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Hedon
The day had finally come!
Since I started playing WoW in the European Final Beta and set my virtual foot in the Shadowfang Keep Instance and enjoyed the hell out of it, I was determined to visit one day the holy grail of instancing in WoW, the Molten Core.

It was a mellow saturday night on the Kil'Jaeden (EU) server and I was waiting for the zeppelin from Ogrimmar to Undercity to arrive, as I received the tell I have been dreaming about since those days of final beta:


[Slaanesh]: "Hey there, do you want to join a MC raid tomorrow?"

I must say I reread the line again just to be sure that I wasn't dreaming indeed .

[Me]: "MC? Sure count me in"
[Slannesh]: "Fine be on 3. p.m. tomorrow"
[Me]: "I will be there"


Let me explain a bit the situation on our server. There isn't a real big hardcore raiding guild on our server so far, resulting in MC raids being still a very rare event on Kil'Jaeden(EU). In fact Luciferon had not been slain up to this day this particular raid had started, so it was a big event indeed.

I would like to think, that I had been chosen because of my exceptional playing skills (I had done some instances with Slaanesh before), but the truth is probably that the pool of lvl 60 priests is very limited, so that they were happy about every priest who could make it wink.gif


So I logged in the next day and was promptly invited to the raid group and flew to Kargath. In Kargath (the staging point of all groups and raids headed to the Blackrock Mountain instances series), I had a deja vu from the days I had played "Saga of Ryzom" where we raided the Prime Roots to get access to other continents. What I mean is the joyful anticipation that precedes such a big event, when the raid members meet, final preparations are made, raid subgroups are formed and organisational orders are issued.

user posted image

Used to the organization of raids in "Saga of Ryzom" it was all very similiar "Voice Rights" were only given to to the raid leaders to and sub group leaders, all other raid membes could listen to the conversation and act upon voice orders, but had their microphones muted. Also only those people people with voice rights had the right to write into the "raid channel", all other members were confined to the "group channel" to discuss tactical details. This is necessary to ensure that the raid channel doesn't get spammed and the voice channel doesn't become absolutely confusing.

After frantically organizing materials for some repair bots in the last minute, we all set out to Blackrock Mountain.

There are two ways to enter the Molten Core. You can make your way through the BRD, at wich end there is the green portal to MC, or after you have been there once and collected the item for the "Attunement with the Core" quest, you can take the short way and jump through the window left of the High Elf (who also isues the attumenment quest) which stands at the lower floor of the Black Rock Mountain central hub, right there where you take the the entrance to the right if you head to BRD. Of course if you have not the attunement quest finished you will just take a rather painful and probably deadly dive into the lava.

user posted image

As we trickeled through the portal and were gathering on the other side, people had another chance to take a closer look at their fellow raiders. This is were I took this screen of the "Sisters in Faith". It was funny because the two priests were all like "omg, we look almost exactly the same".

user posted image

But after the small talk was all done and final bio breaks were taken, it was time to get serious. There were "things" at the end of the short tunnel and their time had come. The raid leaders gave final orders "You are aware that those things in here have very high fire resistances? I don't want to see a single fireball flying"

As neither of us had great experience in MC (the raid leaders have only been there one time before themselves) our strategy was pretty simple. We had two designated main tanks, a priest in every group, in the group of the primary of the two maintanks an additional druid, and the rest was basically assigned to be damage dealers. When everything worked out, it looked something like this.

user posted image


A thing that I noticed there as priest: A lot of the inhabitants of MC have the nasty habit of dispersing magical debuffs on raid members. As a priest you have to decide wether you want to dispell those debuffs, thus risking not being able to heal for a full second because of the global cooldown, or keep on healing for the tradeoff of not dispelling, which decreases the debuffed members efficency or deals additonal damage. Theoretically one shoud have priests just dedicated to dispelling, and others to concentrate on healing.

Another thing that had caused frequent problems were rougues. Not being able to absorb large amounts of damage like warriors, but being prone to get hurt through AE because they have to move into melee range, they are quite difficult to handel for healers, putting an additional strain on their timing issues and mana pools.


We weren't really that bad at those first pulls, and people were already making remarks like "Hey this is going really well, considering it is a pick up raid" etc.
Every time I hear someone saying something like this in an instance, I know doom is not far away. And indeed then came the doggies from hell, or ancient core hounds, if I correctly translate the German name back to English.

user posted image


Those beasts were much thougher to handle than those golems and elemantals before. Raid leaders were trying to instrcut the tanks to turn those away from the raid, so that they wouldn't AE all the people but this was apperently easier said then done. High time for Prayer of Healings, alternated with frantic shielding, squeezed in dispells, last fraction of second flash heals.

Anyway we managed the first couple of core hounds and were rewarded by our first epic drop, from one of those lava elemantal things. Of course this was accompanied by a wave of cheers from the raid.

user posted image

I could translate the name and stats of this item, but i will leave it to your patten recognition skills to indentify it wink.gif


Unfortunatley this sould be the apex of our little expedition and things went badly downwards from this point on. Concentration suffered and we fetched some unnecessary adds.

user posted image

As mentioned before, we had our problems with one of those corehounds, two of them devasted our raid in seconds. It was surreal to watch those fields on the CT-Raidassist panel grey out completely in less than a minute.

user posted image

We never recovered from this wipe. I think I was rezzed three times just to be eaten by another corehound patrol. These patrols are really vicous, and there was no safe zone, to rezz and regroup the raid successfully. When then decided to take a corpse run and enter the instance anew.

