Reputation | Molten Core

The Molten Core - Boss Encounters

Class Duties | Basic Mobs | Boss Encounters

Lucifron | Magmadar | Gehennas | Garr | Baron Geddon | Shazzrah | Golemagg the Incinerator | Sulfuron Harbinger | Majordomo Executus

 

Of course I can't forget the real reason why we even bother coming down in here... the BOSSES! The bearers of our loot that we are here to claim! Like the trash mobs, these bosses have specific traits that makes each one of them a unique, challenging, and sometimes even fun fight. Bored yet? Read on!

As you probably already guessed these boss fights are leaps and bounds harder than anything we've ever done. Boss fights in Molten Core can last up to 8 solid minutes, which doesn't seem like too long, but when you're struggling to keep 40 people alive and watching your fellow men fall this is an eternity.

 

-Lucifron-



The first boss we will be running into is Lucifron. Lucifron comes with two bodyguards that aren't really a big deal to kill. The big killer with Lucifron are his two AoE Debuffs. Every 20 seconds or so he will cast an AoE curse and an AoE magic debuff. BOTH of these have to be cleaned as soon as possible, and this is where the
DECURSIVE mod.

Lucifron's curse causes the casting cost of abilities to be increased by 100%. This applies to EVERYONE, whether you use mana, rage, or energy, this is a killer.
Lucifron's magic debuff causes 2000 shadow damage after 10 seconds, and it just keeps coming. This is also a killer.

The battle basically goes like this. After the pull we will have 3 warriors stationed with 3 hunters in spots decided during the raid. The hunters will use a distracting shot to lure your target to your warrior. Warriors will then establish firm agro and DPS will take out the 2 bodyguards first. While this is happening Lucifron will be throwing his curse and magic debuff out there. DEBUFFING IS A PRIORITY. With the exception of the main tank healers, mages and druids decurse, paladins and the off-tank priests cleanse. Other than that there is nothing else to it. He falls and we get our loot. Among the loot is a Tome of Tranquilizing shot. This goes to hunters and in my opinion should be a roll off and a non DKP item. This provides the hunter with a shot that is a MUST for Magmadar which will be explained soon.

You can see what this boss can drop for your class
here.

Tactics:
- Hunters split the 3 targets to your assigned warrior.
- The bodyguards fall first, then we attack Lucifron.
- Paladins, Mages, Priests, and Druids spam that
Decursive button.

 

-Magmadar-



Magmadar is one tough son of a bitch. No other way to put it. After fighting this guy you will be convinced that you can Solo the Beast in UBRS. But lets get to the point. A good way to set up for this fight is to have the main tank put Auto-Shoot on his tool bar, and slowly inch up towards Magmadar until you are in max shooting range. Healers then inch up until your heal spells are in max range of the Warrior. Warriors, you are ROOTED on to that spot, you don't move for any reason what so ever unless you get feared.

Magmadar fears every 20 or 30 seconds. CT-Raid Assist will announce this when it is about to happen. Which ever Warrior is the main tank will need to practice the art of Stance-Dancing. When you see the fear message pop up, you will switch over to Berserker stance and pop Berserker Rage so you wont be feared. After the fear AoE has passed (You will know because you'll see rogues running around feared) you will pop back into Defensive... rinse... and repeat. This is the harder way to do it. If we have a Dwarf Priest on board, this fight will become much easier.

Magmadar also becomes very very angry every so often, and this is what the Tome of Tranquilizing Shot is for. If you have CT-Raid Assist, which I know you will, it will tell you exactly when to fire your tranq-shot. If you don't one of us will spam it in raid chat, or over Team Speak. If Magmadar becomes enraged for too long it will be a wipe, he just does WAY too much DPS to heal. This is why our first attempt on Magmadar will most likely be a failure, so don't feel bad. A bare minimum of 2 tranq-shots is required because they can and will miss/resist.

One final thing Magmadar can do is spit globs of fire at random groups that bunch up too much. This glob of fire remains on the ground and is basically an area of effect dot, stop EVERYTHING you are doing and get out of the fire or you will die.

See what this boss can drop for your class
here.


Tactics:
- Warriors berserker rage / defensive stance. Also if you have agro DO NOT MOVE.
- Healers stay at max range to avoid fear.
- Rogues this is one of those fights where you bandage. You will be out of healing range and we cant risk healers getting feared.
- Hunters remember to use Tranquilizing Shot when the time comes!

 

-Gehennas-



Gehannas looks just like Lucifron but is a very different fight. However like Lucifron he comes with 2 bodyguards which also aren't that big of a deal to drop. Gehennas is much more agressive than Lucifron.

