Facerolling 212: Blackwing Descent, Section 1
Since Wrath was Facerolling 101, the release of Cataclysm means you are now enrolled in the two-hundred level course of Ret DPS in a raid setting. I assume you all have a copy of Inquisition: Friend or Foe?, The Crusader Strike Manifesto, and The Art of War, Exorcism Edition.
In this class, we will cover three encounters in Blackwing Descent, highlighting a few tips and tricks that should keep you alive, kicking and screaming.
MAGMAW
Quite boring for a melee class, this encounter is very ranged-centric. I wouldn’t recommend trying to help with Lava Parasites; Divine Storm requires melee range, Consecration is weak and expensive, and Holy Wrath becomes worse the more targets it hits. The risk of becoming infected outweighs any contribution you could make here, so just sit tight and let the ranged do their job.
Your time to shine will come right after an Ignition cast, when Magmaw drops his head to the ground. This will reveal his… neck, sorta… allowing you to jump on and wrastle with the worm, just like that holy cowboy you’ve always dreamed of being.
When he rears his head back up, use your vehicle UI and throw your chain at the spike, coordinating with the other 1 or 2 melee (depending on raid size) to throw them out at about the same time. If performed successfully, you’ll get thrown to the ground and Magmaw’s head will come crashing down and become impaled on the conveniently-placed spike.
Once his head is impaled, you have 30 seconds to hit the gas, pop CDs (preferably Guardian/AW, but you’ll have to alternate throughout the fight), and burn him while your healers regen some mana.
Rinse and repeat and you’ll see a kill.
OMNOTRON DEFENSE SYSTEM
You know that shiny new interrupt you got called Rebuke? Have it keybound? Well, prepare to wear the letter off that key in this encounter.
Before I psych you out completely, this fight has four different ‘bosses.’ Let me give a quick summary of each.
Each construct casts a shield at 50% energy, at which point DPS should be removed and switched to the newly-activated construct. A special exception applies to Arcanotron, discussed below.
Magmatron
Does an AoE fire spell called Incineration Security Measure. This is an ideal time to use Holy Radiance and/or Divine Protection.
Also targets a random person and casts Acquiring Target. Once the cast is complete, he will cast Flamethrower, which will hurt the target and anyone else caught in the beam. If you’re targeted, try to isolate yourself from the raid and pop a survival CD. If you can’t get away, make sure people move away from you.
Toxitron
Throws a Chemical Bomb at someone, spawning a big poison cloud at their feet. Your tanks may want to put the constructs in this cloud, as any target within the cloud takes 100% additional damage, so just watch your footing.
Summons adds via Poison Protocol. When Toxitron starts channeling this cast, get out of melee range temporarily. If one of these adds reaches its target it’ll blow up, killing you and anyone else in range. If you’re targeted, kite it and let the ranged kill it. If you’re not targeted, jump back in the fray.
Electron
Targets a random raid member and debuffs them with Lightning Conductor. If you’re affected, run out of whatever group you’re in and let it fall off.
Periodically casts Electrical Discharge, a chain lightning-type attack. Not much you can do to avoid this, so use a self-heal or two if you really have to.
Arcanotron
Creates “happy puddles,” as we named them, called Power Generators. These void zones increase damage output by 50% by anyone or anything (including the constructs) within their radius. Try to stand in these, but don’t sweat it if you can’t; they’re mostly for ranged anyway. If you see a puddle under the construct, have your tank move it immediately.
Casts Arcane Annihilator on a random raid member. This ability hurts, but is totally interruptible. If you’re one of the only classes with an off-GCD interrupt in your raid, this will be your main focus.
In our raids, when Arcanotron activates, the tank grabs the first interrupt as our “interrupt team” is running over. We set up rotations, communicating with simple “I got this” or “I don’t got this” phrases. Two interrupters is fine, but it’s a good idea to keep a third in reserve in case an interrupter gets targeted by an add or somehow dies.
After his shield goes up, everyone switches targets except the interrupt team. Stop meleeing and just watch his cast bar. Have mages, shamans, and priests get rid of his stacks of Converted Power at this point, as they will decrease his cast time significantly and make those Arcane Annihilators extremely tricky to get.
His shield will drop after 10 seconds, so start your DPS back up when this occurs, continuing to stay on top of interrupts. When Arcanotron casts Shutting Down, you may finally switch to the next construct.
Keeping those casts from going off is crucial to controlling raid damage, and if you successfully lock him down, all while dancing with the other constructs, you should see these deactivate in short order.
CHIMAERON
Where Magmaw was very ranged-centric, Chimaeron is very healer-centric. This is quite the tough encounter for them, so go easy on your healing friends.
For melee… it’s quite the bore. You can pre-position around the boss without engaging him, so get set up so you’re 6 yards away from anyone else and, preferably, still behind the boss.
Up until Chimaeron casts Feud…. sit there. Seriously, stay in that one spot and don’t even think about moving. Just tunnel-vision concentrate on your DPS and wait for Feud.
Before the pull, someone will activate the parading robot, giving you the buff Finkle’s Mixture, preventing you from dying if you have more than 10k health when you get hit with an attack. If you notice that healers are struggling, swallow your pride (what’s left of it, anyway) and cast Word of Glory on yourself to get just above 10k. Don’t use Holy Radiance yet.
Throughout the encounter, Chimaeron will cast Caustic Slime on a random person, hitting like a truck and reducing your chance to hit by 75%. Seventy-five frakking percent. This slime has a 6 yard range, so… oh hey, we spread out by 6 yards before the pull, so it’s not going to hit anyone else! Yay!
When Chimaeron does Feud, stack on a specified person (probably a stationary healer) and hit Holy Radiance to help out. Otherwise, DPS the boss. Granted, during Feud you’ll be constantly getting hit by the slime, meaning your Hit is going to go down the tubes, but you have just about nothing else to do during this time.
Rinse and repeat until 20%, when you stop playing for marbles and you start playing for keeps.
At 20% Chimaeron will “enrage,” gaining the Mortality buff. It’s important to note that the enrage effect and increased damage taken isn’t all that Mortality does (hint: mouseover both Mortality’s). Because of this healing debuff, it’s a good idea to toss a Lay on Hands on a tank*, as they often have cooldowns to blow through and hold Chimaeron for a little while sub-20%.
Chimaeron will go around and hit things on his aggro list one at a time in descending order. Therefore, if you’re high on threat, be prepared early. Kite him as far as you can and use Divine Shield to drop aggro right before you get gibbed.
*After patch 4.0.6 goes live, Lay on Hands will again cause Forbearance, so rethink this strategy if you have a prot or holy paladin wanting to use other Forbearance-inducing cooldowns.
With pro kiting and cooldown usage, Chimaeron should drop dead.













