Difference between revisions of "Molten Core"
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Latest revision as of 04:24, 18 May 2011
Overview
The Molten Core is a 40 man raid instance located in Blackrock Mountain.
Horde Molten Core Guide - Read this before coming to the tich raids.
Attunement
You can access MC two ways, either through BRD, or, after completion of the Attunement to the Core quest, you can enter without having to clear another instance, which is the method you'll use when raiding MC.
To get the attunement quest, talk to the high elf Lothos Riftwalker. He is located at the bottom of the chains in the center of BRM. The necessary core fragment is located in BRD, just prior to the Lyceum, as noted in this map, item 22. You should be able to grab the core fragment from just beside the (green) raid portal. The fastest way to get attuned is with a 10-man party, but you can complete it while questing in BRD with a 5-man team as well.
Once you're attuned, the window beside Lothos will take you to MC, provided you're also in a raid group.
Edit by Mirajj: You can also now, if you are Attuned an in a raid group, activate the "Unstable Rift Crystal" beside Lothos. It was put into the game later as some toons had difficulty fitting through the window. Activating it will have the same effect as jumping through the window does:Zoning you into MC.
Map
Map with mob positions, from Conquest's site.
Quests
Key Quests in this zone: There is a quest line that starts with this quest, all quests given by Duke Hydraxis in Azshara. Upon completion of the fourth quest in the line, Hands of the Enemy, you will be able to get the Aqual Quintessence that you use to spawn Majordomo. There is also a choice of 2 ring rewards for this quest, both of which have 15 Fire Resist on them. The quest lines are the same for Horde and Alliance.
Loot
Preparation
Gear
Molten Core is an endgame instance, and requires a certain level of tanking, dps, healing, and general survival in order to complete it successfully. In general, participants in MC are expected to be geared in either their blue class sets from Strat/Scholo/UBRS, or comparable gear (i.e. Dire Maul gear can be a great substitute for set gear).
Fire Resist Gear
In general, the only people who need FR gear pre-Ragnaros is tanks. But once the raid hits Ragnaros, everyone should be geared in as much FR as they reasonably can. Values that have been tossed around as general benchmarks for FR gear is to try and get over 250 if you're a tank, 150-200 if you're a rogue, and 100-150 if you're anyone else on the raid. Note that this gear also helps for Onyxia, and later on in BWL, so it's a good investment.
Consumables
Consumables are an easy way to get a stat boost, or to stay alive that little bit longer. Usually, unless the materials are cheap, you'll want to save them for the tougher fights, like Onyxia and Ragnaros.
Check out the WoW Raid Consumables page for more information.
Signing Up
Tichondrius
(note: information grabbed from the Tichondrius MC page, check here for the most up to date info!)
Sign up threads will be posted in the Tichondrius Scheduling Forum up to a week before the planned time of the raid. At the moment, Molten Core raids consist of two days; day 1 runs from Lucifron - Golemagg, including Lucifron, Magmadar, Gehennas, Garr, Baron Gedon, Shazzrah, Sulfuron and Golemagg. Our best time for this run is currently four and a half hours, but we haven't taken longer than five. Day 1 is the most friendly to new players to MC as it includes a lot of different boss fights which experienced players know very well. We don't wipe ever (well, not often anyway).
Day 2 includes Majordomo Executus and Ragnaros and will run for about 3-3.5 hours. Ragnaros is still a really tough fight for us. To kill him, we need everyone to have as much fire resist gear as possible and come prepared with appropriate consumables, including at least five greater fire protection potions. See Tin's fantastic post under the preparation section of this guide for other important consumables. the difficulty of the Rag fight and the need for appropriate gear and preparation is reflected in the invite rules, posted below.
The invite rules can be found in this stickied thread in the Tichondrius Scheduling Forum. Any additional requirements will be mentioned in the actual sign up thread.
Stormrage
General Tips
If in doubt, ask questions
Lots of players have been to MC many times, and have most likely asked the same questions you want to ask. Ask in party chat, ask in your class channel, ask in raid chat, ask on teamspeak in that order.
Make sure you have joined your class channel, since that's the best source of information for new (and not-so-new) players. Many strategies call for specific actions by each class, and the class channel is how you find out what you're supposed to be doing.
