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For Friday's MC Run


Narsica

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Ok figured I'd go ahead and get those that are not familiar with MC a heads up on the next four(five with Majordomo) bosses.

Baron Geddon

Baron Geddon Abilities:

•Inferno: Baron will periodically stop moving and stop meleeing to perform inferno. Inferno is a series of PBAE pulses (much like warlock hellfire) that get more and more damaging each pulse. He does around 9-10 of these pulses (once each second). The first few pulses are rather tame in the damage department, but the end pulses do upwards of 2000 plus damage. Not even main tanks can handle this sort of damage, so they will need to run from baron when he goes into inferno mode.

•Ignite mana: This is a manaburn dot (400 mana lost and 400 damage done per tick) that needs to be dispelled off of anyone who needs their mana. It's harmless on rogues / warriors. Target chosen by the RSTS

•Living Bomb: This is a 5-10 second timed bomb that will do 2000+ damage to the player plus all of the players in their immediate area. Anyone who gets living bomb on them needs to run away from their raid immediatly so they don't blow everyone up. Target chosen by the RSTS

•SETUP: Setup each group around Garr's room in a big semi-circle, with the MT in the middle. This is a steady slow DPS fight and gets you in the mood for the next fight, Shazzrah. Basically move in and out of dpsing Baron(because of the Inferno ability) and if you're the bomb, run STRAIGHT for a wall or alcove, AWAY from everyone else. Frost mages can just ice block to simply remove it and keep dpsing. Overall, a fun fight!

Shazzrah

Shazzrah's Abilities:

•Shazzrah is basically a Luci/Gehennas look alike that is secretly an arcane mage. He does an aoe curse that drops everyone's resistances to arcane, as well as an aoe counterspell(have to watch for that one).

•Shazzrah's main attack, besides melee on the MT, is an aoe arcane explosion. The mages and druids NEED to be on the decursing here, and Shazzrah should have a detect magic on him at all times(I'll tell you more about that later).

•To setup for the encounter, make a circle around the room, each group being evenly spaced(very similar to the Baron fight). Main Tank is in the middle(Arcane resistances are a plus but are honestly NOT needed for this fight, so long as the decursers set the priority on the MT). Shazzrah has another "hidden" ability- he has a self buff that increases his arcane damage for a short period of time. Mages need to keep a detect magic up on him to look for this, and shamans/priests need to remove it asap. Other then that, slow dps him down like Baron Geddon and you're golden. :yub:

•••SIDE NOTE!!! He also has the mage ability blink that will allow him to use the secondary aggro system to teleport to that person and he will aoe arcane explosion. REGARDLESS of what class you are, if you have aggro, run back to the center of the room so the MT can pick him up again

Golemagg the Incinerator

Golemagg's abilities:

•NONE! He basically is a straight Melee fight. At 10% health, he does gain an enrage-like ability, so healing will have to step up here. But other then that, nice dps fight. We used to say alliance side that Blizzard was just giving us great loot with this boss(He drops the class chestpieces as well as teh EXCELLENT Azuresong Mageblade and Staff of Domination. Some MC groups favor skipping Shazzrah after Baron and heading straight for Mags- especially if they know that Shazzrah will be difficult for them.

•SETUP: Real easy setup- MT fights him where he is, with everyone dpsing and healing from behind him(try to keep a bit of distance though- he does do a fire attack similar to the Fire Elemental guys that silence and dot you). On the left and right, back though towards the stalagmites, will be two offtanks(and their healers) because Golemagg also has two puppy guards. NOTE!!! The dogs must not die, rather- Golemagg must die first, and teh puppies will die afterwards. This is because the dogs will come back to life(very similar to the dogs that Magmadar has in his room). Keep all the tanks up and alive and dps Golemagg down.

Sulfuron Harbringer

Sulfuron's abilities:

•Really he has none, but he is surrounded by four Priest versions of Lucifron/Gehenass/Shazzrah(Blizzard liked using the same design skin for all of these bosses). Basically as long as any of the priests are up, Sufuron will not go down.

•SETUP: The MT will tank Sulfuron where he is. There will be four offtanks- each one is responsible of slightly moving the priests away. The first offtank will take his priest down towards the lava(Tanks will have to practice keeping aggro on a mob and moving backwards). Once towards the lava(which btw the rest of the raid minus the healers will be waiting) the raid will dps the priest down. This process will be repeated until all 4 priests are dead, and then dps Sulfuron down. Pretty easy mob fight as long as everyone performs their role. Healers stay with your tanks and keep them up, the rest of the raid take down the solo target priests asap and the Sulfuron.

Majordomo Executus

Majordomo's abilities:

•Buffed up version of Sulfuron! Honestly this is the exact same fight as Sulfuron(again a "warm-up" match for Majordomo) but do not treat it lightly. Majordomo this time has 8 guards instead of 4(not sure if these heal though- I can't remember but I don't think they do).

