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Raids and Instances MC Boss #9 - Majordomo
Posted by Tweetie on Tuesday, February 28, 2006 (10:30:59) (337 reads)

What does Majordomo do?

  • Purple Shield (Melee attacks reflected) - Lasts for 10 seconds. While this shield is up, 100 melee damage per hit reflects back to those inflicting it.
  • White Shield (Magic attacks reflected) - Lasts for 10 seconds. While this shield is up, each magic attack has a 50% chance to reflect back to the attacker.
  • Teleport - Majordomo will randomly target a player and teleport them into the fiery pit in the middle of the landing.
  • Shadowbolt - A random player will get hit by a 1,000-2,000 shadowbolt.
  • Blast Wave - An area of effect flame attack which hits nearby players with moderate fire damage.

Healer Abilities

  • Shields - Same as Majordomo.
  • Shadowbolt - Same as Majordomo.
  • Healing - Provides healing to themselves or other adds if given the opportunity to heal.
  • Polymorph Immunity - When there are 4 or less Adds alive, the healers become immune to Polymorph.

Elite Abilities

  • Shields - Same as Majordomo.
  • Blast Wave - Same as Majordomo.
  • Increased Attack - When there are 4 or less Adds alive, the Elites become enrages and increase their attack damage on their target.

Positioning & Pull

  • A Paladin pulls the group, and then bubbles. Hunters assigned to Elites will pull the Elites to their respective tanks.
  • Mages are assigned to each of the 4 adds, and polymorph these adds and keep them polymorphed until they are killed, or become immune to polymorph.
  • The Adds and Majordomo are tanked separately, to ensure the AOE Blast Wave does not stack on the tanks.
  • DPS is on the ramp - and the Adds are pulled to the Ramp. Once the 3 Elites are to be damaged to 30%, the raid then moves to the Elites.

The Fight

  • Majordomo is not killed. He is defeated by killing all 8 of his Adds. Once all the guards are killed, Majordomo will submit and give you his chest.
  • Majordomo is tanked by a Warrior, with a Paladin and Hunter. Majordomo will randomly target players and run off to melee them. The Hunter will use Distracting Shot to bring Majordomo back to the MT.
  • Mages will sheep the Healer adds and keep them sheeped (continue to sheep every time the Magic Reflection shield is down).
  • Warriors will tank the Elites.
  • Our Strategy is 1-2-3-2
    • Kill 1 Elite.
    • Kill 2 Healers.
    • Damage 3 Elites individually until they reach 20%. Bring the 3 Elites together, and AOE them so they all die at the same time.
    • The 2 remaining healers will then pop out of Polymorph. The tanks can then tank these Adds, while they are killed one by one.
  • Melee must use Shield bash and Kicks to ensure the Healers do not heal them self.

From a class point of view

Druids
  • Heal the Warrior in your group. Co-ordinate with the other Healers depending on the heals they will be using.
  • Keep HoTs on your Warrior.
Hunters
  • DPS. Follow the MA.
  • One Hunter will be in Group 1. You must use Distracting Shot to pull Majordomo back to the MT any time he strays onto another player.
Mages
  • 4 Mages will be assigned to Polymorph the Healer adds. Ensure Polymorph is cast every time the magic reflect shield is down. This prevents the Healers popping out of Polymorph and attacking other players (or you) while the Shield is activated.
  • If you Polymorph while the Magic Reflect Shield is activated, there is a high chance you will be turned into a sheep.
  • DPS. Follow the MA.
Paladins
  • Heal the warrior in your group.
  • Heal the Raid.

Buffs

  • Aura should be Fire Resist.
Priests
  • Heal the Warrior in your group.

Buffs

  • Shadow protection.
Rogues
  • DPS. Follow the MA.
  • Use Kick on the Healers to ensure they do not heal themselves.
Warlocks
  • DPS. Follow the MA.
Warriors
  • Each of the tanks will be assigned an Elite add or Majordomo.
  • Ensure that you tank the adds away from each other - as they have an AOE blast wave affect, that when stacked can become nasty.


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Raids and Instances MC Boss # 4 - Garr
Posted by Tweetie on Thursday, January 19, 2006 (18:54:26) (306 reads)


What does Garr do?