Main assist, main tank, offtank
The mainassist is the person who chooses the target for the raid to attack and is most likely a rogue or a warrior. Everyone should have an assist macro setup (/assist mainassist's name) and should use this macro to select targets instead of manually targetting mobs. The maintank will tank bosses and single mob pulls, while the offtanks tank any additional mobs beyond the first.
Note that the Main Assist will not always call dps on every mob - it's your responsibility to know whether to wait for a call or whether you can start nuking right away. Check the mob listings below for this information.
Be aware of your surroundings
A major source of annoyance for the raid is people walking backwards into pulls they don't need to make. It wastes time and can end up wiping the raid. Pay attention to where you are standing. If you need to back up, back up to where you came from, not into some new area.
Listen to Teamspeak
Most important instructions will be given on TeamSpeak. Listen attentively at all times. We do chat and goof off in TS sometimes, but when a pull is being organized, or strategy is being discussed, please keep the chatter in your class channel, and out of TS.
Be on time
Your spot in the raid is held until the time that's posted in the signup thread. If you're late, your spot will be filled. Tough cookies!
Read up on strategy before the raid
You can find MC info all over the internet, including this page. Reading up before the raid will minimize the instructions that are needed, and it will be much easier for you to understand what's going on if you've read the strategy before.
Repair
Repair and stock up on reagents before the run! Durability and reagent supply can be checked by raidleaders using raidassist. Don't be caught out!
Sticky Situations
Wipes happen. Here are some things to keep in mind when things start to go south:
(Alliance-only)
- If someone has been Divine Interventioned, there will be a bluish bubble surrounding them and they won't be able to move. They are most likely a rezzing class, with a paladin dead at their feet. The raid has 20 seconds or so to die off so the monsters can reset and they can pop out of DI, no longer in combat.
- Soulstone: if a warlock is available, he or she will usually soulstone one of the paladins in a raid. This allows the paladin to pop up for no more than two minutes or so after he dies, and he can then begin rezzing other rezzers. They then rez more rezzers and so on, until all the rezzers are up and they can begin rezzing. This is a purple-reddish orb-like buff icon, but may be difficult to see, so it's usual for people to ask after a wipe, 'Anyone soulstoned?', or you can check the CTRA displays, where you normally see "DEAD", there will be a notification that there is a soulstone available.
If the raid is wiping, please be careful not to die too close to Molten Core monsters or in places you can't be reached without aggroing monsters, as it makes it difficult to rez you. If you are in such a circumstance, you may have to release and run back. Also, there may be ressers who are trying to stay out of combat, far enough away that the mobs won't aggro them, and they can stay alive throughout the wipe. Don't run towards them, run away from them if possible. If the "wipe it" command is given, run to the mobs, in a safe place, and die.
Beastiary
Trash Mobs
General Trash Mob Strategy
We like to keep 1 tank on each mob and 2-3 healers on each tank. If you are a healer and do not know who to heal ask in the healer chat channel. Healing is often assigned by which group you are in, your primary healing target is then tank in your group, then the rest of your group, finally other groups based on group number. If you are in an even numbered group, you cover all of the even numbered groups, if you are in an odd number group, you cover the odd number groups.
Tichondrius notes
Selected priests and druids are often selected to fill dps roles during trash mob clearing. Before attempting this, you must recieve permission from the appropriate class leader and you should be prepared to fall back to a healing role at any time, even if you are not wearing your healer gear.
Molten Giant
Molten Giants come in pairs, with another Giant or a Destroyer. Molten Giants have a knock back attack that can send the warrior beyond aggro range, and cause the Molten Giant to choose the next target in his hate list. They also have an AoE that will hit players in melee range.
There will be a dps call on these mobs. They are always a static spawn with a 24 hour respawn timer.
Tichondrius notes
We keep 1 tank on each giant and 2 or 3 healers on each tank. All other healers are on spot healing unless given other assignments. The designated hunter will start the pull and the hunter assigned to the offtank will pull the second mob to the off tank. Once the mobs have arrived and been taunted off the hunters, the hunter can FD and change equipment if needed. Once the dps on call is made, everyone should assist the MA and start attacking. The tank should be positioned between the mob and the casters so that when knockback happens they should be able to intercept before the giant can reach the caster group.
Stormrage notes
We put 2 warriors on the Molten Giants so that another tank is 2nd on the hate list rather than a healer.
