Difference between revisions of "Molten Core"

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'''Things to do before and in the raid:'''
 
'''Things to do before and in the raid:'''
  
-      Join channel basinhunter, this is the channel the hunters, MT and Off-tanks communicate.  
+
-      Join the hunter channel (basinhunter on Tich, aim2please on SR), this is the channel the hunters, MT and Off-tanks communicate.  
  
 
-      If you get assigned to an Off-tank, communicate in regard to where to peel to, and let him know you're his designated peeler.
 
-      If you get assigned to an Off-tank, communicate in regard to where to peel to, and let him know you're his designated peeler.

Revision as of 12:30, 19 September 2005

Overview

The Molten Core is a 40 man raid instance located in Blackrock Mountain. You can access it via the green portal in Blackrock Depths just between the 7 Dwarves and Lyceum or you can do a quest from an elf on the way to BRD to attune you to the core. Once attuned you jump through the window into the lava next to the elf. You must be in a raid for the portal to work.

Beastiary

Trash Mobs

Molten Giant
These are big slow time wasting fights. You have a pair (they always come with another Giant or Destroyer) of big giants that you need to tank and slowly burn down. We like to keep 1 tank on each giant and 2-3 priests on each tank. If you are a priest and do not know who to heal ask in /basinpriest or you frequently heal the warrior that is on the same side of the raid tab as yourself. For example if the Maintank is in Group 1 and the Offtank is in Group 2 then the healers for the MT are in groups 1,3,5,7 and for the OT are in groups 2,4,6,8. Shamans and druids can keep the dps alive since the giants have a melee area aoe. When pulling we assign each offtank a hunter that pulls the giant right to him so he can taunt it off. Once the warrior has aggro on the giant the hunter can FD and change to dps gear if needed. DPS classes just need to wait for their dps call and assist for the right target. These are always a static spawn with a very long respawn timer, at least 8 hours long.

Lava Annihilator
This is your basic melee mob with a twist. It uses the random target system to determine who to attack. 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 2 hour 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.

Firelord
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Lava Spawn
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Lava Surger
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Ancient Core Hound
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Flame Imp
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Core Hound
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Molten Destroyer
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Flameguard
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Flamewalker
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Lava Elemental
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Lava Reaver
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Bosses

Baron Geddon
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Core Rager
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Firesworn
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Firewalker
Garr spawned add

Flamewaker
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Flamewaker Elite
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Flamewaker Healer
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Flamewaker Priest
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Flamewaker Protector
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Garr
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Gehennes
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Golemagg the Incinerator
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Lucifron
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Magmadar
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Majordomo Executus
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Ragnaros
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Shazzrah
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Son of Flame
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Sulfuron Harbinger
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Zone Guide

Good Camps:

Materials:

Key Quests in this zone:

MC, Horde:

Hunters:

Note: This synopsis is based on encounters up to Majordomo, and will not, (yet), cover pulls on the way to Ragnaros.

Hunters actually have a purpose in MC besides being (inferior) DPS in most other instances, our job is to pull mobs to the MT, and to peel mobs off the MT to off-tanks so the MT doesn’t get swarmed.

Things to do before and in the raid:

- Join the hunter channel (basinhunter on Tich, aim2please on SR), this is the channel the hunters, MT and Off-tanks communicate.

- If you get assigned to an Off-tank, communicate in regard to where to peel to, and let him know you're his designated peeler.

- The main puller and secondary puller should run up and be ready for the next pull as fast as possible after a kill, if one of the hunters is dead I prefer to assign a third Hunter to sub, and take the task of the current dead hunter(s).

- On peels, the only target getting Hunters Marked, is the one that’s going down first. Most often peeled by the secondary puller.

- Get “Wardrobe-mod”, (unless you use a better mod, in which case link it), even experienced pullers will die frequently, and you will notice that the repair bill will be steep if you pull in your primary gear, in addition to the possibility of rendering yourself useless in the raid due to broken gun/bow. (I use a secondary bow/gun for pulling). Most classes find “Wardrobe” to be cumbersome, due to the fact that you have to be out of combat to be able to use it, as hunters we have the possibility to FD, and get out of combat, so you will be able to change gear mid battle.

