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World Of Warcraft - Bosses - Neoseeker
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World Of Warcraft

Bosses

  

Lucifron

    Lucifron, or 'Luci', is the first boss many typically encounter and is one of two bosses located in a small side-cave from the main flow of the instance. He has two guards with him.

    Lucifron has both a curse and a magic effect, both should be dispelled as they are found:
  • Impending Doom is a magic effect which deals 2000 shadow damage after 10 seconds
  • Lucifron's Curse doubles all ability costs; so it's advantageous to remove this before casting anything else, in the case of the casters

    The guards can and will mind-control people. This can be dispelled, but the duration is short. It's been found best to lure Lucifron away from the main fight, or rather to pull the guards away to the main raid. In this way mind-controlled players won't affect the main raid and Lucifron's attacks won't interfere with the majority of the raid. Once the guards are dead focus on Lucifron, staying away from the entrance to the cave in case someone should aggrivate the imps or the dogs.


Magmadar

    Right after Lucifron is Magmadar, loyal pet of Ragnaros. Before him lies large packs of Core Hounds which can and should be quickly dealt with using mass AoE from your mages, warlocks, etc.

    Magmadar has several abilities:
  • A frenzy attack which doubles his size and greatly increases his attack power. This can and should be dispelled with quickly by hunters after getting a Tranquilizing Shot ability from Lucifron, lest the group be wiped quickly.
  • He spawns large patches of fire that cause fire damage to run through, as well as damage-over-time.
  • An are-of-effect Fear ability, which more often than not has players running through the aforementioned fire patches.

    Magmadar also has a frontal flame breath, making it wise to stand back unless you're assigned to front-line tank duties. Once he's down Ancient Core Hounds will stop spawning, and the existing ones will begin to despawn.


Gehennas

    Continuing along with the flow of the instance and many trash mobs later, Gehennas stands with his two guards. Both guards can cleave and stun, so it is best to lure them away from the main tank again to avoid the stun from making them lose focus on Gehennas. His abilities, while not unique, are difficult to defend from:

  • An are-of-effect curse that reduces healing effects by 75%. It's been seen before and as always it's best to decurse immediately before trying any heals.
  • A shadowbolt fired at a random target.
  • A rain of fire, fired at a random target/area.

    Ample clearing should be done around Gehennas first to make sure that no mobs interfere.


Garr

    Garr is a fight all about coordination and communication. This lumbering rock elemental has 8 Firesworn guards, and grows strong which each one that is killed. In addition, each Firesworn that is killed explodes, launching those around it a good distance. The trick is to have the warlocks in the group banish all the guards instead of killing them right away. Meanwhile, focus on Garr. His abilities make him a hassle:

  • If he has no Firesworn guards left, he can summon one
  • He can order one to explode
  • At 50% health, he will unbanish them all at once
  • An area-of-effect Dispel that removes buffs
  • Magma Shackles: Reduces movement speed greatly

    It is often best to kill only around half of the guards, or reduce the number to the max that your warlocks can handle, so as to make battling Garr as easy as possible. After his defeat and finishing the remaining guards, Lava Surgers will no longer spawn.


Baron Gheddon

    This is where Fire resistance gear comes in handy. The Baron is a lone bos that can be pulled back into the room Garr was just defeated in for extra space. It is important for players to be mindful of debuffs and what is going on, given his abilities:

  • Inferno: This deadly attack radiates pulses of fire from him, growing stronger with each pulse. His is immobile through this, so running away is a good idea. have the tank make sure that he establishes focus quickly once he finishes with all the pulses (roughly 10 of them).
  • Ignite Mana: A magic debuff that burns 400 mana and 400 damage from the target unless debuffed quickly. It lasts for 5 minutes, so watch out for this.
  • Living Bomb: A target is turned into a 10-second bomb, exploding for 3200 damage to themself and those around them and fling those around high into the air to take falling damage upon landing. It is highly advised to run away if this is cast on you, as it cannot be dispelled. One method is to form a straight line with the raid, making is easy to run away from.
  • At 2% health, the Baron will announce that he is performing one last service for Ragnaros. At this point, you have 5 seconds to kill him before he explode in a large fiery nova, killing your raid with 8500+ damage each. This is the time for instant-cast and finishing move abilities.