One of the raid leadres mentioned we should next time install timers, for repop of patrols. Does someone of you has any experience with such things? Where does one get those, and how do they work?


Anyway on our second attempt, we made it to the bridge, behind those core hound patrols.


user posted image

Just to be greeted by another one of our old friends. People panicked, concentration and discipline was at this very point already very low, some people backed up on the bridge and aggroed some golems, that stood somewhat right of it, and there we go: another wipe.


user posted image


Once again no safe spot to recover, no discipline whatsoever left, we decided to make an end to our ordeal and ended our little MC adventure.




Things I have learned from our MC failure:

1.) Random pick up raids in the magnitude of 40 people simply don't cut it (big insight isn't it, considering the troubles one often enough has with 5 man instance groups).

2.) Unlike in many other instances recovery from wipe is very difficult, as you don't have safe zones and time to recover sucessfully (at least in the zone I have seen so far; it is perhaps possible if erveryone knows what to do and acts accordingly, but see point 1). Very much like traversing the prime roots in "Saga of Ryzom" knowledge about pathing and timing of mobs is key to sucessfully master this area of MC. This quite surprising because most of WoW Instances are rather static were you move from one pullto another without any significant time restraints (although in Dire Maul West there are also pathing and timing issues with patrols to consider).

3.) Fire resistance, nuff said.

4.) Dedicate some priests to dispelling and secondary healing (no shamans can't dispell magic like paladins do)

5.) We need a German Version of CT-Raidassist, because the English Version on top of the German Client doesn't display debuffs (some really sadistic devoloper also translated the internal script language for the German and French versions, so that debuffs are not identified because of their new German/French names by the English CT-Raidassist).

6.) Yes doing MC is insane, but I will surely do it again smile.gif
russ
QUOTE
2.) Unlike in many other instances recovery from wipe is very difficult, as you don't have safe zones and time to recover sucessfully (at least in the zone I have seen so far; it is perhaps possible if erveryone knows what to do and acts accordingly, but see point 1). Very much like traversing the prime roots in "Saga of Ryzom" knowledge about pathing and timing of mobs is key to sucessfully master this area of MC. This quite surprising because most of WoW Instances are rather static were you move from one pullto another without any significant time restraints (although in Dire Maul West there are also pathing and timing issues with patrols to consider).

Once you kill Magmadar, the big version of those Core Hounds, wipe recovery becomes a thousand times easier. The Core Hounds have a remarkably short respawn timer (18 minutes!), and the large wander path is a bit of a pain. You guys were rather unfortunate in that you wiped at one point where 4 of their paths converge... which is pretty much where you should just corpserun.
Excluding the Ancient Core Hounds (and core surgers, but those are CC'able), most of the mobs in Molten Core are static, so once you get past the second bridge you really do get chances to recover normally from wipes.

QUOTE
3.) Fire resistance, nuff said.

Fire resistance is actually fairly overrated until you get to the "Flame Packs", piles of elementals that have a bad habit of chaincasting two or three 3k damage fireballs at any druids nearby. Before them, you really shouldn't be getting hit by fire enough to justify the loss in stats.
For tanks, a large health bar is preferable to spiky damage absorbtion. Once they've got enough health, FR can be a viable loss for encounters, but not as many as you'd think.

QUOTE
4.) Dedicate some priests to dispelling and secondary healing (no shamans can't dispell magic like paladins do)

This is incredibly important, and one of the biggest pains for Horde raiding guilds. Wait until you get further into the instance. Soul Burn isn't even the worst thing you'll find - nothing says love like a manaburn DoT or a ShadowWord : Pain capable of killing a tank on its own.

QUOTE
5.) We need a German Version of CT-Raidassist, because the English Version on top of the German Client doesn't display debuffs (some really sadistic devoloper also translated the internal script language for the German and French versions, so that debuffs are not identified because of their new German/French names by the English CT-Raidassist).

I'll tell TS about that bug, but I dunno if he or kayun will be willing to fix problems for a client they don't own. In the meantime, you may want to use Decursive, found here http://www.curse-gaming.com/mod.php?addid=643, which is supposed to have German compatibility. It's a bit of an easy-mode thing, but in the short term it's probably better than manually clicking every member of a raid.
Rinnhart
Beweglichkeit is by far a better name for agility.
Phoenix
QUOTE(Rinnhart @ May 23 2005, 12:04 AM)
Beweglichkeit is by far a better name for agility.
*



Gesundheit > Health, too. It's like "Sneeze 5342/5462".
Taeme
The important thing to realise about MC is that it really isn't as hard as it first feels like. If you read the guides and have solid pulling, the trash mobs are usually quite friendly to a prepared raid.

Oh, and wiping isn't so bad. Trash mobs in MC drop the cores for crafting, core leather and epic BoEs. There's nothing wrong with spending more time in MC.
Hedon
@russ

Thx for the input smile.gif

It's a relief to know that the patrol situation eases up later in the instance and that we were caught in a bad spot.

Your remark regarding the usefulness of fire resistance gear is interesting, because everyone on our server drools about fire resistance gear. Everytime such a piece drops you read chatlines like "ooh, nice for MC". Fire resistance gear is very sougt after on our server in the moment (quite useful in PvP Situation
either), followed by anything that has shadow resistance on it. No one seems to care about arcane, frost and nature though.

