides a Time Zone that assists in increasing the cast time/time between attacks of any hostile mob placed inside.
Kalecgos: 20% damage and Spellweave.

The way this translates to the fight is each platform gets harder and harder to deal with as you progress from each of the previous platforms. The difficulty level on the first platform is a far cry from that of the 4th platform. While your journey across all four platforms may feel similar, you have to keep in mind that both positioning and damage priority is the key to victory!

Positioning is very very key to ensuring your healers are able to sustain the amount of raid damage that is going out at times (especially on the 4th platform). You should try and use things like Healing Rain and such to their maximum effectiveness. You want to set up groups in a fashion that ensures only one at a time is hit by the Mutated Corruption's slap. Below is a screenshot of how you should position your raid:


The order we chose to go was the one that offered the highest damage output possible (Ysera-Alexstrasza-Nozdormu-Kalecgos). By using this order, we were able to maintain Kalecgos' 20% damage and Spellweaving throughout the entire fight. This also allows the raid to keep Nozdormu's 20% haste and the Time Zone up until the 4th platform. This order proved to be the best option when fighting both the Cataclysm timer for each platform and the overall boss enrage timer (15 mins). With that said, I will go into a detailed overview of how we approached each platform in the order we followed:


As a general rule for the fight, you basically start out on Deathwing's Arm until the Mutated Corruption spawns in the back. You do not want to push the arm too low and spawn the Blistering Tentacles (spawn at 70% and 40%), thus increasing raid damage intake while trying to deal with the other fight mechanics. However, as long as Alexstrasza is active (first 2 platforms), this suggestion can safely be disregarded as she single-handedly destroys all of the Blistering Tentacles within several seconds of their spawning.

While Ysera may be the 'easiest' of the four, it is also one of the most important. Here is a quick timeline of how it should go (further explained below):

-Start Arm DPS.
-Swap to Mutated Corruption DPS.
-Player with Corrupting Parasite gets in the assigned spot to drop it off (cast time may vary - see below) .
-Parasite is killed.
-Resume Mutated Corruption DPS.
-Ranged only switch to Elementium Bolt and kill it prior to hitting.
-Send Ranged group over to Kaelcgos' platform to trim Arm Tentacle (more explained below).
-Tank picks up Regenerative Blood and pulls them near the Mutated Corruption for Spellweave cleave.
-Mutated Corruption dies and all DPS swap to the 2nd Corrupting Parasite (Bloods tanked on top for Maximum Spellweave).
-Resume Arm Tentacle DPS (Healers help DPS!).
-Arm Tentacle dies.

One thing about this platform is that the first Corrupting Parasite debuff that goes out would sometimes hit before the Time Zone spawned (thus giving it a 10 second channel instead of 15). If this happens to you, just have the melee switch off and help get the Parasite low enough that it will not wipe your raid when it explodes. Also, using the 50% damage reduction ability from Ysera will assist in any raid damage that does occur when/if the cast time finishes.

Another 'first platform only' strategy is to send a small group of dps over to Kaelcgos' platform to trim the hp down to 91% (it starts to emit a raid-damage aura at 90% health and below). This will help you meet the dps requirements when on Kaelcgos' platform later on as your are pressed to beat the Cataclysm cast by Deathwing.

I would highly recommend stressing to everyone in the raid that even though the first platforms are 'easy,' every ounce of damage gained during this time is also helping you beat the fights' overall enrage timer (15mins). Saving 1-2 seconds per platform adds up at the end!


The second platform is more of the same, and should provide little to no problems for your raid once you have fine-tuned your positioning and raid DPS priorities. Nonetheless, here is the quick breakdown for this platform:

-Start Wing DPS.
-Swap to Mutated Corruption DPS.
-Player with Corrupting Parasite gets in the assigned spot to drop it off.
-Parasite is killed.
-Resume Mutated Corruption DPS.
-Ranged only switch to Elementium Bolt and kill it prior to impact.
-Tank picks up Regenerative Blood and pulls them near the Mutated Corruption for Spellweave cleave.
-Mutated Corruption dies and all DPS swap to the 2nd Corrupting Parasite (Bloods tanked on top for maximum Spellweave damage).
-Resume Wing Tentacle DPS (Healers help DPS!).
-Wing Tentacle dies.

A quick tip for maximizing your Spellweave damage during each platform is to only have your ranged put up DoTs on Regenerative Bloods and not actually AE them until it comes time to kill the 2nd Corrupting Parasite. Even then, your tank needs to ensure you let them heal prior to pulling them on top of the Parasite in order to maximize Spellweave cleave.


