The Molten Giant
Background :
This mob spawns in pairs. They are unique among the mob types in that they do not respawn during a raid. Or at least none of our raids have ever lasted long enough to spawn one. The giants are very tough beasts with high HP.
Attacks :
Has a single target knockback that he likes to use on tanks. This attack seems to lower the agro of the tank also. He will attack for 600-800 on tanks. He also has a stomp attack which will hit many targets. We have recorded up to eight people being hit on the same attack.
Strategy :
The strategy is fairly straight forward. The real danger of these mobs happens when they get in camp and start hitting the casters. So pull them just outside of camp. Assign two healers to an offtank and that tank moves his mob further away from camp where he tanks it. The raid focuses on the other one. Once dead switch to the other.
See also :
o Group dynamics
- Positioning + Intercepting Mobs Pre-splitting + Fanning
FireLord
Background :
The Fire Lord is one of the more tricky mobs in the dungeon. A poorly handled Lord can quickly wipe an entire raid. As such, care must be taken when engaging this mob. This mob respawns in about 150 minutes and is a static spawn.
Attacks :
This mob has a variety of attacks. He attacks the tank with a rather weak attack and will hit most people for 500 fire elemental damage. However, he can debuff people such that each fire attack is increased by XXX amount. People can be debuffed up to 1200 more damage on each attack. He will also cast a single target dot for 4000 damage. It does 250 fire damage every 2 seconds and also silences that person.
His last special ability is a raid wiper. He will periodically summon a Lava Spawn. This mob does ranged single target damage for about 600. If this mob is left up for too long he will split into two Lava Spawns. Then two will split into four and so on.
Strategy :
The key to these mobs is to simply kill the Lava Spawns as they are summoned. Dispellers are also on their toes and make sure to dispell anyone that gets dotted as soon as possible. Use Blizzard during the fights since it does damage both to the spawns and the Lord at the same time, not to mention it is particularly devastating against the Lava Spawns and does double damage.
One of the hardest fights in the zone for us will be taking on two of these monsters at the same time. If we get two at once, make sure they are right next to each other and just let loose with all the AEs. Done right, both lava spawns are killed before they can split. Done poorly and you are looking at a wipe.
See also :
o Group dynamics
- Fanning
The Lava Annihilator
Background :
Just one of the most unremarkable zone trash that populate Molten Core. You will find him early and he likes to change his main target a lot. As such it has a very hard time to kill anyone since he usually won't hit them long enough to actually do anything. This mob is static and spawns in about 150 minutes. This mob can be banished.
Attacks :
Simply a regular attack that does about 600-800 damage to tanks.
Strategy :
Make sure that warriors are constantly taunting this mob. In this way the mob will usually hit them. Though it isn't uncommon for it to run over and hit one of the casters every now and then. Though if he does this he quickly loses interest and attacks someone else.
See also :
o Group dynamics
- Pile Up
The Lava Surger
Background :
This is a fun mob at first, but quickly loses its appeal. It has one of the more interesting attacks in the zone. This mob will be seen zipping through the zone at high velocity. This mob respawns in 28 minutes and is one of the faster respawning mobs. Killing Garr stops them from spawning This mob is banishable.
Attacks :
This mob has a basic single target attack that hits for about 600-800 on tanks. He will also choose a secondary target to periodically 'surge' to. Everyone near him at the time plus the person he charges will get hit with a ~800-1000 damage ability and get knocked back a few yards. The affect is much like bowling pins. Unfortunately, this ability makes this one of the more irritating fights, though we sure enjoyed it at first.
Strategy :
Make sure to time these mobs if they are going to be anywhere near us when they respawn. However, they aren't all that bad of an add since they can be banished by warlocks. Spread out some and just take him down.
See also :
o Group dynamics
- Fanning
The Ancient Core Hound
Background :
Ancient Core Hounds are ponderous beasts that roam throughout Molten Core. They are one of the more frustrating elements of Molten Core at first. They come in multiple types and are one of the most fearful adds. They have very fast respawn timers at 18 minutes and the largest of all agro ranges in Molten Core. However, they soon become a non-issue once you kill Magmadar.
Attacks :
Attacks come in several flavors. You never know what type of Ancient Core Hound you will get until you fight him. They have a frontal bite attack that will attack most people in the front 180 degrees.. It is a good idea to keep these beasts facing away from the raid. Every Ancient Core Hound also has a long range fire AE that does about 800 damage.
They can also have one of the following AEs:
Short duration stun
200 fire resist debuff
50% spell and melee slow
Short duration confuse
30% less health
50% less int/spirit
Strategy :
Basic strategy is to simply have one tank at the front of the beast and everyone else behind. About the only AE worth dispelling is the 200FR debuff as that can greatly increase the damage taken from his fire AE. This mob goes down very fast and you don't bother with them too much since they don't respawn once Magmadar is dead.
