Dead Men Walking

Forum Archive 2023 => Archived Raid Tactics => Boss Compendiums => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => Molten Core (Tier 1) => Topic started by: Bastet on March 02, 2006, 05:19:02 PM

Title: Magmadar
Post by: Bastet on March 02, 2006, 05:19:02 PM
Magmadar is the second boss in Molten Core. He is a giant core hound similar to the Beast found in Upper Blackrock Spire. He is a lone MOB and has no guards that pull with him.

Magmadar’s Abilities

Magmadar has four abilities of note.

Fire Cone: This come of fire shoots straight forward from Magmadar and does only a small amount of damage. It should really only hit the main tank as its range is short.

Fire Spit: During the fight, Magmadar will randomly spit fire around his lair. Touching this fire puts an ever increasing fire DoT on you. Easily avoidable for those who watch for the fire streams.

AE Fear: Every 30 seconds Magmadar shoots out a 30 yard area of effect fear.

Frenzy: Magmadar will go into a “killing frenzy” that increases his attack speed by 150%! This MUST be dealt with if the party is to survive. It can only be dispelled with the Tranquilizing shot, that is learned from a book that drops off Lucifron.

Strategy

Group composition will need the main tank to be partied with a dwarven priest (alliance) or a shaman (horde) to deal with the Fear effects that Magmadar has. If the main tank bolts it is likely game over. A warlock with an imp is also preferred as it gives the tank even more health.

Apparently the main tank can also do one of two types of "fear dance" to avoid running, I have not seen this done so can not comment on its effectiveness. This needs to be done if you do not have a Dwarf Priest with you for fear ward. The first method involves moving rapidly forward and backwards while in combat. Then when feared instead of running away or forward you will stand there feared. The other method involves having your tank should wait 30 seconds after the previous fear and then switch to berserker stance, use berserker rage, and then swap back. As far as I know the first fear dance has been fixed and no longer works post 1.7 patch, however the berserker stance switch still works.

All the melee DPS and associated healers should be in groups that circles behind so they can engage without worrying about the breath of flame attack (again, only the tank should be hit by this special attack).

Nukers and associated healers should stay away from the boss while keeping within spell/shooting distance. Unlike the main melee DPS group, these groups should be facing Magmadar.

Another groups should be setup with an auxiliary tank; in case Magmadar goes frenzied and the tranq shot misses, which will likely result in the death of the main tank. The “aux tank” should only fight as long as it takes for a druid to battle res the main tank.

Healers just need to keep their respective groups healed, and keep an eye on the main tank. DPS should push as much damage as possible while not trying to overtake the agro of the main tank (always allow the main tank a few seconds to gain proper agro).

Hunters are considered DPS if they do not posses the tranq’ shot, however hunters with the special attack should be placed together so that they can monitor the frenzy status of Magmadar. If one hunter misses with a tranq’ shot then the other can be notified and shoot his shot.

Magmadar CAN be done with only 1 hunter armed with tranq’ shot, but it is not advised. It is best to fight him with 2 hunters with the shot, as if you only have one hunter and he misses with his shot, there is no way the tank can survive against the damage Magmadar will do.