This is where things start to get a bit more interesting. You've now lost the 20% healing (Ysera) and the 20% HP (Alexstrasza) buffs along with having to pump more damage into both the Corrupting Parasite and Blistering Tentacles and tanks being much more worried about the Impale. There are some minor tweaks that need to be made on this platform, but it should still be fairly smooth as long as you've ironed out and implemented proper positioning. Here is the breakdown for your 3rd platform:

-Start Arm DPS.
-Swap to Mutated Corruption DPS.
-Player with Corrupting Parasite gets in the assigned spot to drop it off.
-Parasite is killed (melee with solid movement assist - e.g., Warrior).
-Resume Mutated Corruption DPS.
-Ranged only switch to Elementium Bolt and kill it prior to hitting.
-Tank picks up Regenerative Blood and pulls them near the Mutated Corruption for Spellweave Cleave.
-Mutated Corruption dies and all dps swap to the 2nd Corrupting Parasite (Bloods tanked on top for Maximum Spellweave).
-Resume Arm Tentacle DPS, swapping to Blistering Tentacles as needed. Single target down each Blistering to assist in eliminating raid damage intake as fast as possible.
-Arm Tentacle dies.

As you can see, we put a higher priority on the Corrupting Parasite (due to losing Alexstrasza's assistance) by swapping over some of the melee. This really should only be melee that do not lose much at all from target swapping and do not waste much time moving from one place to another (Warrior Charge/Heroic Leap/etc).

Also during this platform, you will have to pay more attention to the Blistering Tentacles due to not having Alexstrasza to assist. This will need to be understood by every DPS in the raid to ensure they get single targeted down (cannot AE) as fast as possible. You will also probably need to use a raid cooldown or two to get through the raid damage near the end. Once you are able to master this platform, you will find yourself ready to take on the most demanding part of the encounter (Platform 4)!


This platform is the hardest part of the fight. You have now lost all of the Dragon Aspect buffs aside from the 20% damage and Spellweave. This means you are going to have to deal with the Elementium Bolt without a slow and also the Corrupting Parasite without the extended cast time. The order in which everything is done on this platform is different than the previous three. I will give a quick overview and explain in detail below:

-Start Wing DPS.
-Swap to Mutated Corruption DPS.
-Player with Corrupting Parasite gets in the assigned spot to drop it off (different location than normal!)
-Parasite is killed by ALL dps (remember, only 10 seconds instead of 15).
-Resume Mutated Corruption DPS.
-The entire raid stacks near the Wing Tentacle inside of a Barrier during the Elementium Bolt impact (minus the Impale tank).
-Nuke down the Elementium Bolt.
-Tank picks up Regenerative Blood and pulls them near the Mutated Corruption for Spellweave Cleave.
-All dps swap to the 2nd Corrupting Parasite (Bloods tanked on top for Maximum Spellweave). AE down Bloods here.
-Try and ensure that the Mutated Corruption dies prior to casting the 3rd Impale. This will help your tank out greatly in the Final phase by having more CDs available.
-Resume Wing Tentacle DPS, swapping to Blistering Tentacles as needed. Single target down each Blistering to assist in eliminating raid damage intake as fast as possible. Raid cds will need to be used during this burn to beat the Cataclysm timer.
-Wing Tentacle dies.

While the platform starts out like normal, it quickly turns into a race to kill it before it kills you. Due to losing the haste from Nozdormu, the DPS will be significantly lower; thus the use of Bloodlust/Heroism on the first Parasite. This Parasite will also have different positioning due to lack of a Time Zone. You will want this Parasite in a position as follows:


This allows melee to have maximum uptime on the Parasite as well as Mutated Corruption. You will also notice in the screenshot/video that we kept a Regenerative Blood active from the previous platform. This was no accident. It allowed us to gain extra Spellweave (through Dots) while dealing with the Parasite and Mutated Corruption. It is not mandatory, but it does help out and there is very little penalty in doing so (slight additional tank damage intake).

Once the first Parasite is dead, you can then focus on pumping out as much damage as possible into the Mutated Corruption prior to stacking for the Elementium Bolt. Once the Bolt begins to cast, you need to have the raid collapse near the Wing Tentacle inside of a Barrier. You can see where this stack point needs to be in the screenshot/video. You can also put players who have high damage reduction abilities off to the side (as seen in the screenshot) to reduce the chance of a slap hitting the entire raid at once.


