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[http://conquest.teamgbu.com/strats/moltencore/lucifron.php Conquest strategy guide]
 
[http://conquest.teamgbu.com/strats/moltencore/lucifron.php Conquest strategy guide]
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[http://www.wow-tactics.de/20_taktiken/mc/lucifron.php German Tactic Site]
   
   

Revision as of 05:50, 15 May 2006

File:Lucifron.JPG

General Information


Attacks and Abilities

Lucifron

  • Impending Doom
Inflicts 2000 Shadow damage to nearby enemies after 10 sec.
Type: Magic
School: Shadow
Radius: 40 yards
  • Lucifron's Curse
Curses nearby enemies, increasing the costs of their spells and abilities by 100% for 5 min. This cost increase applies to all spells and abilities, whether they cost mana, rage, or energy.
Type: Curse
School: Shadow
Radius: 40 yards
  • Shadow Shock
Instantly lashes nearby enemies with dark magic, inflicting Shadow damage.
School: Shadow
Radius: 20 yards

Flamewaker Protectors

  • Cleave
Inflicts normal damage to an enemy and its nearest allies, affecting up to 5 targets.
School: Physical
  • Dominate Mind
Takes control of a humanoid enemy for 15 sec.
Type: Magic
School: Shadow


Strategies

In most cases, raids will first dispatch the first Core Hound Pack to give some room for the pullers and the main tank. It is important when Lucifron is pulled that he not come near the main raid group or there could be an instantaneous wipe. His guards have the ability to mind control, so it is sometimes easier to have one or two dummies move ahead of the main tank to suck up the mind control. Additionally, no one can move near the tunnel to the west, or the imps and surgers inside could chain aggro and wipe the raid.

Generally, two hunters will use one of their insta-cast shots to pull the Flamewalker Protectors, while the Main Tank must run up, tag, and pull Lucifron in the opposite direction of his guards. Generally the back cove is where the guards are pulled, while Lucifron is taken to another alcove on the east, far from the main raid. Each of the guards must then be picked up by two offtanks and dispatched accordingly before Lucifron is targeted.

Mages will not be contributing any large part of the DPS in this fight as they will be tied up with removing the curse that Lucifron casts on the raid every 15 seconds. Priests (and Paladins if Alliance) will also be tied up dispelling the Impending Doom debuff from healers, and especially the main tanks, and whoever becomes mind controlled. The core DPS for this fight therefore falls upon the rogues and warlocks.

Once the two guards are defeated, all DPS will shift over to Lucifron. Usually around 20-25%, it is safe for some of the mages to begin casting their nukes, depending on their mana andhow quickly they decurse the raid.

Lucifron's debuffs have a range between 35 and 40 yards. It is possible for every healer (except the MT-decurser) to stay out of Lucifron's curse-range, so with a good group you can minimize every curse-wave to about 10 raid members (melees). This makes the fight much easier and allows the mages to do damage too.

Quests

Hands of the Enemy

Reward

Lucifron drops Tome of Tranquilizing Shot, which is necessary for hunters to learn in order to combat Magmadar. In addition he will drop two epic items, which may include one of the Tier 1 epic boots. See Molten Core Loot for a complete list.

You receive 100 Reputation with the Hydraxian Waterlords at all reputation levels before exalted.

Notes

If Lucifron is not defeated before the group wipes, the guards will respawn.

See other Molten Core Bosses.

External Links

Allakhazam

Thottbot

Conquest strategy guide

German Tactic Site