Trash Mobs

[Public, read only] SeventhFlight's own guide to Molten Core.

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Trash Mobs

Post by Jemaius » Mon May 01, 2006 4:48 pm

Trash mobs are going to be a huge time sink for the raid as a whole. The goal is to minimise the trash mob time taken. The procedure for a trash mob is, as a whole, simple:

Pulling
The pulling encloses both getting the mob to the camp as well as initial aggro. During the pulling, the only people to move away from the camp will be the assigned tanks, the paladins assigned to healing the tanks and possibly warlocks as needed for banishing elementals.

Everyone else stays in camp, ready for battle

When the pulling team has located the mob, they will come to it with the camp. At this point, the mob will still be very low on aggro. The tanks will then start to draw aggro while assisted by Paladin heals mostly, assisted by priests if the tanks go too low.

Killing
This is the easy part. In case of two mobs, the group's main target will be marked by a hunter's mark. That is the target to kill. When you draw aggro (and you will, because the aggro tables are not static), do not run. Do not move. Let the mob beat on you, or use defensive skills if available. The mob will be picked off you as needed, and you will be healed.

If the tank calls for it, everyone's DPS must stop immediately.

I don't want to spoil the fun (hell, fun is very much promoted) but we do need to have some discipline if we don't want to end up deploying a repair bot at the dungeon entrance.
Last edited by Jemaius on Mon May 01, 2006 5:06 pm, edited 1 time in total.
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Debuffs

Post by Jemaius » Mon May 01, 2006 4:48 pm

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Ancient Core Hounds

Post by Jemaius » Mon May 01, 2006 4:49 pm

Not very common, but with a high respawn rate and an unpredictable ability, Ancient Core Hounds are, in my opinion at least, the most challenging and fun of the trash mobs we've encountered. The hounds are patrollers, and respawn after 18 minutes, until, that is, we kill Magmadar. The hounds have 2 abilities, a fire breath, and one of several AE debuffs:

1. 3 second stun
2. 50% spirit/int reduction
3. 3 second confusion
4. 50% reduced casting/attacking speed
5. -200 fire resistance

The hounds should be turned about face by the main tank, with, as Shvabrus puts it, their arses to the raid. Give us dog butt! This prevents the hound from using it's fire breath on too many people. If you find yourself taking damage still, then it prooves you aren't behind it. There will be no mercy for anyone not paying attention to their position.

Finally, each of the hound abilities has a strategy for dealing with it:

Stun - Everyone should be within range of the stun if they can be, to prevent the hound from running to those people.

Spirit/int curse - Dispelled as normal, from the healers first, rogues and warriors last.

Speed curse - Dispelled from the healers first, hunters last.

Confusion - Like the stun, this ability will cause a temporary aggro wipe for all those affected. The hound will head after anyone not affected. Casters, and especially hunters, should be within range of the ability, to stop the tank from losing aggro.

Fire vunerability - Not really a worry unless the hound gets loose or the tank can't turn him, but should either of these happen, expect 2-3k damage rather than the usual 1000.
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Firelords

Post by Jemaius » Mon May 01, 2006 4:50 pm

The Firelord isn't so tough a mob, bar being immune to banishment. His two nasty abilities are a 4000 damage over 16 second DoT, which slows people up and silences too, and his Lava Spawns. Whenever you see the warlock-like fire ripple appear on the ground, it means a Lava Spawn has appeared. DPSers should switch target to take out these things, and mages should already be using Blizzard to catch them in the AoE. Given time to spawns will multiply, and combined with the Firelord summoning more, we'll soon be unable to kill them all. Wipe.

With a double Firelord Pull the elementals should be brought close together, to assist AE. Lava Spawns take priority whenever they appear, and when there are none around we continue to DPS down the marked Firelord.

It is a priority to remove the DoTs or they will severely hamper our progress.
Last edited by Jemaius on Mon May 01, 2006 4:51 pm, edited 1 time in total.
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Lava Annihilators

Post by Jemaius » Mon May 01, 2006 4:50 pm

Not as tough, or as hard hitting as Molten Giants, this is one of two rock elementals in the first half of Molten Core. They can be banished, and despite popular belief, it is possible to get some aggro on them. Much like Bloodlord Mandokir, the Annihilator occasionally targets someone else on it's aggro list and runs over to them, punches them, and head back to the person highest on the aggro list. YA RLY.