Once the Elementium Bolt hits, the raid needs to leave as soon as possible and get back in their assigned positions to eliminate excess raid damage. During this time you will also need to kill off the Elementium Bolt which has now landed on your Aspect platform. By the time you are back in your positions, Regenerative Bloods will be spawning. These need to be ONLY dotted and left up for Spellweave cleave until the 2nd Parasite spawns. Once it is active, use cds and whatever is needed to kill it as fast as possible. Any raid damage taken from the cast finishing is almost lethal at this point in the encounter due to so much other raid damage going out as well as healers not having the haste they had on the previous platforms. Try to AE down the Bloods completely while killing the 2nd Parasite to avoid having to deal with additional damage later on. Also, as was mentioned earlier, try and kill the Mutated Corruption prior to the 3rd Impale going off. This will assist your tank greatly in the final phase by having up more cooldowns.

This short time frame is easily the most critical in the entire fight. You have the most raid damage going out combined with the entire raid moving. To combat this you will need to chain raid cooldowns (Offspec Tranqs / Hymns/ Rallying Cry / D-Sacs / AMs / etc) to ensure you do not have any deaths. Even having one death at this point during the fight will almost certainly result in a wipe due to losing too much damage when it is needed the most.

Once you are able to clean up the two Parasites and Mutated Corruption, you then just have to meet the damage requirements on the Wing Tentacle. If you can meet the damage requirement on this platform, the second phase should not present much of a challenge to you.

Phase 2 - The Last Stand

While I do admit that I wish this phase of the fight had been a bit more 'epic,' it still added its own flavor and unique style to the equation. Upon finishing the first four platforms (and assuming people don't randomly die while jumping to the final platform), you will find yourself head to head (literally :P) with Deathwing himself for a final showdown! If the other platforms were done correctly, you should have just under 3 minutes to finish this last phase before the 15-minute enrage takes place.

During this phase, you need to again be aware of which targets to prioritize for DPS and how cooldowns need to be ordered. There are four things your DPS need to prioritize, as follows:

Congealing Blood > Elementium Fragment > Deathwing > Elementium Terror

Congealing Blood- Travel towards Deathwing and heal him upon reaching (Can be slowed). Maximum Priority!
Elementium Fragment - Cast Shrapnel debuffs on raid members, inflicting a large amount of damage upon expiration.
Elementium Terror - Must be tanked. They put a DoT on the tank that deals increasing damage.

You can expect to have 3 sets of Congealing Blood, 2 sets of Elementium Fragments, and 2 Elementium Terror packs. The timeline we made for the final phase was as follows:

Shrapnel 1 > Large Adds 1 > Congealing Bloods 1(Large adds to Spellweave) > Congealing 2 (no added Spellweave) > Shrapnel 2 (no Spellweave) > Large Adds 2 > Congealing 3 (Large Adds to Spellweave) > Ignore Large Adds.

With that said, there is an element of RNG to the final phase due to how close the Elementium Fragments seem to spawn next to each other. Sometimes you are able to get major Spellweave assistance and sometimes not so much. Either way, having melee prioritize the front ones and ranged on those in the back is the key to dealing with the Fragments efficiently, and no spawn pattern is so bad that it will result in a wipe.

The most important part of the phase is dealing with the Congealing Bloods! The spawn points for the Bloods can be seen both in the video and in the screenshot below:


Having Frost DKs for Chillblains (or some form of slow) on the adds is a must. Ensure you are not really single targeting them down as you want maximum Spellweave damage. Try to leave up the first set of Elementium Terrors and use them for added Spellweave on the Congealing Bloods.

As far as the Terrors are concerned, just have your tanks keep them inside the Time Zone as much as possible and only leave for Spellweave cleave purposes. Have tanks use CDs accordingly for the debuff damage they inflict.

Outside of killing Bloods, Fragments, and Terrors, the entire raid's focus is on dealing damage to Deathwing himself. Keep in mind that execute class DPS do really really well here (Affliction Warlocks / Warriors / Assasination Rogues / etc), but you need to also have classes that excel at burst AE damage for the Congealing Bloods. As long as your raid is able to keep the Bloods from healing Deathwing and kill the Fragments in a timely manner, this phase should not provide too harsh of a challenge.

