http://www.wowwiki.com/Magmaw
[video=youtube;kVZMP1RCivs]http://www.youtube.com/watch?v=kVZMP1RCivs&feature=player_embedded[/video]
Quote(http://www.tankspot.com/images/misc/quote_icon.png) Originally Posted by Aliena
Hello and welcome to the TankSpot Blackwing Descent Raid Guide! My name is Aliena, and in this video I'll show you all you have to know about Magmaw, one of
the first bosses you encounter in this instance. We completed this fight with 1 tank, 7 healers and 17 DPS, but similar raid configurations may do just as
well.
Magmaw has two different phases and a LOT of abilities. In the first, regular phase, you deal normal damage to him and your goal is to keep the fight
controlled by keeping everyone healed and killing adds in a timely manner. In the second phase, when correctly executed, you deal double damage to Magmaw while
your healers can replenish their mana.
Let's start going over Magmaw's phase 1 abilities and how to deal with them. First up, positioning. You want to have three basic camps - one for your tank, one
for your melee and one for your ranged attackers and healers. Both the ranged and the melee need to have room to change their camps by at least 15 yards or so.
This is because of Magmaw's signature ability, Pillar of Flame.
Pillar of Flame has a short cast time and is usually directed at a random ranged raid members but can occasionally target a melee. When Magmaw casts it, a red
swirl shows up on the ground of the targetted raid member and 2 seconds after, a pillar will erupt in its spot and anyone remaining in the area will get lifted
into the air and take massive damage.
That's not all however. Along with the damage, lots of Lava Parasites will drop onto the ground from where the Pillar erupted. These little guys are vicious.
If they manage to attack a raid member, that person will get infected with a debuff and after 10 seconds, the debuff will explode, dealing a ton of damage to
anyone around and spawning more parasites.
To avoid this, it's really important to make sure that no raid member gets hit by the pillar and moves as soon as they're aware of it. Once the swirl appears,
immediately have a hunter apply a frost trap to the area and then have your ranged raid members - and potentially some rogues if you have trouble taking them
down in time - take out the parasites.
Pillar of Flame is roughly on a 30 second timer, so that sets the timeframe you have to kill all parasites.
Magmaw will also occasionally attempt to eat your tank with an ability called Mangle. When he places this on your tank, he takes massive damage every 5 seconds
and after 30 seconds, he will be unable to take any action while Magmaw does his omnomnom thing. To counter this, either run two tanks or, if you prefer to to
it with 1 tank, have him use a strong cooldown right before the timer is up.
All throughout the phase, Magmaw will shoot the raid with Lava Spew - ranged missiles that hit everyone and need to be healed through. His last phase 1 ability is Ignition. Ignition happens every phase 1 and will ignite about half of the room. It's easily visible since the ground starts steaming. To counter this, make sure your raid always keeps somewhat close to the middle of the room and can easily change sides.
Phase two happens when Magmaw slumps forward and the emote "Magmaw slumps forward, exposing his pincers!" appears. When this happens, three melee need to jump onto his head using the spike and spam the ability they then gain - Constricting Chains. If executed correctly, after a short while Magmaw's head will become impaled on the spike and he will take double damage while being unable to do anything.
This is the perfect opportunity for bloodlust, time warp and heroism and also for your healers to regen some mana. After a little while, Magmaw will recover and phase 1 starts over.
It's worth noting that if there's no one in Magmaw's melee range, he'll enrage and basically wipe the raid, so make sure to always have people near him.
That about covers Magmaw's abilities. I'll attach video of the full encounter so you can see in detail how we dealt with his various mechanics. Good luck and have fun!
Bump for Wednesday
Problems we came up with:
Healing
we are 1 healer short, Sithy had to fill in but isnt a healer normaly, so hereby also a request for Council to open recruitment for a healer(paladin would be awesome).
Sithy did his best but 5K HPS is just to low, the other healers cant carry the difference for an entire fight.
DPS
-DPS, we need more, in my opinion you should be over 10K dps or atleast close to it.
Also the DPS on the adds need to increase which we will hopefully be fixed by taking an extra ranged DPS instead of a melee.
Nps with getting more players in, we'll look at apps that come in and try to act on them as soon as possible.
Quote from: Arcticfire;322164Also the DPS on the adds need to increase which we will hopefully be fixed by taking an extra ranged DPS instead of a melee.
Personally I think this was the bigger problem compared to low dps. Also I noticed that on several occasions I needed to finish off several adds by myself while the rest of the (ranged) dps was already back on the boss. That left me hardly anytime to set the traps for the next flame pillar, and no time to dps the boss.
With the dps we had we would have killed him before the enrage timer.
Sounds like as big a problem was the ranged dps not staying on task and finishing the adds before doing anything else. Adds has to be a main prio.
well, as a result of being that melee-heavy, i brought my mage. But as arcane i don't have the that great aoe, and perhaps i should have used nameplates, as i had trouble seeing if any of the parasites where still moving.