I'm a bit wary of the Decursive mod. Can you interreput the cleansing algorithm? If it not, then I would imagine that a priest would get timing issuses, with getting off heals quickly, because of the one second global cooldown. I would rather not risk it not being able to shield someone or get off a flash heal in time and thus letting someone die, if the mod blocks my healing in order to compute X dispells first wink.gif
For a dedicated "dispelling priest" it would be very convient of course.
russ
Thankfully, it's not that bad. Decursive, due to the limitations of the UI system, only casts one Dispel for each button press. It's similar, although much less intelligent, than the CTmod functionality - it spends around 0.1 seconds scanning to find the first person in your raid with a debuff you can cleanse, and then removes it. Not particularly smart coding, but it's seems like it would be better than nothing. There's no long-term effect other than the cooldown from the dispell magic cast.

I won't deny fire resist is useful, but it's not worth giving up a large amount of stats for, particularly if you're not a tank.
Since many of the fire effects you're likely to be hit by are either environmental which get no resist chance (Magmadar's Flame Spit, Geddon's Living Bomb, Garr's Firesworn Self-Destruct) or debuffs which are easier to get dispelled (Soul Burn, Ancient Dread, Impending Doom, Ignite Mana), the extra health to survive often seems more important. Tanks are more likely to get inferno'd or hit by an elemental, which makes it a more beneficial choice for them, but the extra damage reduction is not worth too much of a loss of stamina.
For PvP, resists are a lot more reasonable, but that's because a good many times when you PvP you don't have 6-14 healers staring at your healthbar.

For a timermod, CT_timer seems to be one of the easier to use programs. The readme included in the zipped folder explains how to use it. Hopefully this works in the German Client.
Hedon
Yesterday we finally managed to slay Lucifron:

user posted image


This time it wasn't a completly random raid, but a coalition of four guilds: Infacted, Dunkle Schaar, Forsaken Heroes, Hauer und Huf. The real challenge to doing endgame raiding isn't really killing the mobs, but the tedious administration of organizing 40 people and keep them happy throughout the course of the run. So Kudos to Bletasur <Infacted> and Craven <Forsaken Heroes> for stepping up to the task.

Things were much better coordinated then last time, and we "only" wiped once on the way to Luci and two times attempting to kill Luci himself.

We successfully off tanked Luci and killed his two guards first, then Luci himself. Having Decursive installed really helped getting rid of those nasty debuffs quickly. It is, besides CT_Raidassist, mandatory now on our raids.

Some people also sat down and rewrote parts of CT_Raidassist to make it is more compatible with the German client, and now all Buffs/Debuffs are shown except for those that contain the special German characters ä,ö,ü in them. Mana conserve is also working now; great for keeping your mana budget in line for these prolonged boss fights.


We also tried Magmadar but failed. We have to work on our strategy to deal with the fearing he does every 30 seconds or so (maintank gets feared, looses aggro and the healers become doggie food). We were making progress by rotating Maintanks, i.e. immediatly replacing the maintank when the current one got feared, and our coordination was getting better, when one pack of those core hounds that stand right next to him respawned and added during the fight and we were wiped for good. Anyway we are pretty sure we get him the next time smile.gif
The Alliance on our server already got to Gehennas though; oh my...


Funny sidenote: Between slaying Lucifron and our attempt at killing Magmadar there was a prolonged waiting period as someone went on a shopping trip to Orgrimmar to buy reagents for the raid (why people always don't have enough reagents with them? One of the WoW mysteries that remain to be solved...) and things somehow generally didn't seem to get on. Suddenly Mahlmaust, one of our Druids lost temper, took a Noggerfogger Elixir and rushed off to the next core hound pack, screaming "LEEEROOOOY JENNNNKINS". I stood right next beside him and was thinking he was just joking, until I realized that he really wasn't going to stop out of aggro range and then he came back training the doggies. We didn't wipe and it was so funny he only got a mild reprimand from the raid leaders. smile.gif Unfortunately I was too baffled to take a screenshot.
Icebird
Hedon: There was a thread about strategies for dealing with Magmadar's fear in the Blizzard Raid forum. Alliance raids can use the dwerven priest's Fear Ward to nullify Magmadar's attack but the Horde have to be more creative. A common tactic was for the main tank to use a "stance dance" technique: switching to Berzerker stance a couple of seconds before Magmadar is due to cast Fear, and turning on Berzerker rage (which provides immunity to fear for 10 or 15 seconds). After the fear passes the MT would then switch back to Defensive stance.

Magmadar casts his fear once every 30 seconds. Someone suggested using the Plaguebats in the Eastern Plaguelands to practice the technique.

Chris
MongoJerry
QUOTE(Icebird @ May 30 2005, 10:57 AM)
Hedon: There was a thread about strategies for dealing with Magmadar's fear in the Blizzard Raid forum. Alliance raids can use the dwerven priest's Fear Ward to nullify Magmadar's attack but the Horde have to be more creative. A common tactic was for the main tank to use a "stance dance" technique: switching to Berzerker stance a couple of seconds before Magmadar is due to cast Fear, and turning on Berzerker rage (which provides immunity to fear for 10 or 15 seconds). After the fear passes the MT would then switch back to Defensive stance.


Nah, there's no need for that. We just have a shaman drop down tremor totems near the main tank. It works well.
Olon97
QUOTE(MongoJerry @ May 30 2005, 11:28 PM)
Nah, there's no need for that.  We just have a shaman drop down tremor totems near the main tank.  It works well.

I found the stance dancing quite useful on the last Basin core run. I wasn't maintanking, but on one of the two times I was feared (over three Mag attempts), the fear sent me out of totem range (totems only trigger on pulses), into one of those sticky fireballs, making me take unnecessary damage. That's either wasted healer mana or wasted bandages. When Champain, our Main Tank, started stance dancing more, the battle didn't shift nearly as much, making positioning for all the caster classes (who generally try to stay out of the fear AoE range) much easier to maintain.