From a healing standpoint, you will have the raid pretty much stacked the entirety of this phase (minus quick DPS swaps to Fragments and Bloods), so Healing Rain does very well here along with other splash heals. Deathwing inflicts additional damage at 15%, 10%, and 5% health. This will all go by fairly quickly (~2.5 minutes), so ensure that you have a cooldown rotation planned for your healers (SLT, Barrier, DSac, Rallying Cry, etc). I would recommend saving the Barrier for the end since it is your strongest raid CD.

Once you are able to take care of the 3rd set of Bloods and 2nd set of Fragments, it's just a straight burn until the boss dies and/or hits enrage. Have your tanks cooldown through the Terrors and push as much damage as possbile into Deathwing himself!

Remember, it won't be easy, so make sure you're on top of your game! It may take a while, but maintain your persistance, discipline, dedication, skill, and most importantly, your focus; and you too will soon find yourself standing victorious alongside your friends and fellow guild members!


While there are always multiple ways to kill a boss and each one has its own strengths and weaknesses, this is the one that worked for us and hopefully will work for your guild as well. There are still dozens and dozens of things that apply to each specific role (healer/tank/DPS) that I do not have the time to go over in this post alone, but feel free to post on the public forums or PM any of the raiders here at Blood Legion for any questions or comments about the fight.

A big congrats go out to KIN Raiders and STARS, who both managed to snag kills before us! You can read our thoughts on the tier as a whole and many other things in the News section of our forums. Feel free to comment or drop me a PM if you have any questions or comments. Thank you for reading this and I hope that it helps you and your guild in their quest to become Saviors of Azeroth!


spellweave deathwing, madness of deathwing heroic guide, addon for wow madness hc, shinafae, madness of deathwing heroic strategy, spellweave madness of deathwing, deathwing heroic can we nuke down the legs

KIN Raiders Madness of Death Wing World First Kill Video 25Man Heroic

There you go, video is now available.


Brief Fire Mage Guide Patch 4.3

It is with great pride that I make this post in hopes of starting a discussion about Fire mages and the upcoming patch. I have recently obtained my legendary staff and had a chance to test out fire on the PTR. I won't be the first to say that fire's damage in 4.3 is not only substantial, but paired with it's aoe capabilities it's outstanding. There are several fights that involve aoe dps well suited for fire mages and soon to become my favorite fights.

Changes to Fire Mages in Patch 4.3:

  • Pyroblast’s initial damage has been increased by approximately 26%, and its damage over time has been increased by approximately 100%.
  • Fireball damage has been increased by approximately 17%.
  • Living Bomb damage over time has been increased by approximately 10%, and explosion damage has been increased by approximately 120%.
  • Combustion’s damage over time can now hit critically.
  • Mages who apply both Glyph of the Monkey and Glyph of the Penguin at the same time will cause the polymorphed target to be randomly transformed into one of the two forms.

As you can see Fire mages were fairly far behind to need such a large buff. According to SimulationCraft Fire Mage dps will be higher than Arcane in single target and AoE with 4.2 gear. I thought I would begin this discussion by recaping how to gear a fire mage and answering some frequently asked questions I get about fire mages and providing some basic information.

Elitist Jerks has mentioned that they are currently in the process of updating the Fire Mage compendium for 4.3, but much of the information on there is still relevant, so if you are new to fire mages I suggest checking that out first.

Cookie Cutter Fire Mage spec:


Fireball > Flame Orb > Living Bomb > Mirror Image > Fireball > Scorch

Please note that using Flame Orb and Mirror Image are not recommended while attempting to apply Combustion. Using these disrupts the flow of ignite and can result in missed opportunities and Combustion's use being delayed.

Stat Weights

Intellect > Hit to cap > Haste to 2005 > Crit > Mastery > Haste

Note: If you have t13 4 set the new soft haste cap becomes 1505.



Glyph of Fireball
Glyph of Molten Armor
Glyph of Pyroblast


None provide a dps increase. They are all purely situational.

Glyph of Evocation (Nice additional heal when using Evocation)
Glyph of Blink (When you need to get somewhere faster)

Minor Glyphs:

Glyph of Mirror Image (It's the only one that does anything to help dps as a minor glyph so it's worth having)

Choose anything else for the other two. I like a mana cost reduction on Arcane Brilliance for in-combat buffs and glyph of Slow fall so I don't have to carry around feathers.


The secret to Combustion is a large Ignite. I generally won't take an ignite under 20k, but that number may differ depending on your gear. So far, in 4.3, the best Ignite I have been able to reach without any fight mechanics modifying it was 45k. I have noticed that at times I am able to get ignite to "stack" on top of itself.