Pulls:

Solo pulls: Lava Annihilators, 'Surgers, Fire lords and Core Hounds.

Usually the Core hound can be pulled by the MT, but if needed the hunter may be asked to pull it. Freezing trap will work on Annihilators/Surgers, which makes it possible to buy some time getting back to the MT.

Some of these pulls may require a peel, (Distracting Shot), from a second hunter, depending on how far away the mob is, this is especially important on the way to Lucifron/Magmadar, where there are 3 Annihilators/Surgers, a Firelord and a Core Hound that needs to be pulled from the bridge area. (Note! The last pull here, is a Surger which should be pulled on his way to the right, if you try to pull him on his way to the left, you will get imps).

Giants:

These come in pairs, either Giant/Giant(G/G), Giant/Destroyer(G/D) or Destroyer/Destroyer (D/D), these guys have an AoE stomp, so expect to die a lot . Our way of doing most of these pulls is that the secondary puller, marks his target and when the main puller has pulled, peels him off to the off-tank. The main puller runs to the MT, usually a bit aways from the raid. As we do it, the destroyer always goes to the MT if G/D. If dual, G/G or D/D, the puller gets the closest one, and the furthest away one gets marked and peeled to the off-tank. If the Destroyer is the furthest away one on G/D’s, I, personally, prefer to let the secondary puller pull, and have the main puller peel to the MT, (according to Vlo this is not necessary though ;)).

Note! In Garr’s part of the instance there will be two D/D pairs with a random spawn mob in front of each pair, these pulls can be very hard, in regard to not getting all 3 in the same pull. Usually a safe way will be to have the secondary hunter to FD on half distance, and be ready to peel the mob if the pull is successful here.


Other multipulls:

Through the tunnel from Garr to Baron Geddon and Shazzrah, you will have to pull some packs consisting of Flameguard, Flamewalker and two ‘Reavers, (gets banished), to clear the way for "clean" boss pulls. Lately we’ve been doing pet pulls on these “tunnel pulls”, as it’s very hard to get a successful peel off in there, and have the time to run back. Having Dash/Dive is helpful. (Baron Geddon and Shazzrah is pulled the same way).

These packs will also be on the way to Sulforon and Golemagg. Usually we pull either the Flamewalker or the Flameguard, (whichever is easiest to pull), and peel the other one. The Flamewalker goes to the MT, and the Flameguard to the off-tank.

Boss encounters:

Lucifron/Gehennas:

Requires 3 hunters, one to pull closest guard, one to peel the second guard and one to peel Lucy/Gehennas himself. Note! The peeling of the boss should be done as fast as possible after the initial pull!

Magmadar:

This encounter requires Tranquility shot, a special attack you learn by a book that drops off Lucifron. Mag will every 15 seconds or so, go into a frenzied state, where he will cause more dmg to the MT, this state must be shut down as fast as possible with Tranq. (Timer is 20 seconds). The way Basin on Tich do it, is that we pair up hunters, where the players in each pair fire at the same time when he gets into frenzy, the hit rate is like 90% with an average decked character, so it’s very unlikely that both will miss. If the tank has him facing the end of the cave the sides are a good way to stand. Hunters with improved range will have no problem firing from outside his fear range.

Requirements:

- Magmadar mod. (Gives you a warning when he gets into frenzy, and when his fear will be released).

- Macroes for /Basinhunter; “<charactername> Hit” and ”<charactername> missed”.

- Isolate your "combat spell hits" in combat log for this encounter, as it's important that you can easily see if you hit/missed to send the hit/miss macro to /basinhunter channel.

Garr:

Pending on the amount of Warlocks for banish, Hunters get assigned to off-tanks, where each team gets assigned to a location in the cave by the raid leader, and peels the assigned “guard” to the off tank, freezing traps will buy some time here too.

Baron Geddon/Shazzrah:

DPS duty, besides pet pulling. (Note! The hunter pet-pulling, should stay in the middle of the room with the MT, and stay there until he’s sure the MT has aggro).

Sulforon/Golemagg/Majordomo:

Peel assigned guards to off-tanks.

A bit unsure if this should be moved to the hunter section of the Wiki, (feel free to do so).

Sjur