Gehennas comes with the following:
-Lovely ~2000 damage shadow bolts that are fired at random targets in the raid.
-AoE Curse that reduces healing done by 75% (this must be removed IMMEDIATELY, Main-tank a priority!
-AoE Fire spell that does massive damage. If you are in this AoE stop EVERYTHING you are doing and run out!

All we need to do is deal with the above abilities and we've got this fight in the bag. Hunters will split the 2 guards to their tanks, and one hunter will pull Gehennas to the main tank. From there we just take out the 2 bodyguards, and then all rush over to Gehennas and kill him, while again --- dealing with the abilities he has. Other than that its a like any other boss fight, keep the tank up, DPS and survive.

See what this boss can drop for your class
here.

Tactics:
- Split bodyguards and take them out one by one, then move on to Gehannas.
- Druids and Mages spam your
Decursive button.
- If you don't have
Decursive which you should, decurse the main tank manually... he is the priority, if he falls then we lose.
- Stop EVERYTHING you are doing if you are in the AoE Fire.

 

-Garr-



Garr is one big bad rock like dude. Well actually he isn't really, but his babies are. The catch with Garr is if the fight lasts too long he will call one of his babies to come to him and explode. So to avoid this... make this a fast fight. To make this encounter comfortable we will need 4 Warlocks. Hunter's Mark and Priest's Mind Vision will be used to get warlocks their banish targets and warriors their targets to tank.

Garr comes with two minor abilities.
- Magma Shackles, all this does really is just make everyone around Garr walk really slow... I believe this is cleansable and isn't really a threat.
- AoE Dispell Magic, every 30 seconds or so Garr will remove one buff from everyone around him, this isn't a threat. Don't waste your mana rebuffing, it will be removed.

One by one we eliminate the unbanished babies. In one nice neat line they fall, but keep in mind that when these things get to around 15% everybody but the Warrior tanking needs to run, because they will explode and cause about 3000 damage and send you flying. Once all the unbanished babies are dead we will destroy Garr (Yeah we still leave the other 4 banished mobs banished). Once Garr falls we all go back to the babies and 1 by 1 kill them. Fight complete.

See what this boss can drop for your class
here.

Tactics:
- Warlocks keep your target banished until told otherwise.
- Destroy Warriors baby targets, then move on to Garr.
- Garr debuffs everyone around him, don't bother to rebuff. He will remove it. (This is especially important for INNERVATES and EVOCATION. Back off before doing this).

 

-Baron Geddon-



This fight is one of my favorites. The big thing with Geddon is he will make random people the bomb. If you are the bomb you run AWAY from everyone unless you are the main tank. The main tank will stand his ground and take it.

Baron Geddon comes with the following goodies;
- Ignite Mana, this is a magic debuff that burns mana while doing damage over time. this is the main killer for casters. Debuff immediately.

- Living Bomb, this is where he makes somebody at random the bomb, if you are the bomb you run away from everyone unless you are the main tank. Mages can Ice Block to remove it, and Paladins can use Divine Shield to remove it. It will explode for about 3000 damage and send you flying, much like Garr's babies when they explode. It is critical that you run away from everyone, the explosion is an AoE that will kill everyone else around you. CT-Raid Assist will tell you if you are the bomb.

- AoE Fire Pulses, couple important points with this. First when Geddon pauses and begins to pulse EVERYBODY holds fire. As soon as he's done pulsing the tank will run in and taunt and get agro back. Second, these pulses start off very weak, around 250 damage for a pulse but quickly goes upwards of 2000 damage a pulse. When he pulses EVERYBODY and I mean EVERYBODY runs out of the area, even the main tank. Geddon is stationary when he does this.

We organize the groups in a nice circle in the room which is very spacious. The main tank will tank Geddon in the center of the circle. Just maintain DPS and keep the tank up, and deal with his abilities as he dishes them out and we'll be fine. This is one of those fights where knowing what he can do will win the battle, that's all it takes... knowing what he can do, and when he does it.

Find out what this boss can drop for you
here.

Tactics:
- If you are the bomb run away from everyone. If you are the main-tank then you stand your ground.
- When he pulses everyone including the main tank runs out.
- Ignite Mana --- Dispell it ASAP.

 

-Shazzrah-



Shazzrah is a pretty tricky fight. The main thing with Shazzrah is his Blink + AoE. He will blink into random groups in the raid and start Mage bombing. If you have CT-Raid Assist you will know when he is targeting you. This is important because if he is targeting you, you need to run into the middle so when he mage bombs he doesn't kill the raid. Once the main-tank has agro begin opening fire.

Shazzrah comes with the following abilities:
- Curse that increases arcane damage taken by 100%. Druids and Mages decurse this immediately, remember to get it off the main tank.
- AoE counterspell. If this gets you when you aren't casting anything it is no big deal. If it gets you when you are casting it SUCKS. It's about an 8 second counterspell.
- Blink + Arcane Explosion. At random he will blink into a crowd and start doing mage bombs. Without the curse this will hit for about 900 damage.