I have found that the addon MyBigIgnite is the best for tracking ignite and is not only accurate, but fast. The second a spell hits the boss it is updated with how much the spell hit for. This addon is available on Curse if interested.

Combustion thrives off of large ignites to make sure you have an addon to help with this.

Combustion Ticks:

+1 tick = 5% haste needed
+2 ticks = 15% haste needed
+3 ticks = 25% haste needed
+4 ticks = 35% haste needed

Living Bomb, Pyroblast and FrostFire Bolt all have the same haste tick values.

+1 Tick = 12.5%
+2 Tick = 37.5%
+3 Tick = 62.5%
+4 Tick = 87.5%

Here is a chart for haste values needed with buffs. The chart is from Nemex, so thanks to him for creating it.

Mage Haste Plateaus

Mage Haste Plateaus

Flame Orb and Ignite are not affected by haste.

Keep in mind these are default values and obtaining these requires different amounts of haste depending on what haste buffs you have available (Netherwind Presence, Goblin Haste, T11 Set bonus, Blood Lust, Raid Haste Buff). If your going to calculate the haste values yourself just remember that haste is multiplicative so multiply, don't add.

I may add more to this list a little later, but for now I think this is a good start. Feel free to add on anything else that I missed (and I know there is a lot) or ask a question.


Alt Modifiers:

#showtooltip Living Bomb
/cast [modifier:alt, target=focus] Living Bomb/cast [nomodifier:shift] Living Bomb

#showtooltip Fireball
/cast [modifier:alt, target=focus] Fireball/cast [nomodifier:shift] Fireball

Holding alt and the button assigned for the spell will cause it hit your current focus target. If alt is not held down it will hit your current target. Note that holding alt does not change your current target, it only causes the spell to hit your focus.

Stop Casting

#showtooltip Combustion
/cast Combustion

This really is a must have macro for fire mages. Combustion is not on the GCD and can be quickly cast at any moment a large Ignite appears!

#showtooltip Spellsteal
/cast Spellsteal

#showtooltip Ice Block
/cancelaura Ice Block
/cast Ice Block

This macro will stop what your casting and cast Ice Block. When you click it again it will cancel Ice Block.

#showtooltip Counterspell
/cast [target=mouseover,exists] Counterspell; Counterspell

This is a macro to stop casting and Counterspell your mouseover if your mouse is over a target.If your mouse is not hovering over a target it will interrupt your current target.

This last one isn't specific to just mages. It's good for any class.


Best in Slot Gear 4.3:

Head: Time Lord's Hood [410]
Neck: Opal of the Secret [397]
Shoulder: Time Lord's Mantle [410]
Back: Nanoprecise Cape [397]
Chest: Time Lord's Robe [410]
Wrist: Bracers of the Banished [410]
Hands: Gloves of the Liquid Smoke [416]
Waist: Cord of the Slain Champion [410]
Legs: Time Lord's Leggings [410]
Feet: Janglespur Jackboots [410]
Finger 1: Infinite Loop [410]
Finger 2: Ring of the Riven [410]
Trinket 1: Insignia of the Corrupted Mind [410]
Trinket 2: Will of the Unbinding [416]
Main Hand: Dragonwrath, Tarecgosa's Rest [397]
If Legendary not available: Ti'tahk, the Steps[416]
Ranged: Finger of Zon'ozz [410]

haste cap fire mage 4 3

Heroic Spine of Death Wing World’s First Video 25Man KIN Raiders

Like I said earlier, the video should be released soon and here it is now! Enjoy.


Jump! - Two Steps From Hell
Norwegian Pirate - Two steps from hell
United We Stand Divided We Fall - Two Steps From Hell

Some of ppl saying us about SLT exploits but this movie is the proof for that. We did nothing except trying hard and this is the result.
BTW thank you for watching us all over the countries.

There will be the movie of "Madness of Death Wing" soon.


Holy Paladin PvE Glyphs Patch 4.3

Holy Paladin PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Divine Favor - Increases the duration of Divine Favor by 10 sec.
Glyph of Seal of Insight - While Seal of Insight is active, the effect of your healing spells is increased by 5%.
Glyph of Word of Glory - Increases the healing done by Word of Glory by 10%.

Major Glyphs

Glyph of Divine Plea - Your Divine Plea provides an additional 6% of your total mana.
Glyph of Holy Wrath - Your Holy Wrath now also stuns Elementals and Dragonkin.
Glyph of Divine Protection - Removes the physical damage reduction of your Divine Protection, but increases the magical damage reduction by 20%.