Molten Destroyer
Molten Destroyers are virtually identical to Molten Giants, except that they don't have the knockback-aggro wipe effect that Giants have. He has a stomp attack which is an AE knockdown and stun. This makes getting initial agro fairly difficult and causes a lot of damage to rogues and other people in range.
Tichondrius notes
We treat these the same as Molten Giants.
Stormrage notes
Only one tank is needed, since the aggro isn't wiped with the knockback.
Lava Annihilator
This is your basic melee mob with a twist. It uses the random target system to determine a 2nd person to attack, and then it returns to the person on the top of it's hate list. Basically it means its just about impossible to tank and will target new people constantly. To minimize the need to chase it all over the place everyone should pile onto it in melee range and just heal who needs healing.
Tanks should feel free to taunt whenever it is up just so they can eat a few hits before it switches again. These are Always a static spawn and have a 150 minute respawn timer. Any Annihilator has a chance to spawn as a Firelord and vice versa. Like other rock elementals in MC it is susceptible to Banish and Freezing Trap. Typically, we start dps right away with no dps call.
Tichondrius notes
Because the Annihilator will randomly charge targets, anyone who is flagged as in combat should be standing in melee range. If you hear somebody yell 'Hug the Annihilator', that means the group is to spread out. This is done so that melee do not have to chase all over the place. Because of the frequent target changes, we do not use dps calls. As soon as you reach melee range, you should consider dps to be on.
Lava Surger
Very similar to Lava Annihilator, and the same tactics are used. When he surges, everyone near him at the time plus the person he charges will get hit with a ~800-1000 damage and get knocked back a few yards. The affect is much like bowling pins. These are on a timer of 28 minutes, and stop respawning when Garr is killed.
Since Lave Surgers do keep an aggro table you can fight them with only the melee attackers around them so that when it surgers only the melee attackers get hit with the AoE pulse. The target of the surge will still take damage, but the surger will go back to whoever has aggro on it. Surgers can actually be tanked like giants with an occasional surge then run back to the tank.
Tichondruis notes
Although the Lava Surger looks like an Annihilator, we treat them very differently. Do not hug a Lava Surger. Although dps is not called for this fight, you should still use common sense and slowly ramp up dps instead of starting at full blast.
==== Firelord ==== (adds: Lava Spawn)
Firelords come either singly, or occasionally in pairs. They cast a magic debuff that needs to be dispelled, but their signature move is throwing out a lava spawn at regular intervals. DPS needs to switch to the spawns when this happens, particularly on dual firelord pulls, so that the spawns go down quickly, otherwise they split into more spawns. Firelords are positioned close to each other, so that mages' blizzards will hit both lords and spawns. DPS typically starts when the first spawn pops out with no dps call.
Stormrage notes
For dual pulls, we often assign even groups to one lord and spawns, and odd groups to the other.
Tichondrius notes
I don't remember seeing a double Firelord pull in quite a while, so I don't know if that is an issue anymore. Again, dps calls are not usually used, so start with dps low and work your way up. Whenever a Lava Spawn is created dps should be switched to the Spawn. There will normally be a call of "Spawn up" on TS, so when you hear that you should find it and take them out first. Typically the Firelord should die just around the time that the second spawn starts.
Ancient Core Hound
Hounds spawn in several varieties - they can have one of the following AoE curses (info stolen from Conquest website):
- Short duration stun
- -200 fire resist debuff
- 50% spell and melee slow
- Short duration confuse
- 30% less health, 50% less int/spirit.
They have a fire breath effect that is cone-based, so the MT usually pulls the hound, and turns them to face away from the raid. Respawn on these is ~18 minutes, and they stop respawning when Magmadar is killed. Wait for dps call.
Tichondrius notes
This is one of the more dangerous trash pulls, and because of the long patrol patterns it is easy to have one pop up if the raid is now aware of the patrol patterns. Although the debuffs are annoying, because of the frequency that it is applied it is not typically cleared from everyone during the fight. Debuffs should always be removed from tank as fast as possible.
Flame Imp
The imps are non-elite, with a very fast timer, and are typically AoEd. Be careful when fighting in Lucifron's room that you don't get too close to the entrance where the imps are, it is easy to pull/be feared into the imps, which usually causes a wipe.
Tichondrius notess
Only one imp pack has to be cleared, you can avoid the rest.
Stormrage notes
Not all packs need to be fought, and we "sneak" around some of the northern packs.