Shazzrah

    Another difficult fight and one which also lends a useful formation tactic. Shazzrah has numerous magical abilities akin to a mage:

  • An AoE Arcane Explosion that reaches 20 yards.
  • Deaden Magic: A self buff that reduces magical effects by 50%.
  • Shazzrah's Curse: Amplifies the magic damage taken by 100% for 5 minutes. This is cast in AoE so watch for this and debuff quickly, given his Arcane Explosion hits for a lot.
  • An AoE counterspell of 35 yards.
  • Every 30-60 seconds Shazzrah will turn in a random direction and Blink, wiping his hate list.

    For all the above reasons, the suggested method is to form a large circle around the center, where he will be tanked. This keeps the others out of many of his AoE abilities. Further augmenting this into pockets of players surrounding him lends the ability to store an offtank in each crowd to quickly get his attention if he Blinks into the group and begins to use Arcane Explosion. Anyone who gains aggro should run towards the center to draw him away from the mass of the raid.


Golemagg The Incinerator

    Golemagg is a huge Molten Giant with two Core Hounds called "Core Ragers." deadly though they are, Golemagg is still more difficult. The abilities of each Core Rager are:
  • Golemagg's Trust: These Ragers will receive a buff to increase physical damage and attack speed when they're near Golemagg.
  • Mangle: Reduce target's movement speed and do 300 damage every 2 seconds
  • The real clincher; if the dog's health drops below 50%, it will exclaim that it can't die when it's master is in trouble, and regenerate to full health.

    Make sure to pull these Ragers away from Golemagg to avoid the buff and focus instead on Golemagg.
    Golemagg himself has a few deadly attacks:
  • Magma Splash: A meelee-range debuff that can proc with each attack attack and stack several times onto a person. It starts as a 100 damage tick and reduced armor aby 250, but eventually stacks up to 1000 damage every 3 seconds and -5000 armor. It is reccomended to have an offtank to replace the main tank once he dies, but to have his stay out of meelee range.
  • A 2000 damage pyrobolt that with 200 damage per 3 second for 12 seconds which targets randomly.
  • An earthquake ability that he starts using when he is low on health (In addition to attacking faster)
  • Attract Rager: At 10% health Golemagg casts this onto everyone but the Rager tanks. It raises their threat to the Ragers by a set amount, making them more likely to attack.

    Once Golemagg is finally dead the Ragers can finally be killed off. It is reccomended to soulstone the main tank in case it dies from Magma Splash.


Sulfuron Harbinger

    Sulfuron is joined by 4 of his guards. He should be tanked somewhere quietly while the rest fan out into groups and take out the guards seperately. Each guard can:
  • Heal themself, other guards or Sulfuron.
  • Cast Shadow Word: Pain (DoT).
  • Cast Immolate (DoT).
  • Cast two other magic-based DoT spells that can be dispelled.

    Keeping them apart limits their ability to heal each other. Each can also be shield-bashed, counterspelled and Mortality Strike'd to prevent much of an healing.
    Meanwhile after the guards have died, Sulfuron becomes the focus. He has a few of his own abilities:
  • Demoralizing Shout: reduces attack power by 300.
  • Inspire: A self-buff that increases his attack speed and damage. This can be dispelled.
  • An AoE knockdown attack.

    Other methods to kill the guards, if 4 strong offtanks aren't available are to herd them up and to either pick one out to kill off or to AoE the herd, focussing on any that are low health.


