MoltenCore

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Trash Mobs

Molten Giants

Come in pairs, only thing to worry about is knockback. Tanks turn the mobs so that they face a wall, and people focus-fire at one at a time.

Firelords

Pretty easy, tank gets aggro and people nuke away. spawn smaller elementals that are killed off by the melee. Blizzard does extra damage to both Firelords and spawns. The Firelords have silence-DoTs, so paladins should spam decursive.

Anihilators

Very easy, but they wipe aggro every few seconds.

Core Hounds

Lots of cone AoE, turn their backs to the raid and drop them quick. they have one random skill ranging from AoE fear to AoE stun. They're a bit of a pain, but easy enough to kill.

Lava Surgers

Nasty fights, big knockback (often into lava) means you need to keep your back away from the lava. Warriors bounce aggro and people go nuts on dps to stop the surger from getting in too many charges on the casters.

Imps

Warriors charge in, get them in a tight group and raid spams AoE. Quick respawn rate, and a tendancy to get involved in the Lucifron fight. No going AFK in the imp cave!

Core hound packs

Pull in groups of 5. tanks get them into a bunch and everyone starts nuking with AoE etc. they have to die at the same time, or they rez their pals, so focus on the highest hp hound. No specific skills like their bigger brothersand sisters.

Molten destroyers

Molten Giants on steroids. knockback, AoE stun (short range stomp) and really big hits. tanked away from one another to avoid the AoE. really good healing on tanks and fast nuking needed to get them down with as few deaths as possible. In a destroyer/giant pull, the destroyer should die first.

Lava Packs

These come as a group. they consist of 2 fire elementals and 2 earth elementals. Earth are banished, the Fire tanked (Any firewalkers killed before flameguards). Flameguard have an insane AoE cone so need to be kept with its back to the raid, and far away from the firewalker. anyone with FR kit would be wise to put it on. Once the 2 fire mobs are down, then you take 1 earth elemental at a time. If they use Pyroclastic Barrage (stun+dot), note that any stun-breaking effects will also dispel the dot.


Bosses

Lucifron

Has 2 adds, which need offtanking and killing before luci is tackled. MT tanks luci around the corner, rest of the raid stand on the far wall and make sure noone goes near the imp cave. lucifron himself has AoE silence which needs to be dispelled asap, and mindcontrols random members of the group. mages will be working hard here. Order of kills - marked add, unmarked add, lucifron.

Magmadar

Has an AoE fear every 30-36 seconds. tank will get aggro, two dps groups attack behind and people nuke away til shes dead. also has some nasty random DoT fireballs that need to be cleansed really fast, do 3000 damage pretty fast. use bandages, conserve mana, dont over nuke and itll be an easy fight.

Gehennas

Probably the easiest fight in MC. comes with 2 adds, again that need to be downed before we nuke gehennas. drag them to either side of the cavern and gehennas into the middle, and have 2 separate groups kill them one at a time quickly and then move onto geh. same stuff as lucifron, not a difficult fight.

Garr

Earth elemental boss with 8 earth elemental friends. for this boss you need 5 tanks and 4 warlocks, 4 adds tanks and killed, 4 banished, then boss killed, then remaining 4 adds killed. if you kill more than 4 adds before garr is down he gets really upset and will probably wipe the raid. other than the repeated banishes and intelligent choice of target by the raid, this boss is cake.

Shazzrah

Pulled in Garrs room. Shazzrah is a bit soft really, but frequently mage-blinks himself instantly to a random position, resetting the aggro list. he needs to be dragged back to the center by a warrior or whoever hes attacking, so the MT can get aggro again. his only really troublesome attack is the AoE, which is powerful and has a large range. for that reason we spread the groups out as much as possible to limit an entire bank of either dps or healers going down in one shot. full dps should be sustained this entire fight, with brief pauses when he blinks. He has a self buff that halves damage taken (dispellable), and a curse which doubles damage taken (mages prioritise removing this over dps, especially off the MT)

Geddon

First off, Geddon is brought into Garrs area. he is then tanked in the middle, and the MT has to be spam-healed. melee dps must get out of the range of his AoE real quick or they'll die. The teams a re positioned in such a way that there is a low cieling nearby. this is because Geddon turns people at random into a living bomb. you have 6-8 seconds (not long) before your blown up. chances are youll die, but if your healers catch on, or you can bubble yourself, you might survive. the low ceiling is needed because the blast throws you high into the air, and while the bomb itself might not kill you outright, the fall probably will finish it off.

