Ready Check: WoW Insider's guide to Beth'tilac

Thus far in our adventures, we have tackled the Firelord's finest hunter Shannox and toppled another member of the "royal" family, Lord Rhyolith. This week, we zip clear across to the other side of the map in order to fling ourselves against the mother of all Lava Spiders. As the matriarch or the Cinderweb Brood, Beth'tilac has created and cares for a massive web network that spans a large portion of the west sector of the Firelands. Here, she and her children capture and feed off of other fire elementals.
Seemingly, this is a bad thing, but despite being lavavores, the Cinderweb Brood seems to have at least a partial relationship with Ragnaros, often joining his forces in the field of battle. Perhaps the newly christened fire druids have something to do with this? Regardless, she's got loot, and we're here to take it from her! Let's get started.
The pull
The pull for Beth'tilac is relatively easy, as far as boss pulls go. You merely run in, preferably mounted (much to the disappointment of your druids). Beth'tilac does not immediately aggro on the ground, instead climbing back to her upper web the moment that she is engaged. At this point, you will want to have your raid grouped up anyway, as she will begin to rain down magma on the raid, dealing moderate fire damage to all players on the lower levels.
Abilities
The first phase of the encounter is focused mostly on fighting off the rest Beth'tilac's brood rather than the queen spider herself. While she does play a part in the first phase and you will certainly need to both tank and DPS her, she's more a background objective. Her main raid appearance won't be until phase 2.
Phase 1: Beth'tilac
- Venom Rain deal constant fire damage to all players; used if no one is on the top web with her.
- Burning Meteor summons down a meteor that is capable of burning through her own web; deals fire damage to any hit and leaves a hole at the impact location.
- Ember Flare deals fire damage to any player located on the same level as she is.
- Smoldering Devastation deals massive fire damage to any player located on the same level; ignores immunity effects.
Phase 1: Cinderweb Spinners
- Burning Acid inflicts fire damage to a random target.
Phase 1: Cinderweb Drone
- Consume devourers a Cinderweb Spiderling; heals the drone, increases damage done, and increases movement speed.
- Boiling Spatter deals fire damage in a cone in front of the caster.
- Burning Acid deals fire damage to a random target.
Phase 2: Beth'tilac
- Widow's Kiss debuffs the target to deal increasing fire damage to all nearby units. Also reduces healing received by 10%; stacks.
- Frenzy Increases damage done by 5%; stacks.
- Ember Flare deals fire damage to all players.
Phase 1: Upper deck
The encounter begins with Beth'tilac retreating into the upper canopy of her web. Until there is another player up there to engage her, she will deal constant fire damage to the entire raid. You should try your best to group up for this damage; there is nothing as of yet that should prevent you from grouping, anyway. After a few seconds, the first wave of Spinners will lower themselves down from the web.
How many Spinners there are depends on your encounter level, but the way you handle them is all the same. At this point, get all of the first set of Spinners down as quickly as you possibly can. This can be done either by killing them or by taunting them in some manner. The tank who is going up to engage Beth'tilac and anyone else capable of doing so should taunt what Spinners they can. This causes the Spinners to drop from their webs, which players can then use to access the upper reaches.
Obviously, the first players who go up should be the tank and their healers. You should need only a single healer in 10-man and two to three of them in 25-man. After the tank and healers are up, you can start to send in some DPS as well.
How many DPSers that you send all depends on your comfort level. Every DPSer that you send to the top is one less DPSer that you have on the bottom and an additional target that needs to be healed by the upper team. In a 10-man, you'll want to send one or two DPSers up top, while you can get away with around four to five in 25-man. Remember, it's all a trade-off. More DPS up top means less health to burn down in phase 2, but it puts more pressure on the down-web team to keep up.
Players up top don't have all too much to watch out for. Beth'tilac will use her standard fire AOE to damage everyone on her web, which you need to heal, and she'll drop meteors on players, which need to be avoided. After these meteors hit the web, they will create a hole in the location that players can fall through. You can also drop down from the hole in the middle of the web at any time.
