Eroica | | Mitica |
Letale | | Importante |
Difensore | | Assaltatore |
Guaritore | | Interrompibile |
Magia | | Maledizione |
Veleno | | Malattia |
Rabbia |
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 roll, Deathwing throws off all players and other creatures not attached to his back.
Elementium Reinforced Plates
The glancing strike from the Dragon Soul destroyed one of the large armor plates on Deathwing's back and loosened another three. Players must remove all of these plates to give Thrall a chance to get a clear shot.
Burning Tendons
Players expose Burning Tendons when they pry up one of Deathwing's armor plates. Destroying these fibrous strands is the key to removing an armor plate.
Seal Armor Breach
– After the players pry up an armor plate, 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 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 35% and inflicting 5250 to 6750 Fire damage every 5 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 emerge first from the holes in his back left by armor plates, and they seal the wound completely, preventing any other creatures from emerging from it.
[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 30450 to 39550 Fire damage to all enemies every 3 sec. If the players destroy the Amalgamation in this state, then it will trigger a Nuclear Blast.
Nuclear Blast
– The superheated nucleus of the Amalgamation triggers a massive explosion, inflicting 350625 to 399375 Fire damage to targets within 8 yds. This powerful blast pries up one of Deathwing's Elementium plates if it is within range.
[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 26718 to 29531 Physical damage to nearby enemies within 200 yards.
Residue
– Destroying a Corrupted Blood leaves behind an indestructible residue. It slowly creeps toward the nearest hole in Deathwing's Back where it reconstitutes into a new Corrupted Blood.
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