  • Garr is a rock elemental that has 8 guards that protect him.
  • Antimagic Pulse - Garr casts an area of effect pulse that removes buffs from players in the area. This does not include potions.
  • Magma Shackles - An area of effect that slows players, reducing their movement to 40%.
  • Guard Detonation - Whenever one of Garrs adds dies, they cause an area effect explosion. Melee must move out of the explosion range when the guards are about to explode. At any time, Garr can cause his guards to explode, doing an area of effect damage to any player in the vicinity of that guard.
  • Combat boost - Whenever one of Garrs guards die, he receives a permanent boost to his damage and attack speed. If all of his guards die, the combined boost is significant to cause problems in dealing with him.

Group Setup

  • Usual group setup.
  • The 8 guards must be crowd controlled with warlocks and warriors.
  • Each warrior needs a dedicated healer in their group.

Positioning & Pull

  • The adds are assigned to each of the warriors and warlocks by using hunters marks, and priest mind vision.
  • Two hunters are then assigned to pull - one on the guards, pulling them to the left and one on Garr, pulling him to the right.
  • The guards are tanked by the warriors (and banished by the warlocks) away from Garr. This is to prevent the guards from blowing up the MT.

The Fight

  • Each of the warriors guards are taken down one by one.
  • Once all the unbanished guards have been killed, the group turns to kill Garr, leaving the remaining guards banished.
  • Tanks should be constantly on the banished guards, so warlocks may re-banish them with minimal delay to prevent Garr from blowing them up.
  • Garr will continue shackling players to prevent movement, and removing buffs - however this must be ignored and full DPS on Garr is continued until he is dead.
  • Watch when you cast spells such as Renew, Rejuvenation, Evocation and Innervate - as Garr removes these buffs as well.
  • Once Garr is dead, you must then kill the remaining guards one by one.

From a class point of view

Druids

Group 1

  • Druids should be healing the MT and then their group.
  • Provide innervates to the priests as assigned, watch for cleansing of buffs by Garr, and do this in between.

Group 2-8:

  • Heal your warrior.
  • Once the guards are down, move up and help heal the MT.
Hunters
  • Guard Selection : All Hunters must mark a separate add. Ensure that you mark adjacent guards. And keep your Hunters Mark on them at all times.
  • Hunters are part of the DPS group. Follow the MA.

Group 3:

  • Peel the guards to the warriors.

Group 4:

  • Use distracting shot to peel Garr to the MT.
Mages
  • Mages are part of the DPS group. Follow the MA.
Paladins

Group 1:

  • Heal the MT.

Group 3-8:

  • Keep your party healed.
  • Cleanse the MA.

Buffs:

  • Devotion auro should be on.
Priests

Group 1:

  • Heal the MT.

Group 2-8:

  • Heal your warrior / warlock.
  • Once the adds are down, move up and help heal the MT and then your party.

Buffs:

  • All buffs should be given to all players.
Rogues
  • Rogues are part of the DPS group. Follow the MA.
Warlocks
  • Warlocks are assigned targets.
  • Continual banish on the guards are needed.
Warriors

Group 1:

  • Group 1 warrior is the MT.

Group 3-8:

  • You will be assigned guards to tank.
  • Once these guards have been killed, a warrior must then tank the banished adds.
  • The rest of the warriors then turn to DPS. Follow the MA.


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Raids and Instances MC Boss # 2 - Magmadar
Posted by Tweetie on Monday, December 12, 2005 (12:22:05) (348 reads)


What does Magmadar do?

  • Fire AE - Magmadar has a cone shaped AE. This does not do much damage.
  • Fire spit - Magmadar spits out fire pits at random people throughout the fight. The fire stays on the ground for sometime. Everyone must run out of the fire because it will put a nasty dot on you.
  • Magma Spit - Small damage on melee, but prevents bandaging.
  • AE Fear - Every 30 seconds Magmadar will fear everyone within a 30 yeard range.
  • Frenzy - Magmadar will go "into a killing frenzy" and does much more melee DPS to the tank. Hunters can counter this frenzy by firing a tranquilizing shot (that drops from Lucifron).