Core Hound
There are 5 packs of 5 core hounds in the Lucifron/Magdamar room. We assign 5 tanks (pallies/druids if not enough warriors). All the tanks pull their mob, and face them inwards to protect non-tanks from the Core Hounds serated bite attack (they spawn in a circle, and that's roughly how they are still positioned when we fight them).
The hounds need to all be killed within 10 seconds, or they respawn at full health. Wait until all 5 bodies have disappeared before moving on to the next pack. Core Packs can reignite other Packs, as well as their own.
Tichondrius notes
Each dog is tanked by one warrior, whose target is assigned using the target management ( /tm ) system built into raidassist. One priest will be assigned to each warrior, which is plenty of healing. The corehounds will be pulled and spread in a rough circlular formation facing outwards, each hound like the spoke of a wheel. Once the tanks have has a few seconds to build up aggro, all non healers will begin dps using AoE if possible. Melee DPS will be spread out over each hound, and ranged dps should be constantly retargeting on the highest health hound between attacks.
Stormrage notes
We set up CTRA windows for all of the tanks so everyone can see the health of all 5 mobs, and classes with AoE use that whenever possible. We don't use a 20% rule, we just have the single target dps switch targets depending on which mob needs more damage to stay in line with the others, so the dps really needs to be on the ball.
Lava Packs
Lava Packs (fun packs) are the most difficult trash mobs in MC. They are composed of three of the mob types below. Kill the Firewalker first, offtank the Flameguard. The debuffs cast by the Firewalkers and Flameguards can really ramp up the damage received by the raid, so decursing is very important in these fights.
- Firewalker
This should be the first mob killed in the lava packs. He curses with an AoE -200 FR debuff, and chain throws 3K fireballs, called fireblossom.
- Flameguard
Second target to be killed. They have frontal AoE damage and a stackable AC debuff, so they should be faced away from the raid.
- Lava Elementals / Lava Reaver
Lava packs will include one Lava Reaver, or two Lava Elementals. They are banishable, and have the same abilities: a cone-shaped stun and dot, and a melee cleave attack.
Tichondrius notes
On the pull, two tanks will be positioned with a good separation between each one. Hunters will pull the firewalker and flameguard to seperate tanks. The two are kept seperate to prevent people catching both of the debuffs. Warlocks will banish the lava elementals or reaver. The raid kills the firewalker then the flameguard, then as the reavers and elementals come out of banish they are dispatched.
All damage and spells except for the reaver/elemental melee attack and cleave is fire damage, so everyone should be wearing as much fire resistance as possible.
Stormrage notes
Banish the Reaver/Elementals. Warlocks pre-target their mobs for banish, and we have a hunter pet pull the pack or a Pally with shield. Hunters pull the Firewalker and Flameguard to the MT and OT, while the warlocks banish. After the pull, we sic hunter pets on the warlocks' banished targets and use growl (auto-cast or manually) so that the pets eat the damage dealt between banish breaking and getting the mob re-banished.
Bosses
Lucifron
- Adds: 2 Flamewaker Protectors
Lucifron is the first MC boss, and the boss whose death sets the raid lockout timer. He is humanoid, and comes with 2 humanoids adds, Flamewalker Protectors, who have a Mind Control spell. The MC should be dispelled ASAP, otherwise your rogues/warriors will kill your healers.
Lucifron has a curse that increases mana cost of abilities by 100%, need to get this off the healers as quickly as possible. He also has an AoE that goes off every 30 seconds that does 2000 damage after 10 seconds, so any dps class that isn't high on healing priority needs to bandage or otherwise keep their HPs above 2000 during this fight.
Stormrage notes
The adds are assigned to offtanks, and hunters pull to the offtanks, who are positioned at the back of the cave, while the MT tanks Luci near the south end of his patrol route. This positioning is so Luci's AoE doesn't hit the rest of the raid while they are fighting the adds. The raid assists the MA, and takes down the adds one at a time.
Because of the MC it is a good idea to have a "free roaming" warrior to pick up the guard if the off tank gets MC'd. The guards like to MC their tank and then run into the DPS or healers.
Tichondrius notes
Tich does Luci pretty much the same as the SR group. The MT, a healer or two, and a decurser will normally keep Luci away from the guards while the rest of the raid pulls the guards to the very south end of the cave and kills them.
