Magmadar

Magmadar is the second boss in Molten Core. He is a giant core hound similar to the Beast found in Upper Blackrock Spire. He is a lone MOB and has no guards that pull with him.

Magmadar’s Abilities
Magmadar has four abilities of note.

Fire Cone :
This come of fire shoots straight forward from Magmadar and does only a small amount of damage. It should really only hit the main tank as its range is short.

Fire Spit :
During the fight, Magmadar will randomly spit fire around his lair. Touching this fire puts an ever increasing fire DoT on you. Easily avoidable for those who watch for the fire streams.

AE Fear :
Every 30 seconds Magmadar shoots out a 30 yard area of effect fear.

Frenzy : Magmadar will go into a “killing frenzy” that increases his attack speed by 150%! This MUST be dealt with if the party is to survive. It can only be dispelled with the Tranquilizing shot, that is learned from a book that drops off Lucifron.

Strategy
Initial Positions :
Group composition will need the main tank to be partied with a dwarven priest (alliance) or a shaman (horde) to deal with the Fear effects that Magmadar has. If the main tank bolts it is likely game over. A warlock with an imp is also preferred as it gives the tank even more health.

MagmadarPull.jpg

A good idea is to place 3 hunters with the TranQ shot in the same group with a druid and paladin. These should be a self sustained group that can coordinate the shot on Magmadar..

The Pull :
To pull Magmadar a hunter will use Eye of the Beast, and head towards Magmadar… as he does this the Tank will take position on the slop on the east end of the cave… once Magmadar has gotten the 'scent' of the pet, move it towards the Main Tank…

MagmadarPull2.JPG

Everyone else will get to MAXIMUM range, both on the attack/healing side of this.. a pet won't last long, but it will last long enough for the positioning to be done.

Once positioned the Tank will do a "Fear Dance".

The Main tank will turn Magmadar, so the melee DPS and associated healers should be in groups can engage without worrying about the breath of flame attack (again, only the tank should be hit by this special attack).

Nukers and associated healers should stay away from the boss while keeping within spell/shooting distance.

Another groups should be setup with an auxiliary tank; in case Magmadar goes frenzied and the tranq shot misses, which will likely result in the death of the main tank. The “aux tank” should only fight as long as it takes for a druid to battle res the main tank.

Healers just need to keep their respective groups healed, and keep an eye on the main tank. DPS should push as much damage as possible while not trying to overtake the agro of the main tank (always allow the main tank a few seconds to gain proper agro).

Paladins should hang back in this fight and stand behind the line of healers/ranged DPS. They should do what they can to remove the fear Magmadar inflicts on the raid members. The first to remove fear from is the main tank. Then comes healers. Then comes Hunters. The rest should just be allowed to run around raving mad, till they are able to engange the battle once more.

Hunters are considered DPS if they do not posses the tranq’ shot, however hunters with the special attack should be placed together so that they can monitor the frenzy status of Magmadar. If one hunter misses with a tranq’ shot then the other can be notified and shoot his shot.

Notes :
Once positioned the Tank will do a "Fear Dance".
What this mean is Stance Dance.
- Move a copy of your Berserker rage skill to a button bar you can see all the time. (you can watch it refresh)
- Timing the first fear is hard - I used "Glimering mithril torc" to make me immune to fear for 30 secs to get him in position.
- Ctra will give a warning - 5 sec to Ae fear.
- Switch to Fury skills - use Berserker Rage
- Switch back to defense.
- Berserker rage takes 30 secs to refresh. Watch the icon, when it refreshses swtich stances and reuse, being mindful to watch for the 5 sec warning.
- Berserker rage makes you immune for 10 secs, use the ability, 3 seconds before the AE fear, just incase there is lag.

Magmadar CAN be done with only 1 hunter armed with tranq’ shot, but it is not advised. It is best to fight him with 2 hunters with the shot, as if you only have one hunter and he misses with his shot, there is no way the tank can survive against the damage Magmadar will do.

If a Dwarf Priest is present a good idea is to Fear Ward a healer and not the tank. I'ts really only the initial and first Fear Magmadar does which is a problem, after that it's on a 30-36 second timer.

Healer Setup :
Ideal Setup:
MT(Warrior)=Priest+Druid+Priest+Druid
Raid=Rest

NOTE: If you all are new to this Boss, then the best idea is to split the MT-healers into 2 teams, and then start with team1 as MT-healers. Team2 should stand out of Magmadars range to avoid fear. Once team1 is feared team2 should move closer to heal MT, meanwhile team1 move out of Magmadars range. Continue the switching untill Magmadar is dead.

Alternative Setup:
MT(Warrior)=Priest/Druid + Priest/Druid/Paly + Priest/Druid/Paly + Priest/Druid/Paly
Hunters=Priest/Druid
Raid=Rest

an EXTRA paladin to remove fear from the MT-healers (he should find the max range to Magmadar to avoid getting feared himself).

OR if available use a Dwarf priest to fearward ALL MT-healers.

page_revision: 1, last_edited: 1165181833|%e %b %Y, %H:%M %Z (%O ago)
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