Finally, after Beth'tilac runs out of fire energy, she will cast an ability called Smoldering Devastation. This ability will one-shot anyone who is located on the upper web. You cannot Divine Shield or Ice Block out of it, either; she will merely laugh at your pathetic attempts to protect yourself and kill you anyway. You must drop from the web at this point. After this, new sets of Spinners will spawn, and the cycle repeats itself.
This cycle of going up and back down will repeat a total of three times before phase 1 ends.
Phase 1: Pest control
The bottom team is a lot more frantic and chaotic, with quite a few things all going on at once. First of all, there are the remaining Spinners. Spinners don't deal all that much damage, but it is damage that needs to be healed, so there's no reason not to kill them. After your secondary team has all gone up top, the Spinners become your lowest-priority target. Kill off those you can, but don't worry too much about them. Having a few players toss out DOTs as they pass by should suffice to kill them.
A ways into the encounter, another add will spawn called a Cinderweb Drone. These large adds absolutely have to be tanked. They also cannot be faced towards any of the other players or be allowed to come into contact with the the last add, the Cinderweb Spiderlings. Drones are fairly nasty but not all that bad on their own. The primary concern is to prevent them from using Consume on even a single Spiderling. The additional health and the increased damage make the encounter much more difficult.
Finally, the Drones also have energy similar to Beth'tilac herself. However, unlike Beth'tilac, they will not caused a massively destructive explosion should they run out. Instead, they will skitter up to the top of the web and start draining their energy from Beth'tilac herself. This is bad for a number of reasons. First, you'll generally have less DPS up top in order to finish off the Drone; second, it reduces the DPS time that you have on Beth'tilac.
To be honest, reducing the time to DPS on Beth'tilac is a double-edged sword. The largest problem is the loss of DPS on the Drone themselves; you really need to have each one dead before the next spawns and certainly before phase 2 starts. Many guilds that already have mostly heroic T11 gear are able to get Beth'tilac from 100% to during phase 2. So provided you can kill all the Drones still, letting them go up top will force phase 2 faster, which can speed up the encounter.

Phase 2: Slugfest
Phase 2 begins after Beth'tilac casts Smoldering Devastation for the third time. At this point, all of her adds will stop spawning, but you absolutely must have all of them cleared. Drones shouldn't be much of an issue; you have plenty of time from the last Drone spawn in order to have it down in time. Spinderlings are the only possible concern. There will be a Spiderling spawn approximately 10 seconds or less before Beth'tilac rejoins the raid on the floor.
All of those spiders need to be dead before she is able to land. If not, you run a high risk of having her Consume them, which will restore a huge portion of her health and possibly remove any work that you had done in damaging her during phase 1. As mentioned, it is possible for some well-geared guilds to pull off a 100-0 phase 2 kill, but if you are in full T11 normal gear, then you may have issues with this.
At this point, you will want to have your two tanks working on Beth'tilac while the entire raid is grouped up behind her. The tanks shouldn't be stacked on top of each other, instead being approximately 10 yards apart but without being near the raid. The current tank target will start to gain stacks of Widow's Kiss.
Important: Beth'tilac's attacks themselves do not caused Widow's Kiss. The effect stacks on its own every 2 seconds once the tank has been hit with the effect. After taking the debuff, the tank will lose 10% healing every 2 seconds until he hits 100% healing lost, at which point the debuff will drop itself. Your tank will have to hold Beth'tilac until around the 50-60% mark, and he has to be topped off before hitting the 100% mark.
Topping off the tank currently dropping Widow's Kiss is extremely important because Beth'tilac is still going to be using Ember Flare during this phase. You don't want your tank to survive tanking the boss only to be dropped by the next Ember Flare.
This phase is a pure DPS race, nothing more. Every so often, Beth'tilac will gain a stack of Enrage, which will increase her damage by 5%. The longer this phase lasts, the harder it will become. Eventually, your healing won't even matter, and Ember Flare will start to one-shot people. You probably want to avoid that.
