Molten Core Bosses strategy for Garr - Magmadar - Lucifron
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Boss Name: Lucifron
Adds: 2 x Flamewalker Protector
Boss Abilities:
- Impending Doom: Magic
attack that does 2000 damage after 10 seconds, should be
dispelled ASAP
- Curse of Lucifron: Curse that doubles the cost of your abilities (mana/rage/energy). Also should be removed asap.
Positioning:
Everyone in the raid besides the MT and your 2 pullers will be
clustered at the back of the cavern. It is important to remember not
to venture too close to the entrance on the left side as you could
aggro the imps and wipe the raid. If you do happen to get feared or
wander into that entrance be sure to die nobly far away from anyone
else and not pull imp aggro back into the raid. The MT will be
stationed very far in front of everyone (in fact there is a little
stalagmite on the ground the MT should be in front of that and
everyone else far behind it) ready to pull Luci and the 2 OTs will
stand a good distance in front of everyone else but behind the
pullers so they can grab aggro off the pullers. Once Luci is pulled
the MT healers will need to move forward into healing range on the
tank but everyone else should stay back until the adds are down.
The Fight:
The actual fight is very simple. Your 2 pullers (hunters I would
hope) pull the 2 adds with distracting shot and the MT pulls Luci
with a ranged attack. Then you will have 2 OTs tank the adds and DPS
will be called on them one at a time until they are down. The adds
actually have a mind control ability so it is important for your OTs
to burn any goofy cooldowns they have (Intimidating Shout, Warstomp,
etc..) so if they are MCd they don't fear and wipe the raid. Every
so often Luci will throw out his little magic and curse and that
will need to be removed immediately. All priests should spam dispel
and mages and druids decurse as soon as CTRaid notifies you that it
has been cast. If you just use the /racure macro just spam that
until there's no one left to cure. During the first part of the
fight (while the 2 adds are up) the only people getting hit by the
curses should be the MT and his healing group so it will be easy to
handle. After the adds go down everyone should turn on Luci like a
fat kid on a twinky. Now it will get tougher for your dispel/decursers
cause just about the whole raid will be in range of the curses. Keep
them removed immediately and just DPS Luci down and get your phat
lewts.
Things to be aware of:
The damage from Luci can be a pain to deal with because a good
portion of the time your healers may have to be spamming dispel/decurse.
Make sure you have some shamans in the streams to keep the tank up
during those times. Also make sure you have a clear OT specified and
everyone is aware who it is in case your MT goes down. He should be
in full tanking gear and ready to taunt/mocking blow Luci if your MT
drops and your healers should be prepared to take up healing on him
at that time as well.
Boss Name: Magmadar
Adds: None
Boss Abilities:
- Fear: Approximately
every 30 seconds Mag will do a large radius AoE fear. Some of
the ranged DPS can stay out of the radius, but pretty much
expect to be feared and prepare for it. CTRA will announce about
5 seconds before the fear, but this is not exact as Mag's timer
is semi-random. When the announcement happens you generally have
a 3-10second window where he can fear.
- Frenzy: Periodically Mag will enter a Frenzy which can almost triple his melee damage
output. The hunters should deal with this ASAP (explained in the
strategy).
- Lava Spit (Flaming Poo):Mag
will also periodically drop a pile of flaming poo on the ground
that can do around a 3000 DoT damage. If you're in one, run out
like a little kid at Michael Jackson's house.
- Fire Breath: ust like the name says he breathes a cone of fire out. If the tank is doing his job this shouldn't have any effect on the raid, but if you see Mag looking your way you might wanna run.
Positioning:
Positioning for Mag is relatively simple. The main tank will be
stationed one the western wall of the cavern which is where he will
hold Mag. Healers will be close to that wall at maximum healing range to try
and avoid his fear. Hunters and ranged dps will be a little further
east at max range as well. Hunter at max range should be able to
avoid the fear, mages and warlocks maybe or maybe not. Melee DPS
will have a safe zone on the far eastern wall, if you health gets
low or DPS hasn't been called yet that's where you should be
standing/bandaging.
The Fight:
- Main Tank: The MT
will pull Mag into the appointed position and keep his back to
the wall during the entire fight. You want to keep Mag facing
away from the raid at all times so his Fire Breath can't hit
anyone but you. Also you need to watch out for his flaming poo.
When CTRA announces that Mag is about to Fear you want to wait a
couple of seconds, then hop into Berserker Stance, pop your
Berserker Rage, then get back into Defensive stance. Practice
this until you've got it down because you want to minimize time
spent in Berserker stance (especially if there's a chance Mag
will frenzy in that time period) and you don't want to hit it
too early or too late. Try not to pop it as soon as the
announcement goes off because if Mag's timer is long on that
fear your Rage could wear off before he fears. If you get feared
this could do bad things
to the raid and it's one of the main problems a tank can have in
this fight so don't let it happen. It's also a good idea to
listen to the hunters' Tranq Shot calls and be prepared to drop
Shield Wall if they aren't able to get his Frenzy off in time.
