Molten Core: Gehennas基赫納斯
- 2007/06/16(Sat) -
The keys to killing Gehennas:

- correct pull, avoiding stunlock of MT
- proper positioning
- chain healing MT with rotation and mana conserve to cover peak damage of 5000+ in one hit.
- immediately dispelling curses (30sec timer)

--- the pictures ------------------------------------------------------------------

Initial setup:
gehennas_pos.jpg


The pulling sequence (MT must not aggro before the adds are peeled --> stun)

While fighting add 1, MT and healers get Gehennas under control. When 1st add is down, ranged move to kill gehennas, while melee remain usefull at killing the 2nd add.

gehennas_adds.jpg


Primary dispell targets.

gehennas_curse.jpg


Spread out so AoE fire does hit as few as possible.

gehennas_fire.jpg


Healing rotation:
At any time a greater heal must be incoming so that at max 1.5 seconds lie between heals of the MT... CTRA mana conserve is very usefull for that.
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Molten Core: Garr加爾
- 2007/06/16(Sat) -
--- Images -------------------------------------------------------------------

Note that the exact positions in the following illustrations are not important. The idea is to make everyone have a clear few of whats going on. So the crowd controlled adds as well as garr should be nicely spread out as suggested in the illustration. The rough locations of killzone and where garr is tanked should be realized if at all possible to prevent chaos.

Before the pull, warlocks and warriors take pretargets (1 each fro crowd control)

garr_pre.jpg


After the pull garr and all his adds are immediately and properly crow-controled by either banish or tanking. Note that all mobs can be tanked by a single group (even garr himself) as they do rather little damage.

garr_after.jpg


Due to the fact that the garr-adds explode once dead, we pull them to the "killzone" where we gonna kill them one by one and their explosion doesnt mess up the whole setup.

garr_killzone.jpg


Basically each add is singled out in the killzone with ranged an melee hammering on it until it has 10% health left, then melee move on to the next add, while ranged finish it off... repeat this until 2 adds remain banished.

garr_addkill.jpg


once 6 adds are down and 2 banished, everyone focuses on Garr. That is because if all his adds are down, he gets upset and does a "bit" more damage.

garr_2left.jpg


after garr is dead, the last two adds die.

garr_finish.jpg


grats, you killed garr.
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Molten Core: Majordomo Executus管理者埃克索圖斯
- 2007/06/16(Sat) -
To summon Majordomo a raid has to douse all runes found under the trash-bosses with the vial you get for completing the Quest-Thread from Duke Hydraxix in Aszhara. Majordomo himself annot be killed, he needs to be forced into submission by killing his adds. Once he submits, he Summons Ragnaros and a chest appears that contains the Majordomo loot. Ragnaros will time out after two hours. And to resummon him, you gotta kill Majordomo again (no loot this time). Majordomo has a 12 hour respawn timer (same as molten Giants)

General procedure
There are a number of ways to get Major Domo submit. One of the strategies we use is this. There are 4 elites and 4 Healer. Right off the start we pull Domo, usually have a Warrior and Paladin to keep Domo near the summoning pit. Secondly we have 4 Mages that constantly keep the Priest sheeped. We have 4 Offtanks that pull the Elites to separate parts of the room. We do this to avoid AE damage from the Elites.

Abilities
Reflection: Damage reflection shields on adds. Alternating between Melee and Magic damage reflection that lasts 20 seconds. 30 sec between shields. To counter simply seize the corresponding DPS. (more: detailed data is unavailable yet)

Teleport: Majordomo Teleports characters fighting him into the fire pit where they take 1500+ damage. Counter: Just run out of the pit asap and have an offtank move in to keep Majordomo under control. (more: detailed data is unavailable yet)

AoE: Majordomo's Elite adds do some AoE Damage that can largely be avoided by spreding out the adds while tanking. (more detailed data is unavailable yet)

Melee: All adds and Majordomo do Melee damage. Nothing too bad. (more detailed data is unavailable yet)

Supermode: the last add standing enters supermode which gives him 100% health and makes him deal more damage. Lasts until add is killed. (detailed data is unavailable yet)

Pretargets
Before we pull, we have all tanks and sheeping mages get pretargets. Usually we do it from right to left:

Group 1 --> Majordomo
Group 2 --> 1st Elite from right
Group 3 --> 2nd Elite from right
Group 4 --> 3rd Elite from right
Group 5 --> 4th Elite from right
Mage 1 --> 1st Healer from right
Mage 2 --> 2nd Healer from right
Mage 3 --> 3rd Healer from right
Mage 4 --> 4th Healer from right

majordomo_targets.jpg


The Pull
The pull is fairly simple: Tanks and Sheepers move in simultaneously. The tanks pull the Elites to their tank spot while the mages Polymorph the Healers and keep them sheeped until they are in line to kill. If done correctly (everything happens simultaneously) nobody dies and a lot of chaos is avioded.