There's a mod that starts a 30 second timer after each fear and gives a 5 second warning. Using that mod, it is quite easy to never get feared while only being in zerker stance for an extra 4-5 seconds each cycle.

Conquest guild forums discussing horde & magdamar.

Champ vouching for stance dancing making a difference. (all attempts used tremor totems)
russ
It really depends on the group you have. Stance dancing increases the damage you take very significantly, as Frenzy and Fear often go off around the same time, but let you keep the big puppy in one spot. Tremor totems let you skip that problem and stay in defensive all the time, but then you're going to bounce around a lot, possibly putting nukers and even healers into the fear range.

I find it easier to get one good tank rather than 8-16 healers that pay complete attention, so we tend to go with the stance dance, but you may want to try out the other possibility if your group doesn't do too well.

Mags is a hard fight. Taking him on with one Tranq shot used to be nearly impossible, although thankfully they've adjusted the miss rate on that. But he's still a good tank killer, second only to Geddon in my opinion, so bring at least two major mana pots and be ready to take a few tries on him.
MongoJerry
QUOTE(russ @ May 31 2005, 06:06 AM)
I find it easier to get one good tank rather than 8-16 healers that pay complete attention, so we tend to go with the stance dance, but you may want to try out the other possibility if your group doesn't do too well.


That's so wierd. I don't want to minimize what you guys are saying, but seriously Magmadar has been a cakewalk for us for months now. We only need a three-step healing rotation composed of pairs of healers healing at maximum range for a total of six healers in order to keep our main tank alive. The main tank keeps Magmadar held down in the middle of the room while the dps classes attack him to the sides and behind him. There's nothing special that we do. As long as the healers heal from range and therefore don't get feared, Magmadar gets held down by the main tank and the dps classes kill him. I'll ask Sabik the next chance I get to find out if he does anything special like stance shifting to counter the fear, but I haven't heard of anything like that until you mentioned it just now.
lemekim
QUOTE(MongoJerry @ May 31 2005, 09:09 PM)
That's so wierd.  I don't want to minimize what you guys are saying, but seriously Magmadar has been a cakewalk for us for months now.  We only need a three-step healing rotation composed of pairs of healers healing at maximum range for a total of six healers in order to keep our main tank alive.  The main tank keeps Magmadar held down in the middle of the room while the dps classes attack him to the sides and behind him.  There's nothing special that we do.  As long as the healers heal from range and therefore don't get feared, Magmadar gets held down by the main tank and the dps classes kill him.  I'll ask Sabik the next chance I get to find out if he does anything special like stance shifting to counter the fear, but I haven't heard of anything like that until you mentioned it just now.
*



Yes, Magmadar almost requires stance dancing, and is probably the most intense fight for a MT out of all MC bosses (save possibly Geddon). You can probably do it with just tremor totems and dispells, but it really, really makes it much easier if your MT knows how to stance dance against him, which I can bet is what Sabik is doing if he keeps the Magmadar locks down in one place. Healers tend not to notice such things, looking at bars all the time =)
Taeme
Magmadar is pretty easy. I find Shazzrah and Geddon way more frustrating. It's impossible to wipe on Shazzrah, but he's far more annoying than Mags is.

But yeah, you do have to stance switch. You can't do the fight otherwise. The MT getting feared will loosen his aggro control over Mags.

Mags isn't hard. In fact, most of the bosses in MC are pretty easy once you've run through them a couple times.
MongoJerry
QUOTE(Taeme @ May 31 2005, 07:12 PM)
Mags isn't hard. In fact, most of the bosses in MC are pretty easy once you've run through them a couple times.


We got together today at 5pm with the goal of going into MC to kill Luci and Magmadar just to start the timer. We had no plans to go much farther than that tonight. We ended up clearing all of Molten Core, including Ragnaros, by 10:30 without a single wipe. The accomplishment just amazed us all.
Quark
QUOTE(MongoJerry @ Jun 1 2005, 06:02 AM)
We got together today at 5pm with the goal of going into MC to kill Luci and Magmadar just to start the timer.  We had no plans to go much farther than that tonight.  We ended up clearing all of Molten Core, including Ragnaros, by 10:30 without a single wipe.  The accomplishment just amazed us all.
*



... and that's how you know the raiders need new content. Some people from IA have been going on interesting diversions while waiting for their timers to clear.
DarkCrown
QUOTE(MongoJerry @ May 31 2005, 02:09 PM)
That's so wierd.  I don't want to minimize what you guys are saying, but seriously Magmadar has been a cakewalk for us for months now.  We only need a three-step healing rotation composed of pairs of healers healing at maximum range for a total of six healers in order to keep our main tank alive.  The main tank keeps Magmadar held down in the middle of the room while the dps classes attack him to the sides and behind him.  There's nothing special that we do.  As long as the healers heal from range and therefore don't get feared, Magmadar gets held down by the main tank and the dps classes kill him.  I'll ask Sabik the next chance I get to find out if he does anything special like stance shifting to counter the fear, but I haven't heard of anything like that until you mentioned it just now.
*



Mongo I'm spurprised that you can't see what's going on here. You've been raiding MC for months. That means you have months worth of the 'phat lewt' that drops in this place. Which means that the group you're playing with is far better equipped than a group just getting into MC.

You also have months of experience with these mobs. I've found that experience is just about everything in MC. Once you have a group that knows what to do, things get a whole lot easier.

