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Post by Nepherea on Nov 28, 2005 23:13:17 GMT 1
The Ancient Core Houndwow.allakhazam.com/db/mob.html?wmob=11673Background: 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 we don't bother with them too much anymore since they don't respawn once Magmadar is dead. When we get an Ancient Core Hound add, we 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.
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Post by Nepherea on Nov 29, 2005 8:44:44 GMT 1
The Molten Giantwow.allakhazam.com/db/mob.html?wmob=11658Background: 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. We 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 we switch to the other. The main focus of the giants in the zone seems to be to slow players down, and pace the speed at which the zone is cleared. They are the high hp meat-and-potatoes of the initial clear.
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Post by Nepherea on Nov 29, 2005 8:46:19 GMT 1
The Fire Lordwow.allakhazam.com/db/mob.html?wmob=11668Background: 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. We have had people 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:We have gotten quite comfortable fighting Fire Lords. The key to these mobs is to simply kill the Lava Spawns as they are summoned. Our dispellers are also on their toes and make sure to dispell anyone that gets dotted as soon as possible. We 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 is taking on two of these monsters at the same time. If we get two at once we 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.
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Post by Nepherea on Nov 29, 2005 8:47:42 GMT 1
The Lava Annihilatorwow.allakhazam.com/db/mob.html?wmob=11665Background: 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:We make sure that our 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 our casters every now and then. Though if he does this he quickly loses interest and attacks someone else.
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Post by Nepherea on Nov 29, 2005 8:49:34 GMT 1
The ImpsBackground: 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: We typically have a warrior pull these and then have all the paladins and warriors fight for agro. We 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, but our death rates are quite low fighting these and we typically lose 2-3 people each pull.
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Post by Nepherea on Nov 29, 2005 8:52:10 GMT 1
The Lava Surgerwow.allakhazam.com/db/mob.html?wmob=12101Background: 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. There is no known way to stop him 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:We 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. We tried to put everyone right on top of him so that he woudln't surge, but this did not work and he just surged everyone at once. Since then we spread out some and just take him down. It is very rare to lose anyone on this mob, but he can be rather mana intensive.
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Post by Nepherea on Nov 29, 2005 8:53:42 GMT 1
The Molten Destroyerwow.allakhazam.com/db/mob.html?wmob=11659Background: The Molten Destroyer is the toughest of the normal mobs you will fight in the Molten Core, though not the deadliest. When we first came across one of these mobs we thought it was a random named. 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. We will 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, we split up the healers so that the off tank doesn't go down. Once the Giant dies we use ranged attacks to kill the Destroyer. Farther in you will get Molten Destroyer pairs. In this case we 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.
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Post by Nepherea on Nov 29, 2005 8:54:54 GMT 1
The Core Hound Packswow.allakhazam.com/db/mob.html?wmob=11671Background: The packs are only found inside Magmadar's cavern. There are approximately five packs in Molten Core. They are much different than their older brethren, the Ancient Core Hounds. Each hound in a pack must be defeated within ten seconds of each other or their corpse will be reignited by the living hounds and they will come back to life. They respawn in 60 minutes. Attacks:Hits most tanks for about 300-400. They also have a special frontal attack. It puts a dot on the target that does 50 damage every second for 30 seconds. However, this can stack. We have had people taking over 400 damage every second from the dot. Typically the dot only gets up to 150-200 damage a second though. Strategy:We assign warriors a number from one to five. One hound is then marked. Warrior one then takes that as his target and each warrior after that takes a target in sequence going clockwise. This way we can get pretargets very quickly and without much hassle. We then pull and have the warriors all bunch them up. Then they try to turn so that the dog's head is facing outwards. This way, as few tanks as possible will likely be hit by the melee dot. At this point we call in the AE attacks. This will help get all the dogs dead at the same time. Any person that does single target damage is also constantly looking for the dog with the highest HP to target. This is very important. If a single hound dies too soon then it will be reignited by the living hounds and in turn will reignite the others when they die. We have had this happen once and we were able to recover, so the packs are quite weak.
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Post by Nepherea on Nov 29, 2005 8:56:17 GMT 1
The Lava Packs Background: As you get deeper into the zone, the earlier trash starts to give out to these packs of mobs. They will be the most challenging trash encounter in the zone. They can consist of four different mob types. The packs come in two different flavors. One consists of two Lava Elementals, one Flameguard, and one Firewalker. The other group consists of a Lava Reaver, Flameguard, and a Firewalker. They respawn in about 120 minutes.
Attacks: Each mobs has various attacks. The combination of all these attacks can be quite devastating to an unprepared raid group.
Lava Reaver- Simplest of the mobs. He is a stone elemental with a vicious melee attack and a cleave. This mob is banishable. Lava Elemental- Another stone elemental. He has a frontal blast which stuns multiple targets and puts a vicious dot on those affected. This mob is banishable. Flameguard- Small AE damage attack that continuously goes off. Debuffs AC by a large amount. Has an inferno like ability which does large fire damage. Firewalker- This mob is the dangerous one and appears in each type of pack. He has an AE that debuffs fire resist and likes to chain 3000 damage fireballs at single targets. He can unleash over three of these in a matter of seconds. Kill this first. Strategy: Since this group makes up the bulk of zone trash past Garr we have gotten plenty of practice fighting them, but are still refining our strategy. Currently we let our warlocks get pretargets on the stone elementals. Then we have a paladin Divine Shield and agro the pack. The paladin slowly walks back towards the raid as the warlocks banish their targets and the hunters send their pets at the Firewalker to hopefully eat up the initial volley of 3000 damage fireballs. We have one warrior pull the Flameguard out of camp to be offtanked while the raid focuses on the Firewalker. Heals need to come fast and furious on these encounters. We still typically lose two or three people on a pull.
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