Bosses

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

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Bosses

Post by Jemaius » Mon May 01, 2006 4:58 pm

The bread and butter of Molten Core, bosses will make or break the group. Usually make.

The bosses are listed in alphabetical order, but they are encountered in the following order:

Lucifron, Magmadar, Gehennas, Garr, Geddon, Shazzrah, Sulfuron, Golemagg, Majordomo, Ragnaros.
Last edited by Jemaius on Mon May 01, 2006 5:01 pm, edited 1 time in total.
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Garr

Post by Jemaius » Mon May 01, 2006 4:58 pm

General
The Garr fight is relatively straightforward, but the devil is in the details or, in this case, adds. Garr comes with eight adds, at least one of which should die first after Garr has been killed. The basic strategy is "kill four, banish four, kill boss".

Abilities
Garr has an Area of Effect dispel, as well as an AoE slow. Consequently, bothering to buff before Garr is a waste of time. The slow is a short-term magic debuff, reapplied constantly. Dispelling it is a waste of mana.

The adds have two abilities:

Immolate just like the warlocks, single-target. This should be dispelled.

Explode. Once an add reaches low or zero hit points, it will do an area of effect explosion, sending people flying. It is therefore important the adds die outside the group.

Map
Image

The red line is the tanks position, the blue area is where the warlocks will be banishing, and the green area is "rest-of-raid". These are initial positions, and will change as the raid progresses.

Targetting
Five tanks, four warlocks, and a main assist will be set as CTRaid main tanks. The first tank will go after Garr, while all the rest are assigned targets. Once assigned a target, no tank should de-select it before their target is dead. Ever.

Procedure
The adds will be killed in order from main tank two to main tank five inclusive. Follow the Main Assist's target the entire time, however, as conditions may require it to change.

The four warlocks will have their targets banished throughout the entire fight. Use a voidwalker to tank, and funnel health to it as necessary. The warlocks should be able to do this without needing much, if any, healing.

Garr
When only banished adds remain, Garr is killed. He has no special attacks of any kind, and no AoE apart from the purge, so it's just a slow, slow, fight. Judgement of Wisdom will be applied to Garr, and casters should take this opportunity to take turns and regain mana (especially healers).

When Garr is dead, the adds are killed one by one like before. It is now possible to use magic buffs again.
Last edited by Jemaius on Wed May 31, 2006 10:58 pm, edited 3 times in total.
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Geddon

Post by Jemaius » Mon May 01, 2006 4:59 pm

General
Geddon is a big flaming elemental, who does a hellfire-like AoE. Ranged dps like normal, melee dps not normal. There are also a few bombs involved. Geddon is pulled using a hunter's pet. Once the raid is put into combat, the boss will come into Garr's room on its own, where the tank will be waiting.

Map
Image

In this picture, positions are a bit different than usual. The yellow dot is the rune of Garr, which, at this point, should be extinguished.

The red area is the position of groups 1-2 (as seen in raid list).
The blue area is the position of groups 3-4.
The light-blue area is for groups 5-6
The green area is for groups 7-8.

All groups should be standing on those positions, and be quick about getting to those positions.

Abilities

AoE Fire
Every 30 seconds or so, Geddon will start emitting a fiery effect from himself, much like hellfire. All melee (except main tank) leaves the Baron immediately, as the amount of damage increases over time.

Ranged dps should calm down a bit towards the end of the AoE.

Ignite
Every once in a while, all of the raid will get a magical debuff which drains 400 mana, and hurts you for 400 hit points. This must be dispelled from mana users immediately, but is harmless for rogues and warriors, and should not be dispelled there until the boss is dead.

The Bomb
During the fight, people will become the Bomb. This will cause you to explode after ten seconds. It is important that anyone who is the bomb immediately runs away from their group, and into the wall behind the groups. Do it right and you'll not die from falling damage, nor will you kill your group.

Paladins should Divine Shield out of the bomb, while mages should Ice Block out of it.

The kill
Nothing special. Just kill the boss. Dodging his special abilities, there's nothing more about this kill than others.
Last edited by Jemaius on Mon May 01, 2006 5:52 pm, edited 3 times in total.
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Gehennas

Post by Jemaius » Mon May 01, 2006 5:03 pm

The Gehennas fight will employ situational healing rotation. This means that part of the healers that should be on healing rotation will go towards healing the raid as a whole until Gehennas' adds are down. Once Gehennas' adds are defeated, the healers will return to Healing Rotation duty, hopefully with enough mana to keep it up.

