The Light and How to Swing It: Tanking Blackwing Descent for paladins, part 1

In some ways, the story behind Cataclysm is a bit of a family drama. Dad goes crazy and puts a huge crack in the planet's crust, while his children are forced to deal with the sins of the father. It seems a bit cruel for our first raiding objective in this expansion to be breaking into a mountain lair and murdering -- or re-murdering, as the case may be -- our foe's children, eh? (This was a weird tangent to start a post on, I agree.)
Anyway, before you can engage in wanton filicide, there's some work to be done. Nefarian has packed his lair with all sorts of indefatigable foes: the intruding lava-dwelling worm, the pack of golems, the mad scientist dragonling, the failed experiment, and the sightless wyrm. Each will need to be dealt with in turn until you can face the unfortunate son himself. In this post, I'll detail how to maximize your survivability against each foe, plus the little tricks you can use from fight to fight to squeeze every last drop out of your tanking, so that soon enough you'll be able to topple the big guy.

One of the first things you'll see entering BWD for the first time will be the unwelcome neighbor who has decided to crash Nefarian's party. Nef's forces are busy attempting to control the monstrous fiery creature that has burst its way through the wall from the magma depths below. Once you've dispatched the Keystone Kops operation Nefarian was depending on, it's time for you to take a crack at Magmaw.
Probably the best thing about this encounter is how lazy it allows you to be as a tank. For all the fights ahead and elsewhere in the tier that require you to run around like a chicken with your head cut off, there's something relaxing about how you can spend the duration of Magmaw either standing still or in the grasp of the creature's warming mandibles. Enjoy it.
Unless your raid is using some tank-kiting strategy, you can likewise completely ignore the adds. For once, they're the DPS's problem.
Instead, you and your co-tank will be spending the duration of the fight taking turns tanking the boss. And yes, it's as mindless as it sounds. The melee DPS should be on one side of Magmaw, and you and the second tank on the other. This way, when Magmaw does his Massive Crash, you won't have to worry about the melee DPS taking a ton of unnecessary damage. In any case, after a set duration, Magmaw will pick you up and attempt to masticate you to death.
While you're up in the mouth, make sure you switch targets to the Exposed Head of Magmaw, since you can do an additional 100% damage to the boss while up there. You'll also probably be safe to spend your holy power on Shield of the Righteous while up there, but don't be afraid to spend it on a Word of Glory if things get a bit hairy.
It's wise to cast Guardian of Ancient Kings just before the Mangle timer ticks to zero and Magmaw picks you up. You're briefly stunned when first gobbled up, and having GAnK already on you will do wonders for those first 3 seconds, as hairy as they can be.
When you get dropped out of the mouth, thanks to the DPSers pinning Magmaw, you'll have the Sweltering Armor debuff. As such, it's not the best idea to attempt to continue to tank Magmaw. Leave that to your co-tank. Spend the duration helping damage the boss and painfully watching your Vengeance stacks trickle away.
When the other tank gets picked up, your debuff will have fallen off by then, so you're good to go to pick Magmaw back up.
The only other thing you need to worry about while on the ground is the occasional Ignition. The ground will smolder, and you should immediately get out of there before you take a wave of fire damage.
Situational glyphs Make sure to use Glyph of Focused Shield on this fight. You won't have to concern yourself with any adds or secondary targets, so you'll be able to safely boost your AS damage against a single target (Magmaw, in this case). Contrarily, if you're the helpful type, you could considering going for Glyph of Dazing Shield instead and helping slow parasites. Though, honestly, DPS (or a dedicated add tank, if that's how you're doing it) can handle that better than you can.
When to use Divine Guardian Use Divine Guardian on a particularly messy Pillar of Flame, if several of your comrades are slow to get out of it and take a swath of fall damage.

This encounter will force you to be much more active than the previous one. While the fight encompasses four different mobs, with each having a slew of different abilities, anything that the quartet can throw at you generally mirrors abilities on the other mobs.
The golems follow the same pattern. They activate with 100 energy (at the start, only one golem will be active). A new golem activates (for the other tank) when a previous golem reaches 50 energy and activates a shield. Then finally, they shut down at 0 energy.
When a golem is shielded, be sure to stop attacking it; you're only going to increase damage to the raid or yourself, depending on what shield is up. The shields fall off relatively quickly -- within 6 seconds -- so don't avoid hitting them for longer than is necessary.
Since 4.1 brought us a reliable Rebuke, if you have the good fortune to find yourself tanking Arcanotron, be sure to help with the interrupts of Arcane Annihilator.
Be quick about picking up your targets when they activate in the back of the room, for the first time. When first activated, they'll be loaded up with a whole mess of global aggro from the healers, and they'll be certainly gunning to squish one of your benefactors into a fine paste. The healers will thank you for a quick taunt.