Burn the boss as quickly as you like, rotating tanks for the debuff and healer cooldowns for the raid. If all goes according to plan (and when do things not), then the spidery monstrosity should fall with no problem. Cheers, mates -- and tune in next week, when we circle all the way back around the map to tackle the vicious Alysrazor.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Raiding, Ready Check (Raiding)






Reader Comments (Page 1 of 2)
(cutaia) Jul 22nd 2011 1:16PM
This is quite helpful. We've been struggling a bit with phase 1, and I think it's got a lot to do with our kill priorities and positioning of drones.
Thanks Tyler.
Tyler Caraway Jul 22nd 2011 1:19PM
A note on the BossBlueprints shot.
The angle that they use seems rather strange to me so I'm only so-so on if those positionings are 100% accurate. I don't currently have a SS from one of our personal kills, but I'll see if I can get one out of someone, or just run into the zone and set it up myself, to post that instead. It should be "close" but I had a really tough time trying to figure out where things were from that shot.
Tyler Caraway Jul 22nd 2011 1:53PM
Thar, try that one out. It's a good deal better, though the size makes it a little rough on the distance. Still good. Those are about where you groups should stand to deal with Spiderlings coming from those respective areas. From the blue target, healers can reach all groups and the tank.
Only green will be close enough to the Drone to put any damage onto it. Green is also the closest to the Drone and needs to have your most capable team on it.
For 10-man, consolidate the back two into a single group at the middle. By shifting the Drone slightly to the right, both groups should path to approximately the same location. 10-man Spiderlings have low enough health that they shouldn't pose much of an issue to a single, strong group at that location. Having a balance druid/elemental shaman there is awesome, particularly paired with a hunter. Otherwise, any burst AoE types work well too; fire mage, or even assassination rogues.
lownwolf Jul 22nd 2011 1:33PM
great outline, a couple additions:
First, and to address Tyler's comment, the "Best spot" to pull the drones to is directly to the left of the entrance if you are facing Beth. The angle of the SS is rather tilted and it's hard to tell where things are. As a drone tank (or dps) just be prepared to kite the drone if the spiderlings are killed fast enough
Second, and more of just a bonus. We don't pull beth mounted. We have a druid roar or aspect of the pack on, because you can dot Beth as she starts to go up the waterspout, er web. So everyone can run in and dot her up as quickly as possible.
As far as dps on Beth 'upstairs' in 10man we aim for Beth to be at 80% hp at her 3rd devastate leading into P2. If you can afford to push her lower, go for it because even at 80% we're pushing the limits of our healers.
lownwolf Jul 22nd 2011 1:33PM
*spiderlings AREN'T killed fast enough
Tyler Caraway Jul 22nd 2011 1:33PM
Another thing that I simply didn't have room to fit into the guide it it would have gone for much longer was a bit on which specs to assign to which targets.
Drones/Beth'tilac -- Your heavy single target DPS or any melee DPS. In fact, primarily your melee DPS, but you can also use specs such as arcane mages if you have enough players to handle the adds.
Spiderlings -- Attempt to group players into clusters that play well off of each other. Hunters should not be grouped with other hunters and each should be using their slowing traps on the Spiderlings. Having hunters go Survival and pick up Entrapment is a double bonus.
Balance druids pair excessively well with hunters, especially if they do have Entrapment. Balance can play in one of two roles, they can either slow or blow the spiders up. It's far easier to pair a balance druid with someone else that has a slow and leave the druid to wreck them with Wild Mushroom than it is to have the druid slow them.
Elemental shaman are best left near the middle-ish area un-assigned to a specific spot and focusing on the Drone. From there, they can Earthbind any group that gets loose and/or Thunderstorm them back as well.
Destruction or demonology are better at add killing than affliction for warlocks. Fire is actually a better choice than frost for mages.