Minor Glyphs

Glyph of Truth - Reduces the mana cost of Seal of Truth by 50%.
Glyph of Justice - Reduces the mana cost of Seal of Justice by 50%.

holy paladin glyphs 4 3, holy paladin 4 3 glyphs

Frost Death Knight PvE Glyphs Patch 4.3

Frost Death Knight PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Obliterate - Increases the damage of your Obliterate ability by 20%.
Glyph of Howling Blast - Your Howling Blast ability now infects your targets with Frost Fever.
Glyph of Frost Strike - Reduces the cost of your Frost Strike by 8 Runic Power.

Major Glyphs

Glyph of Pestilence - Increases the radius of your Pestilence effect by 5 yards.
Glyph of Death Grip - Increases the range of your Death Grip ability by 5 yards.
Glyph of Anti-Magic Shell - Increases the duration of your Anti-Magic Shell by 2 sec.

Minor Glyphs

Glyph of Death's Embrace - Your Death Coil refunds 20 Runic Power when used to heal an allied minion.
Glyph of Resilient Grip - When your Death Grip ability fails because its target is immune, its cooldown is reset.
Glyph of Death Gate - Reduces the cast time of your Death Gate spell by 60%.


Marksmanship Hunter PvE Glyphs Patch 4.3

Marksmanship Hunter PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Steady Shot - Increases the damage dealt by Steady Shot by 10%.
Glyph of Chimera Shot - Reduces the cooldown of Chimera Shot by 1 sec.
Glyph of Arcane Shot - Your Arcane Shot deals 12% more damage.

Major Glyphs

Glyph of Raptor Strike - Reduces damage taken by 20% for 5 sec after using Raptor Strike.
Glyph of Misdirection - When you use Misdirection on your pet, the cooldown on your Misdirection is reset.
Glyph of Trap Launcher - Reduces the Focus cost of Trap Launcher by 10.

Minor Glyphs

Glyph of Feign Death - Reduces the cooldown of your Feign Death spell by 5 sec.
Glyph of Aspect of the Pack - Increases the range of your Aspect of the Pack ability by 15 yards.
Glyph of Revive Pet - Reduces the pushback suffered from damaging attacks while casting Revive Pet by 100%.

hunter pve glyphs

Madness of Deathwing – Normal & LFR

Madness of Deathwing is the final boss in the Dragonsoul and the Cataclysm expansion. It's a two phase fight and Deathwing himself have four main abilities; Elementium Bolt, Hemorrhage, Limb Tentacle, and Mutated Corruption.

Phase One

Phase one starts right away after his epic intro and are followed by above mentioned abilities.
• Elementium Bolt is spawned by Deathwing and it's flying towards the platform the raid is currently standing on, it needs to be killed by the DPS before it reaches the platform. Otherwise, a very large amount of damage will be dealt to the raid and you will continuously take a damage over time until the bolt has been killed (it will continue doing damage when landed, but the initial damage when it lands is the painful part). The elementium bolt has a specific location where it will land, and the further away you stand from that location, the less damage will you take when it lands.

• Hemorrhage spawns several adds called Regenerative Blood. These needs to be killed fairly quickly as they will gain 10 energy every 1 second, and once they reach full energy, it will heal back to full health. Along with that, they put up a damage over time on the raid and it stacks which will hurt quite abit in the end. Raid wise heals will be lovely here.

• Limp Tentacle are Deathwing himself holding on to the platform and the tentacle uses a ability called Burning Blood, which deals Fire damage every two second and it increases as the tentacles health gets lower. The tentacle also spawns adds on the tentacle called Blistering Tentacle, this occurs every 25% of the tentacles health (75, 50 and 25%). These adds are immune to AoE abilities and requires to be killed normally when Alexstrasza is nolonger giving you her buff. The Blistering Tentacles deals Fire damage every 2 second and increases its damage by 5% every 3 second, and this effect stacks so you want to kill them fairly quickly.

• Mutated Corruption is a add Deathwings spawns at the beginning of each platform to the very south of it and it needs to be killed. This tentacle randomly attacks the raid with a crush ability which deals damage to all players it hits, so make sure you're spread out and not holding hands. The tentacle will also use a ability called Impale which deals a great deal of damage to the tank and it leaves a debuff which causes the tank to take 100% additional damage of the next impale, this is the moment where your offtank should take over and soak the next impale. If you have good DPS and a good geared tank, you should be able to kill it before a second impale, or very well use cooldowns on the tank to mitigate its damage.