You might want to try getting a bunch together who's never been before. Make sure they have mostly green and some blue gear. Then make sure the raid leader has only been in the place once, and doesn't have any notion about the mob respawns. Tell us how that goes. I'd be surprised if you were still calling it a cakewalk. smile.gif

-DC
russ
QUOTE(MongoJerry @ May 31 2005, 09:09 PM)
That's so wierd.  I don't want to minimize what you guys are saying, but seriously Magmadar has been a cakewalk for us for months now.  We only need a three-step healing rotation composed of pairs of healers healing at maximum range for a total of six healers in order to keep our main tank alive.  The main tank keeps Magmadar held down in the middle of the room while the dps classes attack him to the sides and behind him.  There's nothing special that we do.  As long as the healers heal from range and therefore don't get feared, Magmadar gets held down by the main tank and the dps classes kill him.  I'll ask Sabik the next chance I get to find out if he does anything special like stance shifting to counter the fear, but I haven't heard of anything like that until you mentioned it just now.
*



Well, I'm just going from my experience with my guild. The first time we take anything down, it's quite an adventure, and each little trick that you figure out ends up mattering a lot. Mags is a cakewalk after you've downed him a few times, regardless of gear (I and a lot of guildies aren't wearing anything epic simply 'cause the upgrades are minimal), but getting everyone to work together RIGHT is tricky. After a while, sidestepping out of lava spit is easy, but the first time through... not so much. And while you can list off the "nothing specials" your guild does, some of them take a lot of work to get used to -- my guild didn't manage to hammer healer rotations into our heads til we had already killed Golemag.

I know Hooft, my guild's MT, stance dances, as do the other warriors. You only have to be feared for two seconds to have all your healers in range for the next fear.
lemekim
QUOTE(Taeme @ Jun 1 2005, 02:12 AM)
Magmadar is pretty easy. I find Shazzrah and Geddon way more frustrating. It's impossible to wipe on Shazzrah, but he's far more annoying than Mags is.

But yeah, you do have to stance switch. You can't do the fight otherwise. The MT getting feared will loosen his aggro control over Mags.

Mags isn't hard. In fact, most of the bosses in MC are pretty easy once you've run through them a couple times.
*



Shazzrah doesn't count because like you said, it's almost impossible to wipe on him =) Annoying? Hell yes. Probably much more annoying then Mag. Especially when people run through the raid instead of towards main tank when they get the random aggro. But I think Mag fight is more instense for MT since you always have to pay attention to timers and watch for fear =\ Not hard either. Just can't watch TV during it unlike in some fights.

And yea, after first few bosses, rest are cake.
MongoJerry
QUOTE(DarkCrown @ Jun 1 2005, 08:30 AM)
You also have months of experience with these mobs. I've found that experience is just about everything in MC. Once you have a group that knows what to do, things get a whole lot easier.


Absolutely. Please don't misinterpret me. I'm talking specifically about the fight with Magmadar here, whose fight at its core is very simple. The only people who need to know what to do are: 1) Main tank who holds down Magmadar. I suppose this includes stance switching -- I'm still waiting to hear back from Sabik on what he does. 2) A healer rotation of six who heal at range. This only takes a couple minutes to get together even in noob groups. 3) A shaman who knows how to drop totems for the main tank. 4) A couple of hunters who alternate firing tranq shots when appropriate. This is 9 people who have to know what their roles are and only one of them (the main tank) requires any real skill. The other 31 people don't have to do anything out of their normal instance experience, and if some of them mess up or die, it doesn't make a large difference. This is in contrast to, say, the fight with Major Domo, where everyone has a role to play and has to be on their toes and know what they're doing.
NotSoDarklord
QUOTE(MongoJerry @ Jun 1 2005, 10:02 AM)
We got together today at 5pm with the goal of going into MC to kill Luci and Magmadar just to start the timer.  We had no plans to go much farther than that tonight.  We ended up clearing all of Molten Core, including Ragnaros, by 10:30 without a single wipe.  The accomplishment just amazed us all.
*


First attempt on rag he nukes with an unresistable high damage aoe. You guys didn't wipe on this? Or are you not counting soulstone resurrections?
MongoJerry
QUOTE(NotSoDarklord @ Jun 1 2005, 11:39 AM)
First attempt on rag he nukes with an unresistable high damage aoe.  You guys didn't wipe on this?  Or are you not counting soulstone resurrections?


All but one player logged off, that (naked) player triggered Rag and died, and then we all logged back on. Exploit or a bug-workaround? You be the judge. But no, I don't consider one person in the raid dying a "wipe" even if he was the only one in the instance at the time.
MongoJerry
By the way, our main and secondary tanks died on Ragnaros and all of our warriors were dead when he was at like 1-2%. Ragnaros killed people one at a time at this point, and what was left of us healers just shrugged and started blasting away. Ragnaros died to a SW:Pain with like 10 people left alive. Woot!
Taeme
Limping past the finishline eh mongo? We've never done Rag like that, but Onyxia, oh boy it's fun when all the tanks die and you just start screaming
QUOTE(lemekim @ Jun 1 2005, 12:16 PM)
Shazzrah doesn't count because like you said, it's almost impossible to wipe on him =) Annoying? Hell yes. Probably much more annoying then Mag. Especially when people run through the raid instead of towards main tank when they get the random aggro. But I think Mag fight is more instense for MT since you always have to pay attention to timers and watch for fear =\ Not hard either. Just can't watch TV during it unlike in some fights.
*


We have an addon running that does timing for the fear and announces when to be ready for the fear.