Magmadar
Mag comes with no adds. In order to fight him, you need to have hunters with tranquilizing shot, which Lucifron drops. This is used on Mag when he goes into a frenzy, to bring him back to normal. Hunters will communicate with each other on rotation and let the others know when a shot misses, so the next hunter can take their shot. This mod might help.
Mag's other abilities include an AoE fear every 30 seconds or so (hunters try to stay at max range to avoid this). He also spits fire at random targets, and the fire stays on the ground as an AoE, so be sure to step out of it if he spits at you. Also, he has a cone-shaped fire damage.
Because of his frenzy and fear if a shot misses and too many healers get feared the MT can go down quickly to him. It is a very good idea to have at least one more tank who is in defensive stance doing a slow aggro build. This also helps the situation where the MT misses a stance dance or fear ward.
Stormrage notes
If a dwarf priest is available, fear ward can be used to ward the tank against Magmadar's fear. The hunters typically communicate their tranquillizing in the class channel, as it's not important for anyone else in the raid.
Tichondrius notes
Ranged dps and healers should stay at max range at all times. This will often put you outside of the AoE fear range. Hunters should have a pre set tranq shot order, and if one misses the next has to step in quickly.
Gehennes
- Adds: 2 Flamewalkers
Similar to Lucifron, Gehennes is humanoid and comes with 2 humanoid adds, who are offtanked and killed first. Gehennes curses with a 75% less healing curse which can be dispelled, throws shadow bolts, and has an AoE fire spell - if you're in the fire, get out of it!
Gehennes' guards have an AoE stun and a cone shaped cleave attack. They need to be seperated enough to keep their stun and cleave from hitting the other guard's tank.
Tichondrius notes
This fight is very simillar with the Luci fight. A MT group with a 2 healers and a decurser will grab Gehennas while the rest of the raid pulls the adds away and deals with them.
Garr
- Adds: 8 Firesworn
Garr is an elemental and comes with 8 adds. With each add killed, Garr becomes more powerful, so keep as many banished as possible, and assign warriors to OT the others. When the warrior-tanked adds are killed, move on to Garr, then mop up the banished adds.
Garr also likes to explode his adds periodically when you're fighting him, so the adds should be far away from Garr and the rest of the raid, otherwise the melee fighting Garr will be caught in the explosion of the add.
Garr has a slow effect, and will remove buffs from players periodically. Generally by the end of the battle everyone is sitting at their base stats. The explosion of the adds will do around 3200 damage and then you will get fall damage as well. The adds will explode when they die or when Garr blows one up. Everyone should back away from them when they are low on health and let ranged DPS kill them, much like the green ghouls in Scholomance.
Stormrage notes
We stick hunter pets on the banished adds, to eat the damage they do before they can be rebanished, so the OOC resser should see if he/she can ressurect pets when they die in this fight.
Tichondrius notes
Since Garr likes to eat buffs, they will not be renewed before this fight. Likewise heal over time spells should generally be avoided. All warlocks should have a voidwalker out, and the voidwalkers should have Mark of the Wild and Prayer of Fortitude on at the start of the fight to help with the inital pull. Once the pull is started, hunters will pull adds to each warlock who will have the voidwalkers tank while they cast banish. The warlocks only job is to keep their guard banished at all times. A main tank group with the tank and a few healers will train garr to the back of the room, and the off tanks will pull guards to the designated kill zones. Each off tank should have at least 1 dedicated healer. The raid then focuses on killing the guards on the off tanks one at a time, with melee backing off just before the guards die. Once the guards start to die, the healers on off tanks that are no longer healing will switch to spot heals with one healer keeping an eye on the voidwalkers. Once all the off tanked guards are dead, the raid converges to kill Garr, then take out the banished guards. We generally ask everyone to mob the last guard just before he dies so everyone can experience at least one explosion first hand.
Baron Geddon
The Baron has a curse that burns mana, taking 400 mana per second and turning it into 400 damage per second. Classes without mana are not affected. There is also a strong AoE that all melee should run out of as soon as it starts. Backing up isn't fast enough, turn around and run away.
Geddon is pure fire damage so the higher your FR the better. His AoE pulse attack does more damage with each pulse but Geddon does not move while he is pulsing. So all melee, including the MT need to run when he starts this attack.