While slows are important, short control tactics such as Shadowfury work just as well. Even in 25-man, the Spiderlings have low enough life that they drop really quickly. Myself and a survival hunter can duo an entire side in under 10 seconds.
mackejn Jul 22nd 2011 1:53PM
You kind of oversimplify with the spinners. They are lower priority in terms of mechanics, but if they're not getting killed off they WILL wipe the raid with incoming damage. We went with what I saw as the normal strat online and found it untenable from a healing perspective. We had our ranged kill spiderlings first, then spinners, then drones. Our tank and our dps warrior drug all of the spinners they could over to the drone so that the dps could all swap targets/AoE the spinners with the drones. Also, I found that as the top side tank, I had time during devestations to help dps the drone down along with the rogue helping up top. It helped ensure the drones died in time. It took us a bit to figure all this out. None of it seemed to be very well laid out in any strat I read online, but was really key to pushing her into phase 2 with us. We were consistently wiping after the second devastation due to spinners killing someone.
For reference, this was on 10m normal. 3 ranged, 2 melee.
mackejn Jul 22nd 2011 1:59PM
You kind of oversimplify with the spinners. They are lower priority in terms of mechanics, but if they're not getting killed off they WILL wipe the raid with incoming damage. We went with what I saw as the normal strat online and found it untenable from a healing perspective. We swapped to our ranged killing spiderlings first, then spinners, then drones. Our tank and our dps warrior drug all of the spinners they could over to the drone so that the dps could all swap targets/AoE the spinners with the drones. Also, I found that as the top side tank, I had time during devestations to help dps the drone down along with the rogue helping up top. It helped ensure the drones died in time. It took us a bit to figure all this out. None of it seemed to be very well laid out in any strat I read online, but was really key to pushing her into phase 2 with us. We were consistently wiping after the second devastation due to spinners killing someone.
For reference, this was on 10m normal. 3 ranged, 2 melee.
mackejn Jul 22nd 2011 2:05PM
I hate this comment system.
stephnc Jul 23rd 2011 9:24PM
This has been an issue for us too, too many spinners are up and the damage becomes unhealable. A lot of guides don't really mention these so I was hoping they'd be mentioned a bit more here as I don't know what we're doing wrong.
vbreeze11 Jul 22nd 2011 2:03PM
We found it best if a warlock (or two) runs in ahead of everyone else to throw up Bane of Havoc/Curse of Elements on the boss. Really helps with damage. The locks have to be the first ones in though or she gets out of range immediately.
riott77 Jul 22nd 2011 2:31PM
My guild clears this fight pretty easily. We were in a mix on t11 and t11 heroic gear when we first downed her. We only send up our druid tank and a healer during phase 1. Whe have our Warrior tank pick up the drones and everyone who has a taunt gets the spinners down as soon as possible. They pratically melt when they're on the ground and one of our melee can hit them. We use 2 melee dps and 3 ranged...1 melee is glued to the drone and really the rest of the raid floats between spinners, spiderlings and the drone. Priority is to have all adds done before phase 2. Phase 2 is our straight burn, and the key for us at least is delaying using our raid CD's as long as we can. I'm not sure on what her stacks are at, but she's usually around 40-50% when the healers start with their cd rotation. Milage may vary, but this is like lootship 2.0 for us.
whitewolf9024 Jul 22nd 2011 2:47PM
Why do you say to let each tank take 50-60% healing debuff from Widow's Kiss? We've been downing her fine taunting immediately, though we have noticed some huge damage spikes on tank swaps. Is there another mechanic in there that I'm not noticing?
Chance Jul 22nd 2011 2:53PM
Thank you sooo much for this. I'm in a semi casual guild, but we still like to try to progress and we've been struggling with Beth. Main reason? We've been prioritizing kills on the spinners. Tonight is a raid night and I'm definitely going to suggest that we just down spinners when people need to go up, but focus on drones and spiderlings after that with just throwing dots and an occasional nuke towards the spinners in between and see how things go.
Skarn Jul 22nd 2011 6:09PM
As Mackejn suggested, we found the Spinners to be our main problem in phase 1, not the Drones or Spiderlings. The Spinners hanging from the web do a pretty hefty chunk of damage with their spit. We tried ignoring them at first, but then we'd have 6-8 up when the first Devastation hit. When Venom Rain starts up again, it just gets bad. Our first dozen pulls, we never got anyone up the web a second time, there was too much raid damage.