Two golems have puddles you definitely want to manuever around. When Toxitron places his Chemical Bomb, position the boss so it is standing in the bad, you are not, and the melee can reach him while unencumbered as well. Likewise, Arcanotron drops a Power Generator circle that you definitely do not want the boss standing in. Move him out and just far enough away that melee/other DPSers can reach the boss while standing in it.
If you receive the Lightning Conductor debuff from Electron, inform the raid and make sure you're at max melee range from whatever you're tanking. That should place the melee at a safe distance where you won't zap them.
While tanking Toxitron (assuming he's one of the two golems you have), make sure you keep him on one of the walls of the room, opposite from the other tank. He'll occasionally spawn adds with the Poison Protocol ability, which will fixate on random raid members and move toward them. If the add reaches that person, it will explode. You can throw some initial damage on them by switching to Hammer of the Righteous as they spawn and move towards you.
Ultimately, Omnitron is basically an endurance test. Your raid needs to juggle the various abilities thrown at it while not making any catastophically stupid mistakes that result in a wipe. As the tank, you mainly need to worry about picking up the golems, not killing yourself or someone else with the shields, and not fumbling Arcanotron interrupts if you are tasked with that.
Situational glyphs A good portion of the fight's most dangerous damage (i.e., the stuff that stacks up on top of the normal, expected melee attacks) is magical, so the Glyph of Divine Protection isn't a terrible idea.
Glyph of Dazing Shield is helpful for the Poison Protocol adds, letting you slow three of them at a time right of the gate, before the DPS will likely be prepared to react to them.
When to use Divine Guardian Use it during the Incineration Security Measure.
But wait, there's more
You don't need me to tell you there are four more challenges waiting for you deep within Blackwing Descent. Next week, I'll go into what lurks deep within the Vault of the Shadowflame, each encounter featuring its own unique test of your tanking abilities. Be prepared to tank adds like never before, push the upper limits of your avoidance ratings, and be a model fire dodger.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Dylan Apr 29th 2011 5:08PM
"the failed experiment, and the sightless wyrm"
Aren't those the same one?
Nick Apr 29th 2011 5:25PM
Failed experiment is maloriak perhaps
Dylan Apr 29th 2011 5:36PM
"the intruding lava-dwelling worm, the pack of golems, the mad scientist dragonling, the failed experiment, and the sightless wyrm."
Chimaeron is missing and Atramedes in on there twice. It's a simple mistake.
(cutaia) Apr 29th 2011 5:45PM
Guys, both Chimaeron and Atremedes are failed experiments of Maloriaks.
Kar Apr 29th 2011 5:49PM
Chimaeron is the failed experiment. Maloriak is the mad scientist.
Jeff (Not that one ^ ) Apr 29th 2011 5:49PM
"Failed experiment" would be Chimaeron, Artramedes would be the "sightless worm". I mean, they'r both failed experiments, so a more accurate descriptor would be better. :p
Dylan Apr 29th 2011 7:13PM
"Lord Victor Nefarius yells: Ah, Chimaeron! Truly a living testament to my scientific prowess. I reworked and twisted his form countless times over the years and the final result is truly something to behold."
"Lord Victor Nefarius yells: Impressive! You managed to destroy one of my most horrific creations - a task I'd thought impossible until now."
Trying to say Chimaeron is a "failed experiment" is just wrong. Clearly it refers to Atramedes.
"Lord Victor Nefarius says: It appears as though your experiment has failed. That whelp has gone completely blind! Look at him."
Skarn Apr 29th 2011 11:06PM
While you may be right that Chimaeron is not a failed experiment, Rhidach is clearly referring to him as such. He listed the five bosses as "the intruding lava-dwelling worm, the pack of golems, the mad scientist dragonling, the failed experiment, and the sightless wyrm."
The lava-dwelling worm is Magmaw.
The pack of golems is the 'Trons.
The mad scientist dragonling is Maloriak.
The sightless wyrm is Atramedes.
All of those are obvious. That leaves just "the failed experiment." Since Chimaeron is the only boss left, that's who Matt is referring to. He clearly thinks of Chimaeron as a failed experiment, even if Nefarian doesn't.
Matt Walsh Apr 29th 2011 11:49PM
For a good month Chimmy was snoring out his foot. You're telling me that wasn't a failed experiment? haha. I see your point though!
Dylan Apr 29th 2011 5:15PM
We've also found that a prot pally can just tank all the Magmaw worms by himself (herself?) by just moving 20 yards back from the healer cluster and letting them spawn and grabbing them up. Use Seal of Insight, HotR, and keep Inquisition up with your Holy Power and they are no issue to keep them on you, and they can barely hurt you at the same time. The infection spawned ones will get hit by a HotR and never leave, you just have to move for the pillar explosion - it's brainless. It's a very good option if you're lacking a good kiter or just want to put all the dps on Magmaw full time. You'll easily kill them all yourself.