Phase Two

When all of Deathwings tentacles have been defeated he's at 20% health, this is when phase two starts. He will slam his head into the ground between two platforms, allowing you to freely DPS him down to his death. During this phase, he spawns smaller tentacles on your current platform which needs to die quickly, they use a very lethal ability called Shrapnel - this ability will one shot you and it cannot be resisted, if they don't die quickly enough, a cooldown on the targeted players is highly advised. Players targeted by them will receive a debuff. After the smaller tentacles have been killed, two additional adds will spawn and these two have to be tanked by a main tank and your off tank, healers should really focus on healing their tanks because they're about to take alot of spike damage until the adds are dead. If Deathwing is at low health when they spawn, you may aswell continue to kill Deathwing rather than killing the two adds. During this phase Corrupted Blood gushes from Deathwing, inflicting Fire damage every 2 seconds, and its damage increases as Deathwing's health lowers. All of the aspects will assist you in this phase again.

The Aspects (Friendly)

Just as on Ultraxion, the Aspects are here to assist you against the battle against Deathwing by giving you temporarily buffs. Each leader of its aspect is flying above each platform, and when you kill the tentacle on that specific platform, you will lose the buff of its aspect, meaning if you kill the tentacle where Alexstrasza is flying, you will lose her buff. So you have to find a tactic that's best to your setup to manage the fight.

Alexstrazsa - the Life Binder

Alexstrazsa gives you a passive buff which increases your maximum health by 20%. Alexstrazsa also kills the Blistering Tentacles for you when her tentacle is still alive, and she reduces the damage inflicted by Corrupted Blood.

Nozdormu - Aspect of Time

Nozdormu gives you a passive buff which increases your haste by 20%, Nozdormu also creates a time zone when he's active. The time zone decreases the movement speed of the Elementium Bolt dramatically, and it reduces all enemy creatures attack speed by 50% when standing in it.

Ysera - The Dreamer

Ysera gives you a passive buff which increases your healing done by 20%, she also grants you an additional ability similar to the one on Ultraxion, but this one reduces all damage taken by 50% for 2.5 seconds. This ability is perfect to use against the small tentacles in phase two if you're targeted by Shrapnel, and on Elementium Bolt.

Kalecgos - Aspect of Magic

Kalecgos gives you a passive buff which increases your damage done by 20%, Kalecgos also grants you the ability called Spellweaving. Spellweaving allows your attacks and abilities to deal additional Arcane damage to enemies within 6 yards, excluding your main target.

Thrall the Earth Warder

Thrall is just there to look cool, and he grants you the ability to soar between each platform.

Tips & Tricks

• Use mana cooldowns such as Divine Plea to regain mana when changing platforms, there's nothing to heal at that moment so you may aswell regain some of your mana.
• Don't be afraid to use raid cooldowns when the Elementium Bolt is about to hit the ground, it will most certainly help the raid and it will reduce the chances of causing a wipe.
• Feint, Anti-Magic Zone and Anti-Magic Shell works to mitigate the Elementium Bolts damage.

madness of deathwing LFR, lfr madness of deathwing, tanking madness of deathwing lfr, how to tank madness of deathwing lfr, madness of deathwing lfr differences, how to start madness of deathwing raid
Categroy: Guides, Raid 1 Comment

Spine of Deathwing – Normal & LFR

Spine of Deathwing is the 7th boss of the Dragonsoul and is a one phase fight. He has one main ability which is Barrel Roll. Remaining abilities are add spawns.

• Barrel Roll will be triggered if the majority of your group are standing on one side. It's a real group killer if you're not focused enough to see where your're going and all of the sudden a barrel roll is triggered and because of that you wipe. Make sure you stand in the middle of his spine unless other directions have been given.

One of the first things you will notice when you land on Deathwing is several tentacles. When one of these are killed, an add called Hideous Amalgamation will spawn, and you require these to blow off Deathwings armor.

• The Tenctacles will occasionly grip and stun a random target, and it can be interrupted by doing enough damage on the tentacle. The tentacles will also place a healing debuff on a random target, absorbing 200,000 healing. The healing debuff and the stun does not exist in LFR difficulty.