When an Ancient Core Hound is an add, move quickly to reach it before it gets to the camp. You do not want a Core Hound in camp casting an AE stun or confusion when already engaged with another mob. Two healers is sufficient to keep a tank up on one of these.
See also :
o Group dynamics
- Fanning
The Imps
Background :
The imps are very localized in Molten Core. They are only found in the caves leading up to Magmadar. They come in large packs of seven or more, but are not much more difficult than regular instance elite. Their respawn rate is extremely fast at 7 minutes.
Attacks :
Hits most tanks for under 200, but have small AE fire attacks that can stack up quite quickly.
Strategy :
Typically a hunter pull these and then have all the paladins and warriors fight for agro. Try to keep these mobs out of camp as long as possible. Mages usually start with blizzard and if they start to get agro, follow up with frost nova and more AEs. If these imps gang up on any cloth caster expect them to go down.
See also :
o The MC Hunter Trick
- We usually bypass these, so the tactics you need to know is the Hunter Mc Trick. (The hunters should know the full trick. Everyone else should know at the very least what is written in red AND knowing where to run, that means studying the map enclosed in the tactic).
The Molten Destroyer
Background :
The Molten Destroyer is the toughest of the normal mobs you will fight in the Molten Core, though not the deadliest. They are typically lvl 63 which makes an already tough mob tougher. They take quite a while to take down. As you head deeper into the zone, Molten Giants will be more often replaced by Molten Destroyers. They share many of the same traits as a Molten Giant and like his smaller brother is not known to respawn while raiding.
Attacks :
He has a single target attack and attacks quickly. He also has a stomp which is an AE knockdown and stun. This makes getting initial agro fairly difficult and causes a lot of damage to rogues and other people in range.
Strategy :
As you get further into the zone you will come across Molten Giant and Molten Destroyer pairs. Pull the Giant close to the raid and put the Destroyer farther away. It typically takes three healers to keep a tank up for the duration. However, to be safe, split up the healers so that the off tank doesn't go down. Once the Giant dies, use ranged attacks to kill the Destroyer.
Farther in you will get Molten Destroyer pairs. In this case specifically split up the healers between the tanks and execute much like a Molten Destroyer and Molten Giant pull. Kill one, then kill the next. The fight just tends to be much longer. Luckily, the agro seems to be less squirrelly than on a Molten Giant.
See also :
o Group dynamics
- Positioning + Intercepting Mobs Pre-splitting + Fanning
Lava Packs
Background :
This is defiantely one of the hardest pull sin Molten Core when it comes to Thrash mobs. There are two types of Lava packs.
- 4 Mobs : 2 x Lava Elementals, 1 x Flame Guard and 1 x Flame Walker.
- 3 Mobs : 1 x Fire Guards, 1 x Fire Walker and 1 x Lava Reaver.
Attacks :
Fire Walker :
Fire Blossom - Causes flames to blossom from teh caster, immobilizing them and periodically inflicting 2775 - 3225 Fire Damage, to an enemy for 6 seconds. This can not be dispelled, and thuse very dangerous.
Flame Guard :
Melt Armor - Reduces the armor of nearby enemies by -1000 for 60 seconds.
Lava Elementals :
Pyroblast Barrage :
Inflicts 1500 Fire damage to enemies in a cone in front of them. Stunnig them for 6 seconds, not dispellable.
Lava Reaver :
Nasty Cleave nothing really more can be said about them.
Strategy :
These should be dealt with by first :
Banish the Lava Elementals. This will easy up the fight a lot. Then proceed to kill the Fire Walker.. and then the Flame Guard. Once they are down proceed to kill the Lava Elementals one at a time.
See also :
o Group dynamics
- Positioning + Intercepting Mobs Pre-splitting + Fanning
Core Hounds Packs
Background :
The Core Hound packs are always composed of 5 hounds which have their life destined to each other. What this mean is that if they don't die within 10-15 seconds of each other they will all regenerate to full health. Which if handled wrongly will most certainly cause a wipe in the raid.
Attacks :
Their only real attack which cause a reason for consern is a small stackable DoT.
Strategy :
These hounds are really quite simple. If you remember a few points.
- You either do AoE damage… or you don't damage at all.
- Keep them grouped and close together so AoE hits them all and not a random one or two.
The tactics is to assign 5 tanks to them. Then gather everyone up in a pile. Except Rogues and Hunters… Once in a pile (yes healers too) you will have little trouble keeping them tightly bunched. Rogues don't have any AoE so they will wait till such time that the first Hound falls and just do an all out attack on all of the hounds, since when they are down they can still be melee attacked. Hunters will run into the pack, drop an AoE trap. Run back and do Volley. Then when traps are ready once more, they should Feign Death, run in and drop a new trap. In between volley cooldown though they should -not- use multishot and they should stop attacking.
AoE should keep AoE up till such time that the bodies disappear….