Majordomo Executus

    This is the second-to-last boss in Molten Core, and a really difficult battle.
    The unique thing about this fight, featuring Majordomo flanked by 4 Elite Guards and 4 Healer Guards, is that Majordomo does not need to die. On the contrary, you should make sure that no one kills him before his minions; he is needed to awaken Ragnaros later. Merely killing his flunkies will cause him to submit. regardless of this, it is a very difficult battle that tests your abilities as a team, to play your class and to conserve mana.
    Majordomo himself has the following abilities:
  • A fiery shockwave that does Fire damage
  • Teleport: A nasty move that teleports a random attacker against him to be teleported into a firepit. You accrue a great deal of fire damage inside, so move out quickly.
  • A shield that he can cast on his minions. A purple shield returns damage to the attacker, and a white shield has a chance to reflect magic back at the caster.

    The Healer Guards can:
  • Cast the same shields as Majordomo.
  • Send Shadowbolts to nearby secondary targets.
  • Heal nearby enemies, obviously.

    The Elite Guards can:
  • Use the same shield as Majordomo.
  • Use the same blastwave as Majordomo.

    You'll want to keep Majordomo occupied away from the rest of the raid group, and keep a paladin or other damage-dummy the closest to him, even closer than the main tank. The victim of his Teleport is often the closest person to him.
    Meanwhile the rest of the raid has 8 guards to deal with. Have the mages devote themselves to polymorphing the healers and keeping them that way. Don't have them cast this if they have the magic reflection shield up; have a paladin or hunter attract them away until it fades. The healers can also be stunned or counterspelled out of a heal. While these Healers are "sheeped", take out the Elite Guards. Once 4 guards are dead, sheeping will no longer work. One way to eliminate the final 4 is to pull one down the ramp behind you and to kill it off quickly and out of range of the others. Try to prevent them from healing. The last guard standing will buff itself up, increasing its attack speed and power. Killing this last guard will win the battle. Majordomo will submit and run off to Ragnaros, and leave behind a chest with very nice loot.


Ragnaros

    This is him, the legendary fire god brought back by way of some dumb dwarf long long ago. The fight will begin with a long backtrack and to the center of the arena. The arena is a spiral, with alternating streams of lava. It is difficult to climb back on once you've been knocked off.

  • Fire Resistance; you need it no matter what class you are. Atleast 100, unless you're the main tank, then atleast 300. The guy is made of fire, so any resistance you bring is deemed very useful. The paladin/shaman's Fire Resistance aura/totem is very useful here. Also, the Scarshield Spellbinders of Lower Blackrock Spire have a Fire resistance buff that gives +83 to Fire resistance for an hour. It is reccomended that you quickly advance your raid up there in groups of 15 and quickly mind-control one to dispense the buff to the entire raid group before quickly returning to fight Ragnaros. It is more protective that the aura/totem, and does not require you to be in a party with a paladin/shaman.

    Ragnaros can be divided into stages. Since he targets those closest to him before anyone else, ranged DPS can feel feel to let fly.

  • Rag Stage: Engage Ragnaros. He will occasionally throw fireblasts which deal damage and often knock you into the lava. He also has a close ranged knockback ability that he does frequently; melee except the main tank should back off while this occurs.

  • Spawn Stage: After 3 minutes of fighting Ragnaros he will submerge and 8 Sons of Flame will emerge. They deal purely fire damage and have an AoE mana burn, so control is key to keep them away from casters. Have mages use Frost Nova and Blizzard to control and kill them, while keeping them focussed on the tanks. There usually isn't enough time to Banish them. After 90 seconds, or sooner if all the Sons of Flame are dead, Ragnaros will re-emerge.

    This cycle repeats again and again, though typically the ordeal is so damaging that you'll want to kill him before he can call his Sons of Flame again. Typically this is best done be trying to get him down to 40% health in the first 3 minutes and finishing him off in the next

    Upon reaching 0% health, Rag will shudder and erupt into nothingness, and his hammer will fly up in the air, eventually spinning down to land in the center. Hopefully you can secure the materials needed to make Sulfuras, one of only a few legendary-ranked weapons.

  
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