Group Setup

  • Group 1: Warrior (MT), Paladin, Priest, Warlock, Druid. Group 1 warrior is the MT.
  • Group 2: Warrior (BMT), Paladin, Priest, Mage, Druid. Group 2 warrior is the backup MT.
  • Group 3-8: Each group should have a mage and a paladin / priest.

Positioning & Pull

  • The MT and BMT are positioned in the centre of the room. And faces Magmadar towards the raid.
  • Healers, hunters and casters are at maximum range from the MT. This ensures they won't get feared during the AE feared, or allows them to step back out of fear range when it is called.
  • Other melee begin in front of Magmadar, but run toward the back when DPS is called.

The Fight

  • When DPS is called, all ranged DPS on Mags.
  • Melee run in and DPS. Run out when AE Fear is called. Bandage where possible (as you will not receive heals from the healers).
  • Whenever Mags goes into a frenzy, the Hunters take turns on a rotation basis (as some Tranq shots miss, and others will be on cooldown).

From a class point of view

Druids

Group 1 & 2:

  • Druids should be healing the MT and then their group.
  • Provide innervates to the priests as assigned.
  • If for any reason the MT goes down, the druids must be quick to react and heal the BMT.

Group 3-8:

  • You will be assigned whether to heal the the hunters, casters or healers.
  • Innervate your priest when needed.
  • Keep an eye on the MT. Help with the healing if they are in trouble.
  • When Mags goes into a frenzy, you can heal the MT to ensure he stays up.
Hunters
  • Hunters are on rotation to shoot Mags with a Tranq shot when he goes into a frenzy.
  • Sometimes Tranq shots miss or are on cooldown, so please co-ordinate with the hunters in the group when your turn is.
  • You are part of the DPS when not casting Tranq shot.
Mages
  • Mages are part of the DPS.
  • Ensure when AE Fear is called you are not in range to be feared.
  • Use fire ward if you get the Fire spit on yourself.
  • You may also need to bandage yourself.
Paladins
  • Heal the MT if he looks like he is in trouble.
  • OOC rezzers will be assigned for this fight.
  • Heal your party.
  • Cleanse people of AE fear if they are feared.
Priests

Group 1 & 2:

  • Ensure your group is buffed with Shadow Protection (and any other groups that don't have a priest).
  • Heal the MT.

Group 3-8:

  • You will be assigned rotation for healing the MT.
  • Those not on rotation are assigned whether to heal hunters, casters or healers.
  • Dwarf Priest: If there is a dwarf priest in the raid, they will cast fear ward on the MT throughout the fight.

Buffs:

  • Shadow Protection is needed for the entire raid.
Rogues
  • Rogues are part of the DPS group.
  • Run around and attack mags from the back.
  • Run out of AE fear.
  • Use bandages and potions to ensure you don't die.
Warlocks
  • Warlocks are part of the DPS.
  • Ensure when AE Fear is called you are not in range to be feared.
  • You may also need to bandage yourself.
Warriors

Group 1 & 2:

  • Group 1 warrior is the MT. Group 2 warrior is the backup MT (BMT). If for any reason the MT goes down, the BMT must immediately move in.
  • Use Beserker rage every 30 seconds to ensure you don't get feared, the AE fear will be called in raid.
  • Magmadar will do a randomly timed fear at the start. Do your best to time this if you don't have fear ward.

Group 3-8:

  • You are part of the DPS group.
  • Run around and attack mags from the back.
  • Run out of AE fear.
  • Use bandages and potions to ensure you don't die.


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Raids and Instances ZG Boss #9 - Jin'do Hexxer
Posted by Tweetie on Sunday, December 11, 2005 (11:58:57) (325 reads)

What does Hexxar do?

  • Physical Attack - An attack which will hit for 1,000 crushing, and as little as 400. If the MT isn't taking a lot of damage, they can change into a 2H weapon.
  • Teleportation - Jin'do will teleport a random player into the pit of rapidly respawning skeletons. These mobs will respawn every few seconds after death. The best way to deal with these skeletons is to kill them repeatedly when needed.
  • Brainwash Totem - Totem when dropped mind controls a random player through the use of a large green beam coming from the top of the totem to the person in question. While the target of the Brainwash seems to be somewhat proximity based, he will never brainwash the person with the most aggro (which should be the MT). Healing totems have around 1,000 health, Brainwash totems havea bout 3,500 health.
  • Healing Totem - This totem when dropped will heal him for roughly 1,000 life a second.
  • Dellusions of Jin'do (Curse) - This is a weak shadow-based curse. Whenever this DoT is cast, a Shade of Jin'do will spawn and the person with the curse will now be able to see and kill the Shade. Mages / Druids are NOT to dispell this curse from players.
  • Hex (Magic) - Changes the target into a frog, who then wanders aimlessly.