•SETUP: Ok lots to talk about here. Basically in the center of the room is a lava pit. Now and then Majordomo will teleport anyone into the center of the room and they will fall into the lava. Run out and bandage yourself off.

MAGES will be of large importance here. 4 of the guards can be sheepable. The idea here is to handle it exactly like sulfuron but have the mages sheep 4 of the guards(and keep them sheeped). Majordomo has an aoe effect on his guards(they either reflect physical damage or magic damage). Detect magic will give you a heads up about this. If you see the countdown for when he's going to do his aoe buff on his guards, mages MUST resheep quickly on the 4 they have(you have 5 seconds from when the countdown starts to when the guards get the melee or magic buff reflection). If it's melee, any melee damage dealt will be reflected(I can't remember exactly on this- actually I think it might be reduced damage). If it's magic, any spell cast has a 50% chance to reflect back to the caster(mages will be sheeping themselves :0 ).

The MT is going to tank him in the NE corner of the room with his healing posse. The mages will be in the SW corner sheeping their targets. The 4 off tanks will be in the East of the room tanking their guards. One of them(again like the Sulfuron fight) will pull a guard off the area down to the ramp where the raid will dps him down. After 4 guards are killed, sheep will no longer work on the bosses(this is a LONG endurance fight- but the ending will surprise you :yub: ). Once you get 4 of them down, each tank will have to pick up another. Get the next 4 down, and you're done! Majordomo is the only boss in MC that you do not fight. After you kill his guards, he "submits" and gives you a chest if you leave him alone. He then yells and warns Ragnaros that you're coming! :rofl: The chest has a chance to contain the Eye of Divinity(Priest epic staff quest!!!!! :D ) or the leaf for the Hunter epic bow quest.

Hopefully these will help you guys out to prepare for Friday. I have GREAT confidence that we can get Baron and Golemagg down easily- then maybe attempt Shazzrah and hopefully Sulfuron. Who knows- maybe even Majordomo! >:L

Edited by Narsica
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I've been to Geddon before, and a tank with a high FR can stay in the pulses and tank him fine. I think the raid that I was in that took him down did have the MT stay put the entire time...but that's been a while ago that happened.

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I've been to Geddon before, and a tank with a high FR can stay in the pulses and tank him fine. I think the raid that I was in that took him down did have the MT stay put the entire time...but that's been a while ago that happened.

Here's the neat thing though- when he does the inferno, he just stays still wherever he is. So anyone can simply walk out of it. It's a good idea regardless of the MT's fire resistance to step away, then immedielty move back in when he stops. Also, when he is doing the inferno, stop attacks(Not sure if I put that in or not). The inferno resets his aggro list and he'll go to teh ranged folks that were dpsing while he was doing the inferno. Best let him just do the inferno then have the MT pick him back up and keep him in the center of the room.

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Good idea!

I know Shazzrah went down first try when we were able to take down Geddon.

I hope the instance doesn't reset because I know this group can get them both. :rofl:

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The only time I saw somebody tanking Geddon was Belaru from BMC. She tried to run from the inferno but it doesn't worked well, she kept losing aggro and that's not good.

She decided to go for more FR so she can stay put and survive the Inferno.

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•Ignite mana: This is a manaburn dot (400 mana lost and 400 damage done per tick) that needs to be dispelled off of anyone who needs their mana. It's harmless on rogues / warriors. Target chosen by the RSTS

•Living Bomb: This is a 5-10 second timed bomb that will do 2000+ damage to the player plus all of the players in their immediate area. Anyone who gets living bomb on them needs to run away from their raid immediatly so they don't blow everyone up. Target chosen by the RSTS

Ignite Mana is absolute killer to caster classes, or anybody who has their mana even remotely close to their health. In my experience, and from talking to some friends, this fight is really boring for Priests. Priests are asked or expected to do nothing but Dispel casters the whole time, themselves first, druids second, everybody else third. Last time i faced him we even split the priests and mana users up into their own groups (1 priest per group) so that they could each just be responsible for a small number of people. While the priests aren't healing, it's generally expected that the Druids pick up the slack.

As a side note, the Felhunter's Devour Magic can also get a workout in there. If any of our friendly warlocks decide to try using their puppy in this manner, i suggest setting a macro up so that your felhunter can devour magic on itself first. Ideally it will resist the spell, as it has very high fire resistance, but if it doesn't you'll soon find it without enough mana to cast Devour.

I was also going to go on a bit about paying attention to your own debuffs, and the Living Bomb... but then i remembered just how on top of the game everybody was wednesday. I don't think this group needs reminding about something like that.

Cheers,

The Blacktusk Family

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