Thursday, December 6, 2007

Magtheridon's Lair (Homework)

Pages to Read:
http://www.wowwiki.com/Magtheridon%27s_Lair
BossKillers Mag Page

Video's:
Good Hunter POV with Vent chatter
MUST WATCH How to Video (Seriously this is a good one, MUST WATCH!!!)
Magtheridon Tank View

Strategy

Phase 1
Initially, five Hellfire Channelers are distributed around the room, each next to a Manticron Cube. All mobs in the room have no aggro range, the fight is started by any harmful action on a mob. Two minutes after engaging the channelers Magtheridon becomes active. The raid should be able to kill at least three channelers before Magtheridon becomes active. The last Channeler requires a well equipped tank.
It's best to have one tank for each Channeller so that they can be tanked in their places and their shadow volleys do not overlap. All Channeler casting should be interrupted as much as possible, the most dangerous being Dark Mending. Each tank should have a personal healer assigned, remaining healers should be put on raid healing (and help out on tanks if needed). After the first adds are dead, the healers should concentrate on the later tanks because they take more damage.
The Infernals should be banished and/or kited. Warlocks and Hunters should do this job - early on they're free to DPS, but when Infernals start to appear they must immediately concentrate on them.
Position the damage dealers at the entrance. The killorder is: 1 > 5 > 2 > 3 > 4. Have the tanks at cube 5 and 2 move their channeler to the entrance when it's time to kill their respective target. When the time has come to kill the channelers at cube 3 and 4 it's safer to move the raid to them.

Phase 2
When Magtheridon breaks his banish, he starts to build threat only when he actually targets someone. Use agro building moves or hunters misdirection not too early - let him target someone first.
Besides killing any remaining Channeler(s), the raid has to avoid Blast Nova by clicking on the cubes (see below). This is complicated by Quake, and in Phase 3 by Collapse.

Phase 3
At 30% Magtheridon shatters the walls of his lair, causing the roof to crash down. This deals 5250-6750 physical damage plus a 2 sec stun to every raid member. It's very bad if the start of phase 3 conincides with a Blast Nova - the damage dealers should slow down if this might happen. For the remainder of the fight, the ceiling randomly caves in on players, this is called Collapse. Collapses kill everybody in an 8 yard radios of the spot of impact. There is a cave-in animation shortly preceding it so players are able to safely move out of the way.

The Manticron Cubes
Every 60 seconds Magtheridon starts to cast Blast Nova. About all wipes at Magtheridon happen because of an uninterrupted Blast Nova. In order to stop it, all five Manticron cubes must simultaneously be clicked (channeled) by players. Because of the Mind Exhaustion debuff, at least two teams of five players need to rotate on the cubes. Each cube should have two designated clickers taking turns, and at least one backup if one of the primary clickers dies or is otherwise unable to click.
During both, Phases 2 and 3, Quake makes clicking the cubes more difficult. Since the cooldowns of Quake and Blast Nova are slightly different (50 and 60 sec), after three or four cycles, they happen at nearly the same time (although they never occur at the exact same time), and then move out of sync again. It is important to know that each cube has a "safe spot". Standing up against the wall, directly behind the cube when facing into the middle of the room grants immunity to the knock-back from Earthquake. People standing there simply bounce in place.
It's very desirable to keep the five channels up as long as possible. Unfortunately, players take 800 damage per tick while channeling, which forces them to release sooner or later. Synchronize the release so that nobody takes unneccessary damage.

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