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  #1  
Old 07-12-2005, 06:51 PM
Shavnir Shavnir est déconnecté
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Scurn's Guide to MC!

Lucifron has an aoe curse that makes every ability cost twice as much rage/energy/mana which needs to be removed primarily by mages and an aoe magic effect that causes 2000 damage after about 10 seconds that should be removed immediately. You can avoid both of these effects by being at max range so only a few people decursing and dispelling the MT should be getting them. Once Lucifron has zero mana he stops casting them so melee charges in. His two guards will randomly mind control someone, possibly the guy tanking them which means any warrior or deterence/evasion tank needs to be ready to pick them up.

Magmadar has an aoe fear every 20 seconds or so that you want to get hit by if you are doing a lot since it is an aggro debuff like all aoe fears. He also spits fireballs at a random secondary target that leaves a patch of fire on the ground that applies a 300dps dot on you. He frenzies, hits harder and faster, and gets real big and adds a glow effect which can only be removed by shooting him with a tranquilizing shot. Get used to this because you will need to do it in BWL as well. Tranquilizing shot works on any mob that frenzies.

Gehennas' main abilities are and aoe curse that reduces healing effects by 75%, random secondary shadowbolt for ~2.5k and rain of fire that does ~750 damage per tick. A mages main role is to remove the curse because it destroys the healing. Usually a druid is on the MT since they will get hit by all the secondary attacks and can heal themselves. The two guards are pretty weak but the start of the fight always sucks because they have an aoe stun that usually hits the tank before he/she has aggro.

Garr has many adds but they aren't really a big deal except there are a lot of them. His main abilities are and aoe movement debuff and an aoe dispel of magical effects. What this means is "NO BUFFS GARR EATS THEM". The exception to this is warlocks and some healers can position themselves out of range of the dispel and can be buffed. Also potions like elixir of sages do not get removed. When the adds die they blow up for 2-3k damage and knock you back so when they are at 10% everyone but the tank should be moving away, just like the bomb bats in ZG. Garr also will randomly select one add to blow up when he gets low on health so this is why we kill all but the banished adds first. If all the adds are dead garr goes crazy and starts throwing little suicide bombers at us, but we shouldn't see this again unless becho screws up.

Baron Geddon is a boring fight except for the roguelings who try to blow each other up. Baron has 3 abilities the most of important one is a random target is the bomb and has 10 seconds to move away from people or blow everyone around them up for ~3.5k and it can crit. This is why we position ourselves in a "U" around the room and are away from the wall, so people have places to go to blow up. He also has an aoe mana burn magic effect that burns you for 400 mana/health every 2 seconds and should be removed from healers -> mages/warlocks -> hunters. Because of this priests are mainly dispellers for this fight and all the healing falls to druids/shaman. One thing we haven't been doing is the priests can stand behind the groups and be out of range of the mana burn. If they pay attention to who has the bomb they are perfectly safe and can focus on dispelling and healing the groups while everyone else heals the tank. The final ability is baron has a hellfire effect that scales in damage with each successive wave. Even stug will die if he stays in for the full duration. If our dps is low baron will blow himself up before he hits 0% for 7k killing everyone around him, so take him down quick during the last 5%.

Shazzrah spams arcane explosion, teleports, has a magic dampen self buff, aoe counterspell, and aoe magic amplify curse. The explosion is self explanatory but the real problem is that he teleports to a random secondary target and continues to spam it. This teleport resets all aggro to zero so everyone should stop doing what they are doing and let the MT get aggro. The most important part of this fight is to run to the center if you have aggro and aren't the MT. If you run around you will kill us all and then we will be forced to defenestrate you. The self buff decreases all magical damage taken by 50% so shazzrah should always have detect magic on him and be purged as soon as possible. The aoe counterspell sucks and doesn't seem to be on a timer so you just have to hope that the MT will survive through it or there were healers who didn't get hit by it. It only affects you if you were casting when it went off. The aoe curse increases all magical damage by 100% which coupled with his aoe means death. Mages and druids should stop whatever they are doing and decurse MT -> healers -> dps. Again it is usually a druid decursing the MT since they are guaranteed to get hit by an aoe or two. Greater arcane protection potions will save your life here if you use them when low and probably won't get a heal in time.

Sulfuron Harbringer is all about controlling his guards. He has four guards that heal each other and also spam magic DoTs on anyone within range. We tank them all and kill them one at a time away from the others. Priests main job here is to dispel -> shield/renew, you probably won't have enough time to get a spell off with a cast time. The guards can also heal themselves and should be interrupt by the usual earthshock/kick/whatever. Once the guards are down Sulfuron is a push over. He enrages occasionally and does 100% more damage and attacks faster but still really doesn't do much and since everyone should be healing basically one target now, the MT should never die.

Golemagg has two dogs for guards that require a tank and 2 decently geared healers or 3 healers with mostly blues. The dogs crit a decent amount so you can't let the OT's hitpoints get too low and also hit everyone in melee range with "mangle" that slows movement to 50% and has a 1-200dps DoT. The dog will reapply the DoT when it runs out. The dogs cannot be killed but will die when Golemagg does The boss himself throws random fireballs and hits pretty hard. He also applies a DoT to everyone who melees. The only difficult part of the fight is at 10% he goes crazy and attacks a lot faster as well as spams "Earthquake" which does 1-2k to everyone around him. Basically just heal the MT through it and we will be fine.