Once we put some focus on the Spinners, they died and the raid damage taken dropped significantly. We got our very first kill last night (final pull of the night, past the normal raid end-time). The DPS split that FINALLY worked went like this:
Assassination rogue goes up top. Helps on Drones/Spinners when he's down below for Devastation
Destruction warlock goes topside for the first round, but once he comes back down he stays. On the ground, he focuses on Spinners first, Drones second, unless two Drones are up.
Arcane mage focuses on Spinners only attacking anything else if all Spinners are dead.
Fury warrior taunts a few Spinners, does a little damage on them, but is mostly on the Drones. He and the tank do the majority of damage to the Drones. Rarely have two Drones up at once.
Survival hunter (me!) handles the Spiderlings. By myself. I don't get much time on anything else, but I can take out all Spiderlings solo without much difficulty. 10-man.
We tried a LOT of different set-ups. Having 2 DPS up top the whole time usually had the adds getting out of control down below. Only 1 DPS up top meant Beth's HP was too high for phase 2. Ignoring Spinners meant we had way too much raid damage. I encourage you to try different set-ups to find what works best for your raid group. One thing I do suggest is getting into P2 as much as you can, even if it means keeping all DPS on the ground. It's useful to see just how long you can last and just how much DPS you can take off while she's grounded.
Phase 2 is pretty rough once she gets several stacks of Enrage. Our raid in Tier 11 gear, non-Heroic, was not able to kill her from 100%-0%. We needed some HP off. Our final kill had her at 75%ish when she came down from the web. Healers and tanks were very vocal about cooldowns and we saved Heroism until there were 15 stacks of Enrage. We tried popping Heroism earlier, but the healing boost was very useful for the later stacks.
Riott77 and others have obviously had an easy time with Beth, but she was very tough for us, with zero Heroic gear. I definitely would not call her a "lootship" style boss. She'll get easier now that we've killed her, but for anyone that's still struggling, keep at it!
Titleist Jul 22nd 2011 6:22PM
A great way to handle the spiderlings is with a frost DK, however it does require a certain spec and glyph choice. A frost DK with the Glyph of Howling Blast (which is a very common choice) and with the Chillblains talent (less common but still viable) can slow them and deal massive damage via Howling Blast. Combined with a Death and Decay one DK can take care of your spiderling problem on 10 man Beth.
Note - use caution on the first group or if the down team manages to kill the drone. Without a drone target the spiderlings are susceptible to standard aggro tables and can easily crush your DK with a quickness. Usually after the initial group there is always a drone up and this becomes a non issue.
On my initial Beth kill I had a shadow priest assisting me if I was behind (Mind Sear is OP btw) and the spiderlings went down hard.
Robert Jul 22nd 2011 7:00PM
Pull with a destruction lock if you have one. Specifically, Soulfire and bane of havok. You'll get a nice bonus in terms of damage on the boss, without having to send up another dps (granted, it's only 15% of the locks damage... but it adds up fast!)
Simply put, if you have one and don't pull with this method, and you have a destro lock, you are wasting a lot of damage that could be making P2 shorter.
Arrohon Jul 22nd 2011 7:34PM
" Many guilds that already have mostly heroic T11 gear are able to get Beth'tilac from 100% to during phase 2."
Umm, what? 100% to during phase 2? I think you might've forgotten a word or two.
Skarn Jul 23rd 2011 12:24AM
Yeah, he missed "0."
It's ok, he's a big fluffy chicken-thing, his claws have a hard time with keyboards.
joeleejr Jul 23rd 2011 3:41PM
Just echoing a detail that has been pointed out. In 10-man I can solo the spiderlings as a marks hunter. With 2 points in concussive barrage to slow them and 1 point in rapid killing to give me 50 focus every time I kill one I don't even have to bother with traps. Plus, MM seems a little stronger in P2 for the burn where I have strong CDs to pop.
Jinedin, Troll Hunter
Feathermoon/US
us.battle.net/wow/en/character/feathermoon/Jinedin/talent/secondary