Shazzrah is frustrating because it's not like you can just, well, NOT TANK, but you do have to do something and oh man he doesn't stand freaking still.
lemekim
QUOTE(Taeme @ Jun 2 2005, 12:43 AM)
Limping past the finishline eh mongo? We've never done Rag like that, but Onyxia, oh boy it's fun when all the tanks die and you just start screaming

We have an addon running that does timing for the fear and announces when to be ready for the fear.

Shazzrah is frustrating because it's not like you can just, well, NOT TANK, but you do have to do something and oh man he doesn't stand freaking still.
*



I guess to each his own =) We never wiped on Shazzrah, even the first time. Unlike Mag... Although Mag is trivial now as well.

Geddon on the other hand sometimes still can be fun... I have a screenshot somewhere of me hitting Geddon with one last execute for 1000 damage, killing him, dying from his one last attack, and one priest out of the whole raid left standing. Best fight ever.
Hedon
Thx for your tips on dealing with Magmadar. smile.gif

We will try him tommorow using your suggestions on tremor totems and "stance dancing". Hopefully he will fall quickly and we can procede to Gehennas on the same evening.

Any hints on the best strategy to tackle this particular beast (Gehennas), before we go off on our noobish rampage through the Molten Core? wink.gif
MongoJerry
QUOTE(Hedon @ Jun 2 2005, 07:00 PM)
We will try him tommorow using your suggestions on tremor totems and "stance dancing". Hopefully he will fall quickly and we can procede to Gehennas on the same evening.

Any hints on the best strategy to tackle this particular beast (Gehennas), before we go off on our noobish rampage through the Molten Core?  wink.gif


Gehennas casts curses and has two guards. Basically, he's Luciferon but just a little tougher. Like Luciferon, it's best to tank the boss and pull the guards well away from him so that dps players won't get cursed or damaged while killing the guards. After the guards are dead (which takes very little time), everyone settles in for a long but not terribly difficult fight against the boss. The main thing is to remove his curses and to tell people that if they're getting hit by his rain of fire to move out of the way of it.

As far as tanking and healing rotations go, we use a probably more elaborate system than is necessary, but it works. We set up two groups of healers. Each group has three priests and a druid in it. The three priests heal in a rotation among themselves. The priest who is healing heals the main tank at range while the other two priests stay back out of range so they don't get cursed or hit with rain of fire. The druid's job is exclusively to remove curses and to heal the priests in the rotation. Alternatively, a mage and a shaman can be used for the same role (mage to remove curses and shaman to heal the priests).

Everyone else does their normal thing. Obviously, two warriors will be needed to temporarily tank the two guards and the other healers in the party should make sure to heal them. After the guards are dead, everyone attacks the boss and the healers not in the main healing rotation heal their own parties and maybe throw random heals on the main tank. I imagine that some mages should be assigned to remove curses on everyone but come to think of it I don't recall that ever happening in our raids. It's possible that people just know to do that on their own, though, after raiding Molten Core so much.
MongoJerry
QUOTE(lemekim @ Jun 2 2005, 03:23 PM)
I guess to each his own =) We never wiped on Shazzrah, even the first time.


Oh, you never tried fighting him in the tunnel? That's fun! You should try it some time. smile.gif
lemekim
Post-patch Shazzrah in the tunnel - sounds like a a 40-man suicide attempt =)

As for tips on Gehennas, I would like to add some more tips. This might be a bit more SPOILERISH though, so read at your own risk!









Gehennas:

First, Gehennas has AOE Rain of Fire attack (a better version of warlock one). He casts it on random person within 40 or perhaps more yards range, and it damages everything within 10 or so yard radius. Thus you need to get out of there if the attack is cast on you, and you also need to spread out - make a big semicircle around him, so that if he casts rain of fire, it affects the least amount of people.

Also, because of the rain of fire, if you do get melee on him, try not to have them bunch up (1 rain of fire will wipe them all out) and not to get too close to Main Tank so that the rain of fire cast on melee will not damage Main Tank. In fact, if you can, avoid all melee altogether on Gehennas, until when warriors can execute him or so.

He also randomly casts shadowbolts for quite a bit, but you can bandage yourself or whatnot, so thats not really an issue.

The curse that he casts is a 75% healing reduction debuff, so you will need a dedicated curse remover on the main tank. You can put a curse dispeller in each group (mage or druid) so that they watch for those curses.

Adds:

Because of the Rain of Fire, you will want to tank the adds far from Gehennas, so that those groups do not have to deal with extra damage.

The adds that Gehennas has have AOE stun attack. So when you pull Gehennas, you will want to get the adds away from main tank as soon as possible, and pull them away from each other as well.
MongoJerry
QUOTE(lemekim @ Jun 3 2005, 08:30 AM)
Post-patch Shazzrah in the tunnel - sounds like a a 40-man suicide attempt =)


Yeah, it reminded me of that time in the beta when the Scarlet Monastery was new and my group carefully and cautiously worked our way through the openning part of the Cathedral. Then, with none of us knowing what would happen, one of our partymates pulled Mograine "because he's right there." Wow, what a train that was! It was one of those deaths where you don't mind it, because you're laughing at it so much.
mjdoom
QUOTE(MongoJerry @ Jun 3 2005, 12:32 AM)
Oh, you never tried fighting him in the tunnel?  That's fun!  You should try it some time.  smile.gif
*



The only time I really went far into MC I was with a group that hit Shazzrah for the first time. Needless to say we tried to fight in the tunnel. I don't believe I've ever seen 40 people die so fast before wacko.gif

- mjdoom
Hedon
Well, we tried Magamadar yesterday and unfortunately we failed again sad.gif

Some of this has to do with tactical aspects and much more with the attitutde many people show on these raids.