Golemagg

Comes with 2 doggies. they dont die until golemagg is down, so trying to kill them is pointless. they just emote " refuses to die while his master is in trouble". annoying core hound versions of lassie, so get golemagg at the bottom of the cavern, the hounds tanked at the top away from one another, and nuke golemagg. hes easy til the last 20% or so, so all rogues need to save 5 points for evis, warriors 100 rage for execute with recklessness on, the whole lot. when he hits 20% he gets really annoyed that 40 tiny toons are making his giant ass look like a fool, so he rages and does mental damage which the healers need to keep up with. Melee dps must note the stacking dot you get when you are next to him - if it stacks more than 5 times or so you will die, so back away and let it wear off (10s or so)

Sulfuron

Comes with 4 adds. these adds are priests, and heal themselves and their friends. you cant see it as it looks like a shadow spell but trust me, it happens. to counter this we have a "killzone" which is out of the line of sight of the other priests. tanks must drag the adds here 1 by one, as each one dies. dps stay at the killzone and nuke away as each priest turns up, with rogues kicking and warriors shield bashing. funnily enough, these adds can be disarmed. Then its onto sulfuron, who is even more of a baby than shazzrah.

Majordomo Executus

Comes with 8 adds, 4 priests and 4 elites (warriors). Domo himself is not killed, but submits when his adds are killed. the priests can be sheeped, stunned, all manners of CC. when there are only 4 adds left of any kind, they will break the sheep and will not be affected by the CC any more. also, when the priests are all dead the elites berzerk :O

plan is this: tank domo in the middle, with a rogue getting minor aggro and a hunter ready to pull domo back to the middle if he teleports the MT to the lava dome. sheep 4 priests, tank 4 elites. kill 2 elites, then unsheep 1 priest at a time and nuke them down. finally, kill the remaining 2 elites (who are now jumping up and down on their tanks in a mad rage). always attack the marked target, make sure the tanks on the 2 surviving elites are kept at good health and do as much dps as possible. do not hold back on the dps in this fight, too slow will run the healers low on mana fast and all 3 tanks will die.

Ragnaros

In theory, ragnaros is a very simple fight. in practise, a lot of attention needs to be directed at the timers and HP of rag. at 3 minutes he will submerge, and 8 sons of flame will spawn. ragnaros needs to be at roughly 40% to be killed before the second wave of sons, if this doesnt happen youll be lucky to kill him that attempt.

Phase 1: ragnaros emerges and 1-shots domo. tank gets aggro and after 3 seconds melee get involved. ragnaros will do an AoE knockback that with high enough FR, can be resisted. melee do not have high enough FR to resist a lot, so they need to move out of combat when the 5 seconds til knockback is announced. MT1 will stay in combat, and MT2 will move out of AoE range, and get back into aggro if MT1 is kicked. if not, MT1 continues to tank with MT2 as backup for the next knockback. In this phase, Ragnaros will randomly chuck fireballs with an AoE blast at random raid members. your not doing anything wrong if you get this, its just luck of the draw.

positioning for phase 1: melee and melee healers start on west bank, Group 1 on east, ranged on south. everyone needs to be spread out to avoid the AoE blast from others. 2 minutes into the fight, a repairbot should be placed behind the melee so they can repair their weapons as ragnaros decreases durability each time you attack him. at 2.45, watch for the leader's /RS "Sons incoming, move to the south".

Phase 2: at 3:00 Ragnaros submerges. sons of flame spawn, and if everyone is in the right place the sons will all head towards the south, where they are to be tanked/trapped/stunned and killed using a main assist tank. they have mana burn auras, so don't let them into the casters/healers or you won't have enough mana to complete the kill. kill the sons fast, use maximum of 2 banishes and get back into phase 1 positions for Phase 3.

Phase 3: like phase 1, but with more dead raid members. if you nuked him hard enough in phase 1, chances are youve got this done. same tank rotation, same knockback effects, nothing has changed. on our first kill we managed to get ragnaros to 0% about 5 seconds before the next spawn of sons, so forget about getting DoTted in the last 10% and go crazy. bear in mind however, that if one of the MTs die, another tank needs to get round the other side and take over for the last few percent.

NB: if it gets close to ragnaros submerging and you only have a few % left, caster healers should start nuking as well. its almost guaranteed that if a 2nd wave of sons spawn your wiping anyway, so get every last bit of dps available onto him.

Thanks to Crasp for compiling this information