Healing Rotation has another catch in Gehennas, and that is that those who are on mana regeneration have to attempt to heal the healers who are currently on active healing duty! This involves healing rotation within the healing rotation groups, but shouldn't be an issue to figure out.

Special abilities
- Gehennas does an AoE rain, with the same visual as the warlocks do. Anyone caught in this must run out!
- Gehennas fires a shadowbolt on certain targets on his aggro list. This will mainly be MT healers!
- Gehennas occasionally makes AoE curse that reduces healing by 75%. This must be removed, mainly for main tank and healers. The others should run out of AoE area as soon as CTRaid warns 5 seconds.
- His adds have an AoE stun.

Positioning
Image

The green arrow is where Gehennas will stand and face. The red arrows are his two adds. The orange marking is where a rock will respawn and patrol. We want to be clear of that area quickly, so positioning may change. The cyan (light blue) markings are the dangers of estimated Area of Effect spells (stun and curse).

This should provide the raid as a whole plenty of room to spread out and avoid the AE fire rain.

The Pull
A Paladin runs into Gehennas and Divine Shields, then starts to run towards the off-tanks. Two hunters shoot the adds making them go to the off-tanks, while the main tank takes up Gehennas.

If all goes right, this'll place the adds where they should be, and the main tank has to lead Gehennas back some yards to get him in position.

Combat
The strategy is the same as the "wear down" strategy applied for Magmadar. Ranged combat preferred. Gehennas does not wipe aggro.

We will kill one add with full DPS. Once that is done, healing rotation can resume as should be on main healer. Meleers will continue to tear down the second add, while ranged combat will focus on Gehennas.
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Golemagg

Post by Jemaius » Mon May 01, 2006 5:03 pm

General
In this later part of Molten Core, the bosses start arriving with adds becoming stronger and stronger. Golemagg begins the trend, with two invulnerable adds.

Since we're at the soft start, Golemagg's adds are unkillable.

Map
Image

Abilities
Golemagg has three noteworthy abilities. During the first 90%, he will do a ranged attack fireball which does some direct damage, and applies a DoT after that, preventing bandaging. He also has the Magma Splash ability, a DoT and debuff which stacks up to twenty times. Melee dps on the boss shall not have more than 4 debuffs stacked at any given time.

Strategy
The two adds are tanked on the left and right sides of the cavern, away from Golemagg, with two to three healers on each offtank. They will last through the fight. Once Golemagg dies, the adds disappear.

Golemagg himself is nuked down, observing the previous melee dps limit (which the tank will also have to conform to, but he gets more leeway to get debuffed so he can get more aggro). When he reaches 10% he will start doing AoE damage, so then everyone will overnuke, to kill him as fast as possible. Since that is within execute range, all dps warriors and rogues will stand back so they have no debuffs when they enter the 10% stage on the boss, and can do full dps during the entire period.
Last edited by Jemaius on Mon May 01, 2006 6:27 pm, edited 4 times in total.
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Lucifron

Post by Jemaius » Mon May 01, 2006 5:04 pm

The skillz

Lucifron

AE curse that is used every 30 seconds. Increases mana/energy/rage costs by 100%. Should be dispelled on healers first, then the main tank, and everyone else afterward.

Impending Doom is a curse which deals 2000 damage after 10 seconds. Should be dispelled on the main tank first, then healers, then casters, then rogues, hunters and plate wearers.

Firewalker Protector

Dominate Mind is a dispellable Mind Control effect. It will only be used on those on the mob's aggro list. Dispel form the tanks first, then mages, healers and others.

The Pull

1. The first group of core hounds is pulled and killed.

2. Two offtanks move into the southern corners of the cave, the main tank and a hunter move round the corner to the right of the smoking rock, two more hunters move forward ready to pull, and the rest of the group moves and hugs the right-hand wall.

3. The two hunters take an add each, and the other hunter marks Lucifron. They pull their targets with arcane shot.

4. The main tank's hunter moves Luci to him, and the other two hunters move their add down to one of the offtanks. Healers move into Line of Sight of the main tank, everyone else stays near the right wall. With most of thh group out of Lucifron's line of sight decursing is made easier.

The Fight

5. After inital aggro is built by the offtanks each add is DPSed down and killed.

6. When add 2 dies the main tank moves Lucifron round the corner, and the group move to the southern wall of the cave.

7. Lucifron is DPSed down. Anyone who can decurse should be, unless they are healing the main tank. Decursing takes priority over damage, but healing takes priority over both.