The tactical aspect has to do with wrong positioning:

According to the Discordias Magmadrar Guide ( http://www.discordia-guild.org/mc_mag.htm ) he must be turned towards the west wall, so the healers can be postioned in a 90 degree angle towards him, maximazing the distance and thus not be subject to his fear. Unfortunatley he was always tanked facing the north wall, which means healers have to be nearer to Mag himself to still reach the tank (Magmadar being between tank and healers).

We did all the antifear tactics you recommended (thanks again for your tips), but while we managed to keep the tank unfeared, he would drop dead as soon as enough healers had been feared, and were thus unable to keep up pumping sufficient HPS into the MT.

Having only one hunter with tranquilizing shot didn't help either.



Not having slain him for tactical reasons wouldn't be as bad, weren't other more "social" factors involved in our failure. This may feel like something of a rant, so feel free to skip it.

From my days playing "Saga of Ryzom" I remember one gaming session esprecially well, in fact being asked, what my best MMO Experience had been so far, I would immediatly answer it was 11h long tour de force raid with the "United Homins", a pro gamer guild, which took us over four continents and two prime root passages, involving some of the most dangerous areas Atys (the Ryzom World) had to offer. This raid has been mostly pick up, infact it was something of a guided tour for by some members of the "United Homins" for noobs like me, to allow them to get bind points and teleporter tickets in distant extremely difficult to reach areas of the world.

We got started at something like 6 p.m. and finished around 5 a.m. on the other side of the world, and we had such a great time.


Let's compare this with my latest MC experience. Invites started at 4 p.m. at 5:30 p.m we did our first pull, an hour later, we found out that Luci had still not respawned yet (saved instance from last week) and proceeded to Magmadar. We had more problems with the core hound packs as the last time, because almost always someone killed one prematurely and thus it was rezzed again at full health (you have to beat all core hounds of one pack to around 10 - 15 % and then AE them killing them all at once).

Anyway we approached Magmadar and were wiped for the above mentioned tactical mistakes. Then we stood around for a full hour between our wipe our next attempt in those boring cave, because always someone was AFK or had connection problems or we had to wait for these core hound packs to respawn, so they wouldn't add in the midst of our next Magmadar pull etc.
Unneccessasary to mention that one hour of doing nothing in this boring cave took it's toll on everybodies patience and people started trash talking on the voice and the chat about other raid members etc. After another two wipes the raid dissolved at 9. p.m.



So what was difference between the raids in "Saga of Ryzom" and those Raids I've experienced in Molten Core so far?

Well for one thing, the community in Saga of Ryzom (SoR) was much more mature, than the one I find in WoW, and for this there was a lot less trash talking, better attention spans of raid members, as well as more willingness to take oneself back to allow for better coordination and concentration in general.

I really don't understand why people have to go random AFK for 15 minutes or longer for some reason, make commitments to raids, and then do not show up the next day. When confronted about it, one is often told to ease up: it's only a game after all. Well it's a game, but this game is played by real people and it's those peoples time and enjoyment that is wasted by such negligence. If people don't want to commit to such a raid with all the concentration and time requirements it takes, then they really shouldn't sign up in the first place. mad.gif


Being honest I'm quite frustrated about our lack of progression in Molten Core and I rather don't think that I will sign up for one of these raids again, unless our guild has enough manpower to be able to do MC all by itself with perhaps only a few reliable outsiders and a DKP-System in place. I figured that it is more probale to acquire my epic PvP set, than the epic Molten Core pieces as things stand right now.
russ
The player problems suck, Hedon, but hopefully people will get further into the game and spend more time working with each other. My guild still has problems getting everyone there in time for a run, but we're at least paying more attention by the time we took Golemag. Garr and Geddon really get people to pay attention, if nothing else.

On another note, you really shouldn't have any of your healers feared outside of some really unlucky events with the Flame Spit. You've got 40 yards on your heals, and people need to know to keep at near max range.
MongoJerry
QUOTE(Hedon @ Jun 4 2005, 12:52 PM)
Some of this has to do with tactical aspects and much more with the attitutde many people show on these raids.
The tactical aspect has to do with wrong positioning:

According to the Discordias Magmadrar Guide ( http://www.discordia-guild.org/mc_mag.htm ) he must be turned towards the west wall, so the healers can be postioned in a 90 degree angle towards him, maximazing the distance and thus not be subject to his fear. Unfortunatley he was always tanked facing the north wall, which means healers have to be nearer to Mag himself to still reach the tank (Magmadar being between tank and healers).

We did all the antifear tactics you recommended (thanks again for your tips), but while we managed to keep the tank unfeared, he would drop dead as soon as enough healers had been feared, and were thus unable to keep up pumping sufficient HPS into the MT.


So strange. I've heard of this west wall tanking tactic, but I've never seen it used or seen the need for it. We have Magmadar tanked in the middle of the room, facing south. Our healers heal at range to the south and never get feared. I think the hunters with tranq shot also hang out in the same area (I'll have to pay attention to that next time). The dps people surround Magmadar to the north, east, and west. The dps people get feared occationally, but the main tank and healers never get feared and keep Magmadar held down. Magmadar falls with ease.