When tentacles have been killed and a Hideous Amalgamation have spawned, Corrupted Blood will shortly spawn after. These Corrupted Bloods needs to be killed near an Hideous Amalgamation, and the Amalgamation will receive a buff which stacks to 9. Once enough bloods have been killed near the Amalgamation and it reaches 9 stacks, the Hideous Amalgamation will start to cast a Nuclear Blast which is meant to blow off a piece of Deathwings armor - Nuclear Blast also deals AoE damage. Make sure the Amalgamation is near Deathwings armor when this happens, and quickly run out of range before he finishes his cast. Now when the Amalgamation have exploded, a add called Burning Tendons will spawn under Deathwings armor and you need to kill it quickly, and a piece of his armor will come off. This needs to be done three times in order to defeat the spine of Deathwing. If you fail with dpsing the add, you simply have to get another Amalgamation and get another Nuclear Blast, and then continue to DPS the add again, its HP does not reset - just make sure you position the new Amalgamation at the same side where the previous one exploded. Sides matter, so if you explode one Amalgamation on the left side but fail to DPS the Burning Tendon add down, and then explode a add to the right, then a new add will spawn with full health and you won't be able to continue on the low health add. Corrupted Blood spawns out of the holes on Deathwings back, which is where the tentacles are in, and the holes will be visible once a tentacle have been killed. The more tentacles you kill, the more holes will there be, and Corrupted Blood will spawn faster because of that.

I'd suggest to use a raid cooldown when the Amalgamation is casting his Nuclear Blast, the damage tends to get abit rough at that point and it's better to play it safe by using an Aura Mastery, Barrier, Tranquility, or even a Spirit Link. From that point forward, it's just a rinse and repeat fight.

Tips & Tricks

Sadly, there isn't any real tips on this fight. A personal suggestion is to use your own cooldowns on the first Burning Tendon, Heroism/Time Warp/Bloodlust on the second, and then your personal cooldowns on the third one again.

spine of deathwing tips, lfr spine of deathwing
Categroy: Guides, Raid No Comments

Warmaster Blackhorn – Normal & LFR

Warmaster Blackhorn is the 6th boss of the Dragonsoul, he consists of two phases and has 3 main abilities; Devastate, Disrupting Roar, and Shockwave.

Phase One

The Warmaster isn't attackable in phase one, instead, he flies above you and spawn adds and twilight dragons to attack the boat. Along with that, he try to wreck the boat by using meteors and explosives.

There are two type of meteors, minor ones, and major ones. The minor ones can be soaked by one player, but the major ones needs to be soaked by the entire raid to avoid deaths. It's very easy to see which is which as there'll be effects on the ground to identify them with. The Warmaster will also send NPCs called "Sappers" onto the boat and they carry explosive, they need to be killed off quickly before they reach the cabin - they deal a great amount of damage to the boat. Sappers do not exist in LFR difficulty.

Melee DPS should focus on killing the melee enemies, and the ranged should prioritise to kill the twilight drakes, then help the melee. This is a rinse and repeat phase until phase two starts.

Phase Two

When phase two starts the Warmaster will board the boat and attack.

• Devastate deals 120% weapon damage and reducing the player's armor by 20% for 30 seconds and this effect stacks, I strongly suggest you to tank swap at max 2 stacks to play it safe.

• Disrupting Roar is a roar which deals phyical damage to the entire raid and it will interrupt anyone who's currently casting a spell within 10 yards for 8 seconds. Do not stand close to him.

• Shockwave is almost like Devastating Slam in Zul'Gurub. The Warmaster will target a random player and cast a shockwave (yes I said cast), you have to be quick to get out of its frontal cone. This ability is critical and will most likely kill you if hit.

• Vengeance is something the Warmaster gains during the encounter, he will inflict 1% more damage for each percentage of his missing health. Pain Supression and Hand of Sacrifice will be sweet towards the end.


Q: How many tanks do you need for this fight?
A: You require two tanks.

Tips & Tricks

• The Warmasters roars are physical damage and it deals alot of damage. Don't be afraid to use a cooldown.
• Feint works to reduce the damage of meteors.
• Shadow Priests can soak the major meteors alone with Dispersion
• If you're a Priest and you just love to annoy people with Leap of Faith, this encounter is no good for you. Players who aren't paying attention to the Warmasters shockwave will appreciate a grip to survive.

warmaster blackhorn strategy, warmaster blackhorn lfr, wow warmaster blackhorn, lfr warmaster blackhorn
Categroy: Guides, Raid No Comments
Page 1 of 41234

Fatal error: Call to undefined function wp_safe_remote_get() in /home/games235/public_html/ on line 254