During the whole fight, positioning the adds correctly is a great help in avoiding chaos for everybody.

majordomo_pull.jpg


The Battle
The kill sequence we use is this: 2 Elites, 4 Healers, 2 Elites. After the 4th Add (2nd Healer) is down the remaining two become immune to sheep and need to be tanked. The complicated thing in this battle is the pattern in which the tanks move from add to add. It goes like this:

T1 tanks Majordomo
T2 tanks Elite1
T3 tanks Elite2
T4 tanks Elite2 (long duration tank)
T5 tanks Elite2 (long duration tank)
S1 sheeps Healer1
S2 sheeps Healer2
S3 sheeps Healer3
S4 sheeps Healer4
DPS on Elite1
---Elite1 down---
T2 finds a sheep
DPS on Elite2
---Elite2 down---
T3 finds a sheep
T2 breaks poly on Healer1
DPS on Healer1
---Healer1 down---
T2 finds a sheep
T3 breaks poly on Healer2
DPS on Healer2
---Healer2 down---
Poly on Healer3 and Healer4 break
T3 tanks Healer4 (fast!!)
DPS on Healer3 (T2's target)
---Healer3 down---
DPS on Healer4 (T3's target)
---Healer4 down---
T2 and T3 assist T4 and T5
DPS on Elite3 (T4's target)
---Elite3 down---
Elite4 enters supermode
DPS on Elite4 (T5's target)

Maybe a picture explains it better:

majordomo_battle.jpg

majordomo_sequence.jpg


Note that the moment when the Sheeps on the remaining 2 Healers break, one of them is "free" and will go after the Mage that polymorphed it. Tank group 3 needs to be on top of that situation. If possible Healers in all groups Help healing Tank2 and Tank3 in this phase.

Mages that are on top of their sheep and in range of an add thats due to kill, may go DPS on it. But keeping the sheep is priority.

During the whole fight one paladin may stay out of combat an ressurect dead players, who in turn continue with rezzing if possible. Before entering combat after a rez everyone takes advantage of the possibility to eat and drink.

Healing rotation in Tank groups 1-5 is also a bonus although not critical. Druids innervate priests when possible.

Scale
The Majordomo-plateau is fairly big, so staying in range and keeping groups together is important.

majordomo_scale.jpg


Tanking Majordomo
Majordomo likes to teleport a tank into the fire pit in the center of teh plateau. For that reason group 1 requires 2 tanks. One MT and a paladin tha takes over tanking while the MT is on his way back from the pit.

majordomo_teleport.jpg


Annotations

- The transition from phase 1 (adds sheepable) to phase 2 (adds immune to sheep) can be made smoother with a 6th warrior or paladin covering the sheep so it wont go killing casters.

- The whole fight is very demanding on the healers. The faster the adds die and the less heals are neccessary for non-tanks, the broader the margin between success and failure due to OOM becomes.

- Innervate and Healing rotations should be used for all tank groups. Its a good idea to coordinate available innervates. The fight lasts long enough to drink 2 potions.
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Molten Core: Shazzrah沙斯拉爾
- 2007/06/16(Sat) -
--- Shazzrah abilities -----------------------------------------------------------

- Arcane based Naga
- Spawns in same room as Baron Geddon
- Melee attack with 2-H Spear
- Instant Arcane Explosion 20yd range
- AoE Curse (Shazzrah's Curse) --> about 35 yd range --> +100% to magic damage for 5min --> Dispell this on MT immediately
- Self-cast buff with -50% to magic damage taken (dispell this immediately)
- AoE "couterspell" (dunno what that is)
- 45 blink timer... simply relocates to new spot... all aggro/hate is lost in blink

--- picture guide ---------------------------------------------------------------

Garr's room. All groups for a evenly spread 40yd around the MT. A hunter's pet will pull Shazzrah into the middle of the circle (just like geddon)

shazzrah_pull.jpg


during the battle, all DPS stays outside the 30yd range of the Arcane Explosion. A priest (P) will ocnstantly dispell the buff Shazzrah cast on himself --> 50% reduction of arcane damage, While a Mage (D) will constantly dispell the debuff on the MT --> 100% increased Arcane Damage. Druids and Mages in the DPS groups do their best to keep everyone decursed.

shazzrah_battle.jpg


Once every 40-45 seconds Shazzrah blinks to a random raid member and starts Arcane Explosion. All DPS must stop immediately with the blink. (usually Shazzra casts his curse 2-5 sec before the blink, so whenever the curse goes off... seize DPS). The characters(s) attacked by Shazzrah after the blink immediately run towards the MT (center of the circle) so he can quickly gain aggro an reposition. NOTE: The big confusion in this fight occurs when MT and DPS dont know in which direction they have to go. The circle setup fixes this as it gives everyone clear directions --> MT pull Shazz back to center --> Blink-affected DPS run towards MT. After the MT has positioned Shazz in the center. DPS resumes.

shazzrah_blink.jpg

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