Any reasonably geared tank can solo tank Magmaw himself, no tank swaps needed. The only issue is when he first stands back up after the chain phase, it's an aggro reset when he mangles so if any of your dps had a DoT ticking they will start with the threat lead. You have to be in position and ready to throw your taunt the moment Magmaw straightens up. If you stay on top of that, it's an easy solo tank.
jonas Apr 29th 2011 7:22PM
I find the best way to deal with the threat is shortly after you get picked up, fire off a taunt on the body of Magmaw before switching to the head to dps (while you're in his mouth). The DPS may still get ahead of you, but if you time your taunt well, you should be ahead of them when you start tanking again.
Also, if the damage while you're in his mouth is too high (say, on heroic), either a bubble or a hand of protection is a godsend.
I do agree though, on 10 man (even 10m heroic!) single tanking magmaw is just fine.
cyanea85 Apr 30th 2011 2:58AM
That's what we do, except our worm tank is a Warrior. Between Vengeance-boosted Rends and Victory Rush, he can generally keep himself going for the most part. Our pally handles Magmaw, bubbles through the first Mangle, Hand of Protections through the second, and then I throw my Hand on him for the third. We almost never make it to a fourth. We've found that it works a LOT better.
Hal Apr 29th 2011 5:44PM
We've done solo tanks on Magmaw (not me, for whatever reason . . . awesome DPS?), but it's rough on the healers. You either have to hit your CDs for mangle or for the armor debuff, but you'll rarely have them available for both.
With Omnitron, I like tanking Arcanotron in the middle of the room. This way, when he drops Power Generators, healers can stand in them and reach as many people as possible. And I've done a passable job of doing the interrupts alone; between Rebuke and Avenger's Shield, it's quite possible.
Also on Omnitron, since threat is mostly a non-issue by the time you get to a second round on the bots, it's not a bad idea to help the healers by throwing out some Words of Glory, Hands of Sacrifice, and Divine Protections.
(cutaia) Apr 29th 2011 5:49PM
"This way, when he drops Power Generators, healers can stand in them and reach as many people as possible."
My raiders are always telling healers to stand in those, too, but I don't understand why. Doesn't the tooltip just say it increases damage done? What's the benefit for healers I don't know about?
Jeff (Not that one ^ ) Apr 29th 2011 5:51PM
We solo-tank Magmaw and it's not that hard. A Pally's Hand of Sacrifice is excellent for evening out the Mangle damage and allowing it to be easily healed through.
Jeff (Not that one ^ ) Apr 29th 2011 5:51PM
Puddles return 250 mana per tick.
Hal Apr 29th 2011 6:06PM
Yeah, the Power Generators restore mana as well. Since Omnitron is as much about longevity as it is about coordination, every bit helps.
Arcane Death Apr 29th 2011 7:03PM
Thanks for the article.
I have recently got my paladin tank up to 85 and have started doing a few heroics. Despite levelling as prot and never even trying ret or holy, I have never raided as a tank and I have a question about how threat works when I am not the only tank.
I assume that Righteous Fury stays up the whole time, so how does a prot paladin damage the boss without stealing aggro back from the second tank when it is his turn to tank the boss?
Is it simply a case of continue to beat the boss with the normal tanking rotation, but as the other tank has taunted to take the boss, they will have a higher threat level?
This is something that I am always curious about and I guess here is a good place to ask.
Thanks for any help! :)
Dylan Apr 29th 2011 7:19PM
All tanks have an "aura" that increases threat. DK's have http://www.wowhead.com/spell=48263 and warriors have http://www.wowhead.com/spell=71 for examples.
You also don't lose threat until a melee has 10% more threat than you (ranged have to beat you by 30%) so when a tank taunts off you they have a buffer before you take it back. It's not uncommon to accidentally pull a mob back if the other person's rotation isn't being performed as well yours. Times like that you can bubble or Hand of Salv yourself to drop threat and just be ready to cancel them and taunt back if needed.
jonas Apr 29th 2011 7:29PM
If threat is especially close, say, at the beginning of the fight where a single hit could do 10% threat, you should just hold off on attacking if you're an offtank. You only put out 1/3 the dps of the main DPS so holding back to avoid causing problems for the other tank is definitely worth it. Also, if you're going to be beating on the boss for a long time with no switches, then you can just turn off righteous fury (paladin) or whatever. Not many fights like that though, and really as your vengeance falls off your ability to pull off of the other tank will diminish.