But, the most memorable attack of the Baron is the bomb! Basically, a random person on his aggro list is chosen to be the bomb. After 10 seconds, the person will be blown up into the air. If the initial damage doesn't kill you, the fall usually will, so abilities like slow fall are good here. If you are the bomb, you MUST run to one of the areas without people, otherwise you'll kill your allies and they won't be very happy with you. CTRA includes a message on your screen "YOU ARE THE BOMB", as well as a whisper from the raid leader that you are the bomb. Mages can ice block to remove the bomb, paladins can shield. Power Word Shield will absorb bomb damage. If the MT gets bombed the healers simply must pour on the heals and keep them alive.
Stormrage notes
Geddon is pulled to Garr's room, using a pet-pull. The MT waits for him in the center of the room, and the raid stays close together. Each group should stay close to their mage for decursing. A couple of spots are chosen as the bomb spots, stay away from these spots unless you are the bomb.
Tichondrius notes
Like SR, we pull Geddon back into Garr's room. The raid is split into two main groups, melee and ranged. The melee group will stay near the center of the room, while the range group will be hiding just to the right of the tunnel that Geddon will be coming down. Once Geddon has entered the room he will be brought to a point closer to the melee group while the ranged group slides into the tunnel opening. At this point Geddon and main tank should be near max range for ranged group. Melee group will run forward to engage Geddon. Healer will be mostly in the ranged group, but a few will be asked to join the melee group. Priests are not expected to do much healing, that will fall to the shamans and druids. Priests will need to be dispelling the mana burn debuff as quickly as possible, 2 priests are set on bomb duty. There are pre designated 'bomb spots', if you are the bomb, you will recieve multiple tells, and should hear an announcement on TS that you are the bomb. At this point stop whatever you are doing and run straight to your designated bomb spot. For the ranged group this will be a slight nook climbing up the left side of the tunnel at the first corner. In this corner the explosion will not cause additional falling damage. A priest should be designated to toss a shield on whoever the bomb is as they run off to the bomb sites. In general, only the main tank will be healed during this fight, everyone else should be prepared to bandage/potion as needed.
Shazzrah
Shazzrah will curse you to take more arcane damage and has a very large radius Arcane Explosion. His physical damage is not much more than any other Molten Core mob so tanks with high arcane resist help on him.
Shazzrah's unique ability is a blink and aggro wipe. He will randomly blink to a target and do his AE attack. Groups should be spaced so that only one party is effected by his attack when he blinks. Since he wipes his aggro table on blink all DPS must stop so that the MT can re-establish aggro. Off tanks are position by the groups to try and get quick aggro on him and bring him back to the middle of the room.
If you have aggro, run to the middle of the room to get him back to the MT. The MT should try to keep any form of DoT on Shazzrah that they can. Other DoT's should be avoided as they will cause him to run amok in the group until the MT can get aggro again. Curse of Doom is generally OK because it is a one shot deal.
Stormrage notes
Like Geddon, Shazzrah is pulled to Garr's room with a pet-pull.
Tichondrius notes
Again, Shaz is pulled to Geddons room. Everyone will be arranged into groups and the groups will go to one of 4 locations, 3 near the sets of 'smokestacks' and one near Geddon's rune. The tank will pull Shaz to the center of the room and call dps on/off throughout the fight. Because of the frequent aggro wipes, unless you know exactly what you are doing, you should not use any damage over time or healing over time spells. Each group will have at least one druid or mage whose is responsible for conserving mana and decursing everyone as fast as possible. After each blink, whoever has aggro will be announced, and they should run toward the tank. Once the tank has regained aggro, you can run back to your group.
Sulfuron Harbinger
- Adds: 4 Flamewalker Healers
Sulfuron Harbinger comes with four priests. The priests can heal Sulfuron, themselves, or each other. Also, they can cast two different DOTs. Both DOTs are magic dispellable. Sulfuron can use demoralizing shout, perform an AE knockdown, and has a buff to increase his damage and attack speed, which is dispellable.
The heals can be interrupted by shield bash and counterspell. Mortal Strike will help reduce their heals.
Stormrage notes
Sulfuron and three of the adds will be tanked. A mage will put Detect Magic on Sulfuron so a priest can see when to dispel Sulfuron. The remaining add is pulled up the hill and burned down by the raid. Once it is down, the next add is pulled over to the raid and burned down. The raid runs down the hill for the last add. After all adds are down, dps goes to Sulfuron.
