Magtheridon Strategy Summary
From AJS.COM
This Magtheridon Strategy Summary was compiled from a number of other sources, including:
- BossKillers Magtheridon Strategy Guide (excellent positioning diagrams)
- WoWWiki Magtheridon (tactics)
- Magtheridon on MMO Champion (great diagram of the room)
Contents |
Prep
- You do not need to be keyed
- The whole raid should be in Karazhan/Gruul-level gear at least
- Healers will need mana
- Tanks will need tanking consumables
- Class mix:
- 4-5 tanks
- 3-5 warlocks
- 8-10 healers
- 10-12 DPS (mages and rogues are ideal)
- Buffs
- Mostly the usual, but Shadow Protection is important
- Positions
- 1 tank on each of the 5 channelers
- 1 healer per tank
- 2 ranged dps classes on each cube
- All others around the South platform or near their healing targets.
Numbers and abilities
- Channelers
- Shadow Bolt Volley: 1k-1.4k initial damage, channeled. 30 yard range.
- Dark Mending: Heals target (self or other chaneller) 69k-80k. 30 yard range.
- Burning Abyssal
- Random player takes 2.6k-3.4k fire, 10 yard AOE and Abyssal appears in their location.
- 2.7k-3.3k Fire Blast
- Melee
- Fear random player. 40 yard range.
- Magtheridon
- Melee for 6k against a well-geared tank (wowwiki says 6-7k)
- Quake: all players for 5 seconds every 50-60 seconds. Warning sign: ground will shake.
- Blast Nova: AOE DOT 2.2k-2.8k / 2 sec for 10 sec to all players. 1 minute cooldown, first cast 1 minute after Mag release (emote, cast bar, see below)
- Conflagration: Randomly targeted at a location. Players in the location take fire damage and do 300 fire damage to nearby players.
- Cleave: Frontal only, 8k on plate. 10 second cooldown.
Order of events
Stage 1: Channelers
- Order of channeler kills is S, SW, SE, NE, NW, though likely SW will be just dead or not quite dead by the time Magtheridon is freed
- All dps is focused on the current channeler
- Warlocks Banish and chain fear the Abyssals as they are summoned.
- Rogues and Mages interrupt the Shadow Bolt Volleys and Dark Mending as they start.
- Mind Numbing Poison and Curse of Tongues up on all Channelers whenever possible
- As a channeler dies, all others get 30% increase to casting speed and damage. Healers will have to double up once two are dead, and triple up on the last two.
Stage 2: Magtheridon is free
After 2 minutes, Magtheridon breaks free, and phase 2 starts. The south tank should be free for Mag now.
- Bring Mag to the SW corner and tank him with back to the wall.
- 40 seconds in, Quake (see above) and every 50-60 seconds after.
- Healers should use instant heals and Mages should Counterspell channelers during knockback.
- Do not stand near flames on the ground when knockback is about to start
- Conflagration needs to be constantly watched.
- After 1 minute, Blast Nova will start and channel for 1 second before damage starts, and will happen every minute thereafter
- All 5 cubes must be clicked as soon as the Blast Nova begins, and held only until Magtheridon is banished briefly (see healer notes, below)
- 800 damage per second from the cube to its user while it is in use
- damage against Magtheridon is increased (one site says 300%, one says 200%) during the effect of all five cubes
- Once this happens, the second team of cubists moves into position for the next Nova.
- According to one player, "he'll do an emote and start stomping the ground with red bubbles around him, and his cast bar will show as well." - Niia < Tickles > Stonemaul
Stage 3: 30% - Wall Shatter
- Magtheridon will shatter the walls at 30%, doing 5.3k-6.8k to all players along with knockdown.
- All should heal themselves with consumables and the main tank should be healed first by healers.
- Fragments will drop and instantly kill any player under them from time to time. Warning sign: dust will fall from the ceiling to the spot that will be hit. MOVE!
- Once all of the Channelers are gone, healers can heal the cubists through the 10 seconds of damage that they will take, allowing them to keep Magtheridon banished for the full duration.
Classes
Tanks
- Ironshield Potions after the 2nd channeler dies
- The first channeler should get the best-geared tank (who will switch to Magtheridon), and the 2nd and 3rd best tanks should be on the 5th and 4th channelers, respectively
- Consumable tanking materials are key for the last 2 channelers.
Healers
- Conserve mana in the initial couple of channeler fights
- 2 healers for each channeler after 2 are dead
- 3 healers for each after 3 are dead
- Priests should fear Abyssals if they get agro from one before a warlock can deal with it
DPSers
- Only manage agro for the first channeler
- Hunters should misdirect the 2nd channeler to the first tank if only 4 are available
- Rogues should Kick to interrupt Channelers
- Mages should keep Counterspell up for knockbacks
- Warlocks should worry about the Abyssals
Cubists
- Those assigned to work the cubes should be aware of falling debris.
- Always click form a few yards away
- Move around the cube if dust appears where you are standing
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