Positioning & Pull

  • A high DPS class (such as a Hunter or Rogue) pulls Hexxer. Hexxer will often curse them within a few seconds.
  • Hexxer is tanked close to the pit so that those teleported into the skeleton pit can rejoin the fight asap.
  • Two mages are assigned to clear the skeleton pit whenever anyone is ported into the pit.
  • Healers and casters stand near Hexxer in a group, so the melee DPS can easily switch between Hexxer, Totems and Shades when needed.

The Fight

  • The MT tanks Hexxer and is the only one who does not kill Shades when they are cursed.
  • Destroying the shades if you are cursed should be the top priority. You can use as many DoTs on Shades as possible.
  • If you are not cursed, and are DPS, you should be killing any totems when they pop up. A macro to target these totems is recommended.
    /tar Brain
    /tar Powerful
    /cast [DPS here]
    This macro will ensure that the Healing totems are removed first, and the mindcontrol totems second.
  • If there are no totems, and you are not cursed, DPS on Hexxer.
  • DoTs should also be placed on Hexxer and kept up throughout the fight.
  • DPS Order: Shade (if cursed), Healing Totem, Brainwash Totem, Hexxer

From a class point of view

Druids
  • DO NOT remove the curse from anyone.
  • If you have the curse, you must kill at least one Shade.
  • Heal the MT and your group.

Special Buffs

  • Thorns (Improved thorns is better).
Hunters
  • If you have the curse, you must kill at least one Shade.
  • DPS Order: Shade (if cursed), Healing Totem, Brainwash Totem, Hexxer
  • Pets: Set on aggressive.
Mages
  • DO NOT remove the curse.
  • If you have the curse, you must kill at least one Shade.
  • 1-2 Mages will be set on clearing the skeletons in the pit whenever somebody gets teleported. Simply Ice in place, Cone of Cold and AOE should remove them.
  • DPS Order (if not clearing pit): Shade (if cursed), Healing Totem, Brainwash Totem, Hexxer
  • Sheep people who are Mind controlled.
  • Use Fireblast on totems.
Paladins
  • If you have the curse, you must kill at least one Shade.
  • Decurse those who are Hexxed.
  • DPS Order: Shade (if cursed), Healing Totem, Brainwash Totem, Hexxer
  • At least one paladin will be dedicated to cleansing the hex of the main tank.
Priests
  • If you have the curse, you must kill at least one Shade.
  • Killing Shades: Use Shadow word pain, Mind blast and Smite. SWP as many shades as you can while you are cursed.
  • Decurse those who are Hexxed.
  • Heal the MT and your group.

Special Buffs

  • Shadow Protection
  • Divine Spirit
Rogues
  • Rogues should all have the highest ranked wound poison on their main hand weapons, and instant poison on their offhand.
  • If you have the curse, you must kill at least one Shade.
  • DPS Order: Shade (if cursed), Healing Totem, Brainwash Totem, Hexxer
Warlocks
  • If you have the curse, you must kill at least one Shade.
  • Killing Shades: Use Curse of Agony and Corruption.
  • DPS Order: Shade (if cursed), Healing Totem, Brainwash Totem, Hexxer
  • Keep curses on Hexxer at all times.
Warriors
  • At least one of the warriors in the raid should be Mortal Strike specced, and should ensure that MS is kept up on Hexxer as much as rage will allow.
  • If you have the curse, you must kill at least one Shade.
  • DPS Order: Shade (if cursed), Healing Totem, Brainwash Totem, Hexxer

MT Notes

  • Spam sunder and revenge, as Hexxer is immune to taunt.


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Raids and Instances Black Wing Lair Strategies
Posted by Tweetie on Monday, November 21, 2005 (09:19:58) (951 reads)

Please ensure you read the strategies before coming along to the instance.

1. Razorgore
2. Vaelestraz


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