Regarding the guild problems, it sounds like more of a problem with the specific group of players you're playing with. You can either try to whip people into shape or try to find another guild that fits your personality and will give you the kind of experience that you.
Hedon
*excavating thread*

Having recently come back to WoW after a two months long break ( http://www.lurkerlounge.com/forums/index.php?showtopic=6556 ) I also resumed raiding almost immediatly, beginning with attending an Onyxia raid followed by an MC raid yesterday. Ironically it was on my first MC raid after my WoW break that our guild alliance managed to kill Ragnaros the for first time not only for ourselves, but also the first time for the Horde side on our server (Kil'Jeaden - EU). Seems I came right back in time for the bragging rights biggrin.gif


As you can see from the posts above, the last time I attended an MC raid, our guild alliance, consisting of Infacted (the guild I'm in), Forsaken Heroes and Dunkle Schar, literally stumbled through the core and we were stuck at Magmadar at that time. Frankly I was quite pissed at our lack of progress in MC, probably adding to the reasons I decided to take a WoW break.

But coming back to raiding I must admit I was in for some surprise. Not only a professional DKP system has been installed but much more importantly the guild and raid leaders have whipped our chaotic bunch to almost military discipline.
Guides have been written, DKP penalties for not showing up on time were implemented, mandatory talent specs for the attending classes been issued (you can't imagine how I mourn the loss of my shadow spec as I had to respec Melisandre completely to disc/holy to get a raid slot *sob*).

So things went really smoothly this time and soon Magmadar, the source of so much frustration two months ago, was disposed of with ease.

user posted image

The other bosses soon followed Magmadars fate, with the expection of Majordomo Executus, where we experienced our first and only wipe prior to Ragnaros on this raid. Baron Geddon was fun, though I was a bit disappointed that I never had the pleasure of being the living bomb. I felt neglected and ignored blush.gif
( see Mongos "Adventures of Neriad - Baron Geddon" Issue for a good writeup on this encounter http://www.lurkerlounge.com/forums/index.php?showtopic=5552 )

We interrupted our MC Marathon for a tactical planning hour on the spot where ragnaros would spawn, so we could dry practice the encounter without any time constraints (Ragnaros spawns in the middle of the MC dungeon, so you come to his place almost halfway on your way to Majordomus Executus, who is placed at the far end of MC and who you have to kill in order to summon Ragnaros himself).
Though our positioning was not perfect, this hour of dry practice really paid off, when we came to tackle Ragnaros live later on.

user posted image

Now our Ragnors strategy was as following:

Ragnaros spawns in the middle of the lave lake, which has a spiral of solid rock in it (see the above picture) The main tanks (MTs) were positoned left of Ragnaros, with MT healers and shaman totems behind them. As Ragnaros casts the "Wrath of Ragnaros" every 25 sec, which kicks everone in Melee Range, we used 2 MTs in case one MT didn't make it out of kicking range in time.

Second, Ragnaros casts explosions on random raid members every 20 to 30 sec. (By Fire be Purged) which kick everyone in 15 yards distance of the target. So you should make sure everyone is spreadout accordingly. It is especially important to make sure no one is whithin the 15 yards radius around the MTs.

Melee damage dealers start intially with the ranged DDs on the outer ring, but move into melee range once the MT has established aggro. Melee DD healer stay on the outer ring as possible, together with ranged DD and their healers. On the picture you see me standing on a kind of natural gallery from which I would heal the four mages of my group below me. (Not an optimal position as it turned out, as it was difficult keep LoS for healing and the 15 yards distance at the same time. I was kicked everytime, especially since the people below tend to overlook the one on the gallery and move too close once action starts).



After sucessfully killing Majordomo on the 2nd try we all committed suicide and entered MC anew to make our way to Ragnaros' lair (it's faster this way, then to fight your way back from Majordomus place).

So finally here we were and watched the summoning of Ragnaros. Ragnaros is quite an impressive sight when you see him for the first time.

user posted image



Soon action ensued. We had to get Ragna down to at least 50% before the first "Sons of Flame" Phase (see below), as we only wanted to suffer one this phases.

user posted image


Then came the so called "Sons of Flame" Phase. Every three minutes Raganros submerges into the lava and smaller fire elemantals emerge. They have a nasty manaburn aura and are thereby extremly dangerous for mana dependent classes.
The key to success is of course to gather them all in one corner, binding them with melees and then to AE nuke them.

Here is a picture of our first Ragna try on that evening, where it obviously didn't work out, but you see the position where the sons should be engaged.

user posted image



After three minutes Ragna emerges from the lava once again and you have another three minutes before the next Sons of Flame phase and so on, therefore it is important to do as much damage as possibly to avoid another Sons of Flame Phase. We downed Ragna one minute before the next phase; me being dead from being kicked into lava. Fortunatly I was hopelessly OOM at the time I was kicked anyway, so it wasn't that bad. You can read all the cheers in the chat window as Ragna went down; the mad screaming on voice was beyond imagination smile.gif

user posted image

What dropped? Nothing really uber, at least for cloth wearers though Majordomo dropped the [Staff of Dominance]. Since I'm starting to build up my DKP account only now I didn't have the points to bid on it. But Loot was secondary on this night, it was the accomplishment of downing Ragna for the first time that thrilled us.

I would like to thank all the members of Infacted, Forsaken Heroes and Dunkle Schar for making this possible and inviting me to this raid, although I have been away from the raid circus for two months. You are great and I couldn't imagine a better "welcome back gift" then this one smile.gif

The raid:

user posted image



We will now work on perfecting our MC performance to make it reliably farmable, as well as setting out for new frontiers; a BWL raid is scheduled for tommorow.

BTW: Can we expect an "Adventures of Neriad - BWL" issue? Pleeezzzzee, we need input whistling.gif








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