- Melee Dps: Once <<DPS
ON>> is called Melee needs to pile on Mag like a defensive
lineman on a fumbled ball. Really you only have to watch out for
two things most of the time: the Fear and the Poo. For warriors
either stay in Berserker Stance or be prepared to stance dance
and pop your berserker rage when the CTRA announcement for the
fear pops up. Read the MT section for timing on the berserker
rage. Other dpsers can use whatever Fear breakers you have or
just wait it out and jump back on Mag once the fear wears off
and you're sure the MT still has aggro. If Mag drops poo near or
on you move out of it ASAP and stay away from it. You want to
stay far away from it at all times in case Mag fears so you're
less likely to run INTO the poo while you're skeered. You should
bring plenty of bandages and retreat to your designated safe
zone and bandage up if you get low. If you're health is low and
you still have the bandage debuff, run near the healers and see
if you can bum a heal or pop a potion/healthstone.
- Hunters: If you've
got Tranquilizing Shot (it drops off Lucifron) then welcome to
your one and only chance to use it. The hunters will setup a
rotation of Tranq Shots to avoid Mag Frenzying while one is on
cooldown. You will also each setup Macros to notify the raid and
the other hunters how your tranq shot did, they should look
something like this:
Rethiel's Tranquilizing Shot hits Magamadar!
Rethiel: <<TRANQ SHOT HIT, Nodoki YOU'RE NEXT>>
Nodoki's Tranq Shot misses Magmadar!
Nodoki: <<TRANQ SHOT MISSED, VITRUV SHOOT HIM>>
Vitruv's Tranq Shot hits Magmadar!
Vitruv: <<TRANQ SHOT HIT, Rethiel YOU'RE NEXT>>
When it's your turn to tranq shot be sure you're ready to do it and have your macros ready to notify whether it hit or not. You have to pay close attention to the raid channel so you're aware if the previous people hit or not as you may have to fire yours early. Your main concern is keeping that Frenzy off Mag so don't screw it up. Also you should watch out for the Flaming Poo and move to avoid it if it's nearby.
- Ranged Dps (other than
hunters): Umm...shoot Mag and avoid Poo. 'Nuff said. Oh
and don't start attacking until DPS is called on, or you can
wipe the raid.
- Healers: Healers will be separated into Healing Streams so be sure you know which stream you're in. If your stream is not on you should be out off fear range regening mana. Shamans will need to keep Tremor totems down in the healing groups to minimize the amount of time healers are feared. For the most part everyone but the tank should be bandaging to stay alive, but if someone has the bandage debuff and is low on health throw them a heal as long as it won't endanger the tank (ie your healing stream is not on the tank at that moment). As always keep HoTs on the tank at all times and watch out for Flaming Poo. If the tank has to move to avoid Poo be ready to move to keep him in range.
Things to be aware of: This fight is actually pretty easy as long as everyone follows the above steps. It does tend to be a rather long fight (like most raid bosses) so be prepared for it. Mana users should be using mana conservation tactics and avoid blowing it all in the very beginning of the right. Basically don't die and kill the big dog then get some PHAT LEWTZ!!!111!11
Boss Name: Garr
Adds: 8 x Firesworn
Boss Abilities:
- Magma Shackles: This
is an aura ability that hits everyone near him every 15 seconds.
It has 2 effects: First it wipes all buffs on whoever it hits
(yes all buffs, so no real need to buff the MT here) and second
it slows your movement speed to a crawl.
- Detonate Firesworn:
If one of his Firesworn is close enough (or some say too far
away) Garr can detonate him, causing lots of damage to anyone
nearby. Keep those firesworn away from him.
- Face Pwn: Everytime
one of Garr's adds dies he gets stronger. His attack speed and
damage increase making him mean.
- Supreme Mode: If you kill all the Firesworn before Garr goes down he enters this mode. Basically his DPS skyrockets and he has a chance to summon exploding firesworn that will do AoE damage. In other words, don't do it!
Positioning:
This fight can be a little complicated and the first pull and
subsequent offtanking/banishing has to go really well or the raid
will wipe before DPS ever touches Garr. The MT and his healing group
will stand on the western side of the cave near where the MT will
tank Garr. The rest of the raid will move to the eastern end and get
ready to pull his adds. After the pull the MT will move to his
position with his healing group in range to keep him alive, and the
rest of the raid will spread out a good distance away from Garr and
handle the adds.