Shazzrah's Dampen Magic: The tide of the fight rests on this being dispelled off of Shazzrah. Every so often he will buff himself with sort of a Dampen Magic effect. A designated Mage needs to keep Detect Magic on him and a designated Priest needs to remove it. If not you will be doing 1/4 the DPS you would be other wise.

Note: Due to the damage Shazzrah's Arcane Explosion does this is a ranged only fight. Only the main tank gets to tango with this boss, everyone else shoots. Its better to have a rogue do crap DPS with a bow for the entire fight then get 2 good hits off and then die.

See what this boss drops for your class
here.

Tactics:
- Druids and Mages, decurse decurse decurse.
- Mage keep detect magic up on Shazzrah, Priest dispell the buff.
- Ranged only fight, rogues, warriors, shoot. Only the main tank gets to tango.
- If Shazzrah is on you, run to the middle.

 

-Golemagg the Incinerator-



Though I've never been hit by this guy, I hear he hits like a truck, and at about 10% he hits even harder. Fairly simple fight, its all in the execution. His 2 dog bodyguards can't be killed, they go away when Golemagg dies. 2 Warriors off-tank the 2 dogs while the rest focus on Golemagg. At about 10% Golemagg gets enraged and does a ton of DPS so the main tank will need to save his Shield Wall for this part of the fight.

Golemagg's abilities:
- He has a "Thorns" type buff that stacks damage on you based on how much you hit them, so rogues this is another fight where you will be bandaging yourselves.
- He will turn around into the crowd and throw a random fireball type thing. Don't be alarmed if he turns around, chances are its just to throw that fire ball, then he goes right back to the tank.

Deal with those abilities and its pretty much a standard boss fight. By the time we get to this guy we'll all be well seasoned MC veterans.

See what this boss can drop for your class
here.


Tactics:
- Off tank the dogs, remember they cannot die.
- Main tank Shield-Wall at 10%
- Rogues back off and bandage occasionally when that DoT gets too high.

 

-Sulfuron Harbinger-



By now you are probably sick and tired of these Naga looking bosses. This is a tricky fight because not only does he come with 4 body guards... they are all healers.
Spread them out and interrupt their heals and it will be okay. Sulfuron comes with a nasty Shadow Word: Pain that stacks and should be removed ASAP.

This fight plays out like this. The warrior body pulls everybody and we have Hunters pull the guard assigned to them to the warrior off tank. We need these to be spread out. Rogues kick, warriors shield bash, mages counter spell do anything to interrupt these guys from healing. I hear that stuns will not stun them but it will interrupt the cast. One by one we drop the healers, and then go and beat down Sulfuron. Game over.

See what this boss can drop for your class
here.

Tactics:
- Spread the healers out, and interrupt their casts.
- Remove Sulfuron's Shadow Word: Pain (Priests and Paladins)

 

-Majordomo Executus-

user posted image Druid  
Hunter Ancient Petrified Leaf
Mage  
Rogue  
Shaman  
Paladin  
Priest The Eye of Divinity
Warrior  
Warlock  



This is the last boss before Ragnaros and one of the most Technical fights in Molten Core. There are so many things that could go wrong it's scary. First of all he has 8 body guards, 4 of them healers, 4 of them warriors. When we start the fight the 4 healers get sheeped and Majordomo and his warrior adds all get a warrior put on them. At this point we kill 2 of the Warrior adds and bring the other 2 to around 30%. We do this because once he is down to 4 body guards they become immune to sheep and things will get pretty chaotic. So we bring them down to 30% and then move on to the healers, killing them off one by one. As soon as all the healers are down we finish off the other 2 guards we had injured earlier and then Majordomo surrenders..... yes... surrenders.


Majordomo Executus comes with the following abilities:
- I believe him and all his guards have a small fire AoE pulse, this is minor as as long as you keep them spread out.
- Domo will portal someone at random to the fire put, you'd have to be afk or asleep at your keyboard for this to be a threat. (unless you are already at low health)
- This one is big. Domo's guards will switch between a Magic Shield which will reflect 100% of the magic spell back... which means mages yes, you can sheep yourself. If they don't use the magic shield then they will use a Damage Shield which makes them immune to any PHYSICAL damage dealt, so mages can keep firing.


See what this boss can drop for your class
here.


Tactics:
- Keep all his healers sheeped.
- Kill 2 of the Warrior guards, bring the other 2 to about 30%
- Watch for the magic and damage shields
- Pay attention, don't die in the fire pit.
- Good luck




Vist my other sites: CoD5 Unlockables

 

website hit counter