This is part of a series of posts about the role of rogues in Ulduar. The focus is on 10-man raids, but on occasion mention will be made about 25-man strategies as well. This is not meant to be a general strategy guide. It is completely targeted at rogues, their abilities, and their strengths in specific combats. Much of what is written could apply to other melee dps as well.
Deconstructor is a non-optional boss. Its a fight that seems like it was made for rogues. We get to use a number of our abilities here. The boss is not moving, so most of the time it is a stand-still-and-stab-like-crazy fight. We like those.
The first obstacle you have to overcome on your initial attempt of this boss is the pull. Its not a hard pull, but when you hear his voice for the first time you are likely to fall out of your chair laughing, and then you’ll die from being afk.
OK that was a joke. The pull is easy. However, make sure you know in advance where the tank plans to position the boss. Its nice to be in position so that the tank is in range of TotT when you start dps. If he is positioned off to one side of the room then adds only spawn from the far junk piles, which is helpful.
After the initial pull you get behind the boss and start your dps cycle. You should be able to maintain a steady cycle without much difficulty here. Save your cooldowns, though. If the tank is far ahead in threat, use your TotT on other dps when it is off cooldown to increase overall raid damage. There is an enrage timer so you want to maximum damage output.
There are a couple of things to watch out for during this phase:
- Light Bomb – this puts a DoT on you and also damages anyone standing around you. You can (and should) CoS out of this immediately. If your CoS is on cooldown, you need to run away from the raid, but not so far that you are out of healing range.
- Gravity Bomb – this doesn’t have a DoT, but when it goes off (after 9 seconds) it sucks everyone around you together, and then hits the group for a big chunk of damage (11k+). You can Cloak out of this also. However, it might be better to save your cloak for the Light Bombs and simply run out of range for Gravity Bombs. In particular, make sure you are far from the tank when it goes off.
In a 25 man raid you only have a 1 in 25 chance of getting either a Light Bomb or Gravity Bomb each time one is applied. Since you get Bombs less often, you can probably feel safe to Cloak out of either type of Bomb and hope that you don’t get another one too quickly. In 10-man you are likely to get targeted more often so you might save your Cloaks for the Light Bomb. In any case, try to spread at least 5 yards apart from other melee so that the Light Bombs don’t devastate the melee group if someone has slow reactions.
Periodically he will start pounding the ground, called Tympanic Tantrum. The whole raid will take a bunch of damage here – 80% of their maximum health. Rogues should help their healers out by using Feint to reduce their damage by half.
At 75%, 50%, and 25% health he will power down and two things will happen. Number one is that his heart will be exposed. Number two is that a bunch of adds will get summoned. Rogues are mainly concerned with the heart, which falls right at his feet.
It can be tricky to target sometimes. You might consider making a macro to target it. Go insane dpsing the heart. Pop your cooldowns. All damage taken by the heart will be doubled and passed on to the boss. This phase is the key to the fight.
The heart has 1.5 million health (7 million in heroic). Unless your raid is extremely well geared you aren’t going to do that much damage to it in 20 seconds. However, if you do manage to “kill” the heart, then Deconstructor goes into Hard Mode, gets healed back to full + 50% health, and hits harder, all without resetting the enrage timer. Make sure you don’t do that without knowing the consequences.
While you were hitting the heart in phase two, there were three kinds of adds that spawned. Generally, ranged classes take them out so you don’t worry about them. Once the boss wakes up and the heart goes away, the fight returns to phase one, with the Light and Gravity Bombs and Tympanic Tatntrums. Before you start back on the boss, you can look to see if the adds need any extra dps to clean up.
Ignore the Pummelers. They get off-tanked.
Stay away from the Boombots. When they get to 50% health they explode. Keep out of melee range.
The Scrapbots are what you want to look out for. If they reach the boss they heal him for 60k health (much like the Zombie Chow at Gluth). They travel in packs. If they are getting close to the boss, a couple of FoK can be very useful to wipe them out. They can be stunned and CC’ed, but its just as easy to kill them.
During this, don’t forget to watch for Light and Gravity Bombs and be ready to Feint when he does Tympanic Tantrum. When the adds are under control, get back on the boss and go nuts.
If you do a lot of damage to the heart, then you can get to the next exposed heart phase very quickly. In fact, if your raid has excellent dps you can almost jump from one heart phase to the next without spending a lot of time dodging the bombs and tantrums. This is the secret to getting through this fight with a minimum of stress.
Oh, did I mention that he has an enrage timer? Ten minutes. So don’t slack off at any point. Keep your TotT on someone whenever it is available to boost dps. This is a great fight for rogues to put up big, big dps numbers.
When he dies on normal mode he can drop the creepy Treacherous Shoulderpads. On heroic mode he has the Golem-Shard Sticker, which is a very nice dagger. So, not too much rogue loot, but those are nice pieces.