Tichondrius notes
Sulfuron will be tanked at the back of his area, 3 guards will be pulled back, and the 4th guard brought to the kill zone. As each guard goes down, the next guard will be brought to the kill zone, and after the last guard goes down everyone will turn on Sulfuron. Because the guards can heal, interrupts must be used often, so kick, shield bash, gouge, counterspell, etc.
Golemagg the Incinerator
- Adds: 2 Core Ragers
Golemagg's adds can't be killed, their life will regen if you get them to 50%. So, the dogs are off-tanked, and damage goes to Golemagg. Golemagg enrages at around 10%, melee should exit at that point and he will be burned down.
Majordomo Executus
- Adds: 4 Flamewalker Elites, 4 Flamewalker Priests
See the quest section above for information on how to get the water that is used to summon Majordomo. You need to use the water on the burning runes found near the location of every boss in MC other than Lucifron and Geddon.
Majorodomo Executus comes with four elites and four priests. Before the fight, four mages will be assigned a priest to polymorph. Five tank/healer teams will be formed for the four elites and Majordomo.
At the start of the fight, mages sheep their targets (healers) and keep them sheeped. Tanks get their targets (elites) locked down. Once we are settled, DPS will be called on the first target, and the MA will continue to call targets throughout the fight.
Once four of the adds are killed, the remaining adds become immune to polymorph. Once all of the adds are dead, Executus will submit.
Majordomo has an ability where he will teleport you into magma. Jump out to minimize the damage. The adds can pop up either a shield that reflects magic or a damage shield. Pay attention and do damage at the appropriate time.
Tichondrius notes
Kill order:
- sheep the healers (re-sheeping as necessary)
- kill three of the elites
- reduce the remaining elite to 20% health
- break sheep on one healer and reduce to 10%
- break sheep on second healer and kill it
- tanks break sheep on the other two healers and establish aggro
- kill the low health mobs (one elite and one healer) fast
- kill the remaining healers
Stormrage notes
Kill order: one elite, 3 healers, one healer, 3 elites.
We keep 2 warriors on Domo, since he will periodically lose aggro. We also keep 2 hunters where he is being tanked. These hunters keep their pets on Domo with growl on, and when Domo loses aggro, the hunters lay into him with distracting shot and whatever else they can, in order to bring him back to where he is tanked.
Ragnaros
Adds: Periodic waves of 8 Sons of Flame
In order to spawn Ragnaros, you must make Majordomo submit. Domo will then go to Rag's area, and by speaking with him, you can get him to summon Ragnaros. Ragnaros will then kill Domo in one swipe. Splat! If you've wiped before, Rag's aggro radius is pretty small, so you should be able to do your positioning before aggroing him for your next attempt.
Ragnaros will periodically submerge (after 3 minutes), and spawn the Sons of Flame. These are lvl 60 elite elementals. They can be banished and freeze trapped. After 1.5 minutes (or after all the sons are dead, whichever comes first), Rag will emerge again, and the cycle continues.
Ragnaros' skills: Much of Ragnaros' damage is fire, but there is physical damage as well.
- Wrath of Ragnaros: AoE melee knockback, lowers aggro on the MT. Rag does this attack every 25 seconds, and after the first one, you'll get a notice in CTRA warning you that it's coming. Melee should back out of range of this attack (back away further than just out of melee range).
- Fire Explosions: Ragnaros will throw a fireball that knocks back those around the target. Spread out to avoid this knockback effect.
- Elemental Fire: a debuff for whoever has Rag's aggro, does 4800 fire dmg over 8 seconds.
- Lava Splash: the lava will splash about, and damage melee players. Can be resisted with good FR.
- Magma Blast: when Rag has no targets in melee range, he'll hit someone for 6000 damage at range, so be sure to have someone in melee at all times.
- Melt Weapon: weapons will take high damage from Ragnaros.
Sons of Flame skills: The Sons do fire damage only.
- Mana Burn Aura: all mana users should stay as far away as possible.
Tichondrius notes
Two tanks are used, each standing in reach of the healers in the MT healer and OT healer positions. Each must have as close to 315 fire resist as possible, because totems are now unreliable. Rogues stand to Ragnaros' side and back out for AE knockbacks if their Fire resist is low. Casters and hunters stand paired off in the outer ring, pairs split up by 15 yards each to minimise the effect of the knockback. MT and OT healer positions explained pre-pull.
Stormrage notes
Detailed strategy, including placement for Rag is listed here.