The Pull: Because the pull for Garr is arguably the hardest part of the fight, I will discuss it separately here. The raid will have 9 tanks assigned through CTRA, the MT, at least 3 Warlocks, and the rest offtank warriors. The MT will of course be assigned to Garr and each of the others will handle one Firesworn. All of the warlocks will be at the bottom of the Main Tank target lists as their targets will be killed last. The idea is to have each Warlock Banish one Firesworn and keep it banished the whole fight, the other Firesworn will be tanked and DPS'd down one at a time. Each of the warriors will have a hunter/mage assigned to pull for him or will pull for himself depending upon the group balance of the day. All the Warlocks should have a Voidwalker (hereafter referred to as Blueberry) out. The way the pull works is one mage runs forward and aggros the group and then Iceblocks. We do this to have the whole group focused on one person making it easier to avoid them getting loose into the group. Once the mage is secure in his icecube, the pullers/tanks pull their Firesworn off and spread them out in the southeast portion of the cave while the MT pulls Garr over into his position. The warlocks will Banish their target and then put the Blueberry on it to hold him when Banish breaks so it can be rebanished, and the warriors will tank their targets. Now that we've pulled we'll move into the actual fight.
The Fight:
- Main Tank: The MTs
job in this fight is simple. Once the mage Iceblocks, grab Garr
and pull him into the appointed spot then hold him there. That's
all you have to do, keep his aggro on you. He has no aggro wipes
or crazy abilities to worry about so just keep Sunders and
whatnot on him and wait for him to die.
- DPS (Melee and Ranged):
After the pull we wait for the offtanks (warriors) to establish
aggro, then start at the bottom of the MT list (above the
warlocks, on the first warrior at the bottom) and DPS them down
one at a time. When a Firesworn gets down to about 20% the Melee
dps needs to back off cause they explode when they die and can
deal a fair amount of damage as well as throwing you high into
the air. Keep this going until the only Firesworn left are the
ones being Banished by the Warlocks. At this point, pause for a
second and verify that the MT is ready for DPS on Garr (which he
should be as he's had plenty of time to generate sufficient aggro), then move on to Garr and DPS him down. Nothing to worry
about on Garr, he will wipe all your buffs as soon as you get in
range but it doesn't matter anymore at this point. After Garr is
down everyone moves to the Banished Firesworn and takes them
down one at a time until they're all gone.
- Offtanks:
- Warriors: After
the pull each OT warrior will spread out with their
Firesworn and start normally tanking tactics. The warrior at
the bottom of the MT target list will be the first to have
DPS on his target and the DPS will move from the bottom up
until all the warrior-tanked Firesworn are downed. Once your
target is killed you will move with the DPS group or move to assist a
warlock in holding his target if needed, just ask in vent
which you need to do at the time as this is one of those
wait and see situations.
- Warlocks: Warlocks will grab their target, pull it out away from Garr's area and Banish. Then sic your Blueberry on him and wait. By this time you should know how to keep a target Banished (if not just go practice in Azshara with the agriculturalists) so I don't need to explain that here. If your Blueberry goes down just ask in Vent/raid for a warrior to assist and one of the OTs can hold your target while you resummon another one. That's all you have to do, welcome to the easiest fight in MC for you and your only real purpose for being here (other than Healthstones, Parked Imps, and Summons).
- Warriors: After
the pull each OT warrior will spread out with their
Firesworn and start normally tanking tactics. The warrior at
the bottom of the MT target list will be the first to have
DPS on his target and the DPS will move from the bottom up
until all the warrior-tanked Firesworn are downed. Once your
target is killed you will move with the DPS group or move to assist a
warlock in holding his target if needed, just ask in vent
which you need to do at the time as this is one of those
wait and see situations.
- Healers: The MT will initially be assigned one group of healers who will stay with him and keep him alive while tanking Garr. Each OT will be assigned 1-2 healers who will keep them alive while they are tanking the Firesworn. Basically just follow them to wherever they end up tanking the add and keep them alive until it is killed. Of course stay far enough away that you don't get hit when the add explodes. Once your OT's add has been killed, check quickly to make sure that the other OTs are in good condition and their healers are still up. If everything is okay there move over to the MT and help his healing group keep him up. As long as the pull goes well and OTs get killed by some fluke this fight is rather easy.
Things to be aware of: The hardest part of this fight is the initial pull. With the Iceblock tactic everything is much simplified as opposed to just trying to pull them individually as we tried before. As long as the pull goes well and none of your OTs die, this is a cakewalk. Once Garr is downed everyone moves onto the adds that are still being banished by the warlocks and kill them one by one. When the last add is standing everyone <<GROPE HUGE>>s it (as long as you've got over 3000hp) so that the whole raid can be punted high into the air. It's a very humorous sight and something no one should miss.
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