Majordomo Executus is the most fun fight in MC but requires a lot of coordination on the part of the raid. He has 8 adds, 4 elites and 4 priests. The elites hit hard and need to be tanked while the priests are pretty wimpy. The main abilities are every 20-30 seconds all of the guards will gain a reflection shield. This shield alternates between damage reflection and magic reflection. What they do should be obvious. The way we handle this fight is we usually sheep the four priests and tank the four elites. The mages should reapply sheep every 5-10 seconds so it doesn't break when a magic reflection shield is up which will cause the mage to sheep himself. The shield going up does not break the sheep. When 4 of guards are dead, the other 4 can no longer be CC'd so we have been killing an elite, killing 2 priests,, bringing all the other elites to 20%, then killing the rest of the priests,, then the last 3 elites. All warriors and deterrence/evasion tanks need to be ready to pickup lose priests because one usually gets loose. All the guards can hit you with a random target spell that does 1-2k damage. Domo also will teleport someone close to him into the fiery dome of doom in the center, often the MT. This person will need heals since it does ~700 damage and you usually get hit 2 or 3 times. One healer should be watching this spot to shield/heal. This teleport is also an aggro debuff so if the MT gets ported then domo will sometimes run loose and attack Scurn. Domo needs to be double tanked so when the MT gets ported the OT can taunt and hold him until the MT gets back in position.

Ragnaros the final boss and the only true zergfest in MC. Main abilities are a aoe lava splash for 700-1000, a random secondary target fireball that knocks everyone around the target into the air, an PBAoE knockback, and Elemental Fire. The fireball+knockback can be avoided by good positioning keeping everyone >8yrds from each other. The PBAoE knockback only effects melee and can be avoided by moving back to just out of melee range. The real danger here is that the MT has to stay in melee range or Rag will hit a random target for 6k. We rely on the MT resisting the knockback. If this fails the secondary tank steps in and picks it up. So both tanks must be meleeing at all times until the PBAoE when the secondary tank will back up. Rag's main melee attack is Elemental Fire. It hits the person in melee range with the most aggro for ~2k then applies a 4.5k DoT that ticks for 450 per second. Unless you are getting lots of healing this means death. Juggling aggro with the knockback is the hardest part of dealing with Rag. People not in melee cannot get aggro at all. If you are a hunter/caster go crazy. The hardest part of the fight period is controlling the sons that spawn every 3 minutes. When the sons spawn, Rag submerges for 90 seconds and we have 8 angry fire elementals running around. They hit for 1-1.5k of purely fire damage so the tanks/melee with a lot of FR should be keeping their attention. The sons also have a PBAoE mana burn that burns 5-700 mana per tick even if they are banished. These guys need to be kept out of the casters at all costs. Single target assists and burn them down then back to Rag. To be effective we need to get Rag to ~45% before the first sons spawn or we probably won't make it.

That's all I could think of.

PBAoE = Player Based Area of Effect

-Scurn the Tree-
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  #2  
Old 07-12-2005, 07:02 PM
Kaylend Kaylend est déconnecté
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Re: Scurn's Guide to MC!

oh god take it out of the quote makes it harder to read!!
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  #3  
Old 07-12-2005, 07:24 PM
Tenskatawa Tenskatawa est déconnecté
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Re: Scurn's Guide to MC!

Only mistake I see is on Domo, we kill 2 elites, bring 2 elites to 20%, then the 20% elites, then the priests.
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Old 07-12-2005, 07:30 PM
Bishan Bishan est déconnecté
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Re: Scurn's Guide to MC!

there, I cleaned it up for better reading. And I deleted Mass' post because it just became a duplicate.
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Old 07-12-2005, 07:30 PM
mass mass est déconnecté
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Re: Scurn's Guide to MC!

cool
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  #6  
Old 07-12-2005, 08:53 PM
Gil Gil est déconnecté
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Re: Scurn's Guide to MC!

no, on domo we kill 2 elites, bring 2 elites to 20%, kill 2 priests, which pops the remains sheep since we've killed 4, then quickly finish off the elites, then we bring the remaining 2 priests' health to zero, while keeping our health above zero. Then domo gives us all blowjobs.
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  #7  
Old 07-12-2005, 09:00 PM
Litiga
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Re: Scurn's Guide to MC!

lol you guys are switched up still. its kill 2 elites, take 2 down to 20%, kill 2 priests, then kill the elites at 20%, then kill the last 2 priests. if we killed the priests before the elites, they would become immune to physical damage, and we would surely get pwned.
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Old 07-12-2005, 09:38 PM
Scurn Scurn est déconnecté
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Re: Scurn's Guide to MC!

Well then make the changes as necessary. I can't edit that post since it's not mine. I just wrote what I could remember in short paragraphs.
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Old 14-12-2005, 07:14 AM
duff duff est déconnecté
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Re: Scurn's Guide to MC!

Quote:
Originally Posted by Scurn
Well then make the changes as necessary. I can't edit that post since it's not mine. I just wrote what I could remember in short paragraphs.
hahah god how I love your sig, hahaha /wipetear, man so good, haahhaaha
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