8. Lucifron dies.

9. /cheer

10. /dance
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Magmadar

Post by Jemaius » Mon May 01, 2006 5:04 pm

Magmadar is attacked using Healing Rotation for healing. This will not be gone through here, but please read up the appropriate section. Healers not within healing rotation should attempt to keep the raid as a whole afloat, focusing on mana efficiency over having everyone at 100%. They will also heal the hunters with tranq shot.

Magmadar's greatest weapon is AoE fear. Therefore, we will minimise all those who are targeted by it. Until Magmadar reaches 50% health, all dps will be ranged, and done at max range.

Magmadar will be tanked so that his mouth points to the group. The group, in turn, spreads out as much as possible, along a crescent, while staying at max range for healing resp. dps. Anyone caught in fire runs out of it immediately.

When CTRaid announces "5 seconds to AE Fear", any ranged dps within 35 yards will run out behind the healers, wait the fear out, then run back in. Install BossMods for this feature.

There will be two warriors within the range of fear, while three warriors will stay with the raid. The two warriors within fear range will attempt to rid fear using Berserker Stance, while the three warriors outside of fear range will run in and taunt Magmadar back to the main tanking location should the former method fail.

Hunters Dowload Tranq Mod:

http://www.curse-gaming.com/mod.php?addid=1718

With all the pieces falling into place, Magmadar will be worn down slowly but steadily.
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Majordomo

Post by Jemaius » Mon May 01, 2006 5:04 pm

General
Majordomo is a very busy fight, mostly since this fight isn't against Majordomo per-se but more about defeating his adds. Majordomo has eight adds (four elites, four healers), of which four healers can be crowd controlled at any given time.

Abilities
The important ones are as follows:

Teleport (Majordomo)
Teleports a person from Majordomo's threat list onto an area which does fire damage over time. Just run out of it.

AoE shadow damage (healers)
Nothing can be done about this. It hurts.

Magic reflecting shield (all)
Better not try to sheep them during this phase. Actually, better not try to do anything magic on them here.

Strategy
All healers are sheeped, all elites are tanked. Three elites are killed immediately, one is damaged down to 20%. Once that happens, a healer is killed. After this, all healers will immediately pop out of sheep and be immune to all crowd control. The last elite is killed, then all healers are killed quickly.

Targeting uses main assist targeting. It is therefore very important that the mages never lose target of their sheep. Ever.
Last edited by Jemaius on Mon May 01, 2006 6:34 pm, edited 2 times in total.
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Ragnaros

Post by Jemaius » Mon May 01, 2006 5:05 pm

Writeup will come later. For now, why don't you watch the movie?
Last edited by Jemaius on Mon May 01, 2006 6:35 pm, edited 1 time in total.
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Shazzrah

Post by Jemaius » Mon May 01, 2006 5:05 pm

General
Shazzrah is a mage. As any mage, it has to be ganked. Shazzrah is pulled using a hunter's pet, just like Geddon.

Abilities

Arcane Explosion
Like the mage one, but with larger radius and damage. You must not get hit by this!

AoE curse
Increases magic damage taken by 100%. Must be removed.

Blink
Shazzrah blinks, like the mage spell. A blink means immediate stop dps until the tank has aggro. If you have aggro instead of the tank, that's a cue that you should run towards the tank.

Self buff
Decreases magic damage taken by 75% (or thereabout). Must be dispelled.

Map
Image

Positions are a bit important here. The colour-coding is the same as the previous round, that is:

G1-2 are at the red area.
G3-4 are at the blue area.
G5-6 are at the light blue area
G7-8 ae at the green area.

The MT will stand at the entrance to the cavern and await Shazzrah. During this time, G3-4 are to stand further north, to avoid being hit by the AoE, and move into place when the boss has arrived.

Strategy
Nothing to it. Decurse the raid, dispel Shazzrah's self-buff. When Shazzrah blinks, it'll be to one of four groups (so only a quarter of the raid should be in AoE range at any given time), and the person aggro'd will run towards the tank immediately.

Keep it up, react fast, and Shazzrah will go down relatively painlessly.
Last edited by Jemaius on Mon May 01, 2006 6:17 pm, edited 1 time in total.
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Sulfuron

Post by Jemaius » Mon May 01, 2006 5:05 pm

Writeup not done yet.
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