The tank should be given a couple of seconds to establish a bit of aggro, before we kill the rock. Ranged attackers should gather as close to the thing as they can, so they don't move too far. This includes hunters. With the proper strategy used the Annihilator shouldn't move far, if at all, away from those in melee with it.
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Lava Packs

Post by Jemaius » Mon May 01, 2006 4:54 pm

Encountered after Garr has been defeated, these are groups of three or four mobs, of which one to two can be banished. The fire elemental appearance mobs can never be banished, so they must be killed fast.

The [name needed] has to be killed first, as it makes an area of effect debuff greatly reducing our fire resistance. It also stacks. Then the other fire elemental is killed.

If there were four mobs, there will be two [name needed] banished. Each of them does an area of effect fire volley, which also stuns. They will be killed one at a time. If there were three mobs, a Lava Reaver will have been banished. Its special attack is an area of effect cleave, so any squishies need to step back.
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Lava Surgers

Post by Jemaius » Mon May 01, 2006 4:55 pm

Similar to Lava Annihilators, surgers can be banished, and also run over to other targets to bash them occasionally. The problem with surgers is they move quite fast, and knock everyone in their path down, and/or flying in the process.

To stop everyone being interupted by this the non-melee people should gather in a semi-circle around the surger. It should only knock a few people down then, rather than everyone. Once again hunters should keep closer, anyone at range who is charged will increase the time it takes for the surger to get back to the main tank. Additionally, I propose a rule of thumbs for fighting these things. If you aren't within reaching distance of another person in the group, you are not in the right position.
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Molten Giants and Destroyers

Post by Jemaius » Mon May 01, 2006 4:55 pm

Little is to be said about the Molten Giants. Lumbering level 62 mobs with a knockdown ability and a ground stomp AE, these guys are more of a timesink than anything.

One is marked, the main tank takes that one, the off tank the other. After aggro is gained we DPS the first down, followed by the second. Both giants should be moved some distance apart, to stop both their stomps affecting people.

Molten Destroyers begin to appear near the Magmadar Cavern, and are level 63 elites. They are stronger and tougher than the giants; however, they do an area of effect stun attack, which prevents the tanks from effectively gaining aggro. Thus, if a pair of a Molten Giant and Molten Destroyer is taken, the Giant is killed first, then the Destroyer.

If two Destroyers are encountered, the raid must pause for aggro for at least 10 seconds or two sunders on the main assist target (whichever comes first) before starting dps.
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The Imp Cave

Post by Jemaius » Mon May 01, 2006 4:56 pm

I'll treat this as one full encounter, because it pretty much is. The Imp Cave is the first hurdle for a group, as it requires good timing to prevent respawns eating the group. I'll run through it step by step:

1. The encounter begins after the two pairs of giants near the bridge to the cave are killed. The mob on the first island is pulled when the Ancient Core Hound moves back on it's patrol.

2. The hound is pulled and killed on our side of the bridge.

3. The second mob on the island is pulled.

4. The first of the 4 surgers is pulled, the one outside the caves.

5. The group moves over the bridges onto the ledge outside the first cave.

6. A hunter pulls the first sugrer and it moves down into the vacant half of cave 1. Shoudl the imps come to rock is banished instead. While fighting this surger everyone, EVERY SINGLE PERSON REGARDLESS OF CLASS, should be in melee combat range with the rock. This will prevent us being knocked down by the surger, as it won't charge with everyone close.

7. The imps are dealt with. Warriors and paladins run in and use taunts and consecrations. Mages and others then come in with AE. Hunters should start out with Volley, and followup with a multishot.

8. With the first imp group dead everyone moves to the lower, vacant half of cave one. The third surger is pulled from here, and may infact body pull as people move into the corner of the cave. Once again everyone should be in melee range with the rock. This strategy will save us lots of time, time which we need to get through before the Core Hound comes back.

9. The final rock is pulled. I've figured out how to pull it on it's own most of the time. Should the imps come also the rock is banished. regardless, it is meleed once again by the group.

10. The imp group in the lower portion of cave 2 is killed if not already.

11 The group hugs the right wall and moves into the position of the second imp group, and then wall hugs again to get into the Magmadar Cavern.

12. /cheer
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