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(→‎Notes: Corehounds despawn after a soft instance reset, not after a set time period.)
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=Notes=
 
=Notes=
After Magmadar is defeated, the [[Ancient Core Hounds]] and [[Core_Hound_Pack|Core Hound Packs]] will no longer spawn in the zone until the weekly instance reset. Additionally, any [[Ancient Core Hounds]] in the instance will despawn after a soft instance reset (1/2 hour with no-one in MC). The lack of wandering Core Hounds makes the early part of the instance much easier to deal with for newer groups.
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After Magmadar is defeated, the [[Ancient Core Hounds]] and [[Core_Hound_Pack|Core Hound Packs]] will no longer spawn in the zone until the weekly instance reset. Additionally, any [[Ancient Core Hounds]] in the instance will despawn after a soft instance reset. The lack of wandering Core Hounds makes the early part of the instance much easier to deal with for newer groups.
   
 
Magmadar's spawn point is next to one of the Runes you will need to douse with [[Aqual Quintessence]].
 
Magmadar's spawn point is next to one of the Runes you will need to douse with [[Aqual Quintessence]].

Revision as of 10:49, 29 November 2006

File:Magmadar closeup.jpg

Magmadar

Lucifron
Magmadar
Gehennas
Garr
Baron Geddon
Shazzrah
Sulfuron Harbinger
Golemagg the Incinerator
Majordomo Executus
Ragnaros

(lore)
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Loot

General Information

Background

A favored pet of Ragnaros and progenitor of the Ancient Core Hounds that roam throughout the Molten Core. He lives within Magmadar Cavern. He will be found directly behind Lucifron.


Attacks and Abilities

  • Magma Spit
Deals 93-107 Fire damage and an additional 75 Fire damage every 3 seconds for 30 seconds. Stacks up to 3 times.
School: Fire
Range: ?? yards
  • Lava Breath
Inflicts 1157 to 1343 Fire damage to enemies in front of the caster.
School: Fire
Radius: 35 yards
  • Panic
Panics nearby enemies, causing them to flee in fear for 8 sec.
Type: Magic
School: Shadow
Radius: 30 yards
  • Lava Bomb
Throws a Lava Bomb at an enemy, creating a fire that inflicts 3200 Fire damage over 8 sec.
School: Fire
Range: 100 yards
Fire Radius: 5 yards


Strategies

The main tank should pull Magmadar so that he is facing towards the main group of healers, hunters, etc. Healers need to stand at max range behind the main tank. To find max range get to where you are too far away to heal the main tank and then slowly get closer until you are in range. If you are at max range you will be able to heal the tank, but too far away to be affected by the AOE fear. For Alliance groups, a dwarf priest should keep fear ward on the main tank. Hunters must use Tranquilizing Shot (a learned skill that comes from a tome with a 100% drop rate from Lucifron) when he frenzies, they must pay attention to the order they use it in and whether it is a hit or a miss. Melee DPS should come in on the sides and behind Magmadar. They need to be sure to avoid the Conflagrate and will be responsible for removing themselves from battle and bandaging since they will be out of range of the healers. If there is no dwarf priest (or for Horde groups), the warrior can "stance dance" in and out of berserker stance in order to use Berserker's Rage about every 30 seconds to avoid being feared. It is important that the main tank doesn't get feared — otherwise, the main tank will lose aggro, the healers will suddenly be in range of Magmadar, and it is unlikely that the raid group will recover.


  • A guild new to Magmadar may wish to have 2 groups of MT healers, only one of which is on the MT at a time. If the group that is actually healing the MT gets feared, the other group rushes in. My guild used this method until the healers became better at staying just out of AoE fear range. We found that 2–3 healers per group is enough so long as the hunters are quick with the tranq shots.


  • The BoJ setup method: The easiest way to control the encounter is having healers and ranged DPS classes outside the fear range from the start. The trick to this is setting up the pull. Have your main tank walk up to maximum bow range from Magmadar and stay there. Now have your healers adjust position so they are just in healing range of the main tank. Healing range is 40 yards, and AoE fear range is 30 yards, so this should be easy. (Hint: if you can cast dispel or cleanse on the main tank, you are too close.) Hunters and mages with extended range now move to the same radius as the healers, but may need to move in a little to get range once the encounter starts. The healers and ranged DPS should be in a semi-circle and spread out to reduce the chances of a multiple people being affected by a conflag puddle. Once the healers and ranged DPS are in position, the main tank pulls Magmadar with a bow/gun.

Reward

Loot: He can be skinned for Inv ammo firetar [Core Leather]. All Tier 1 set leggings drop from Magmadar; see Molten Core Loot for a complete list.

Reputation: 100 Reputation with the Hydraxian Waterlords at revered.

Notes

After Magmadar is defeated, the Ancient Core Hounds and Core Hound Packs will no longer spawn in the zone until the weekly instance reset. Additionally, any Ancient Core Hounds in the instance will despawn after a soft instance reset. The lack of wandering Core Hounds makes the early part of the instance much easier to deal with for newer groups.

Magmadar's spawn point is next to one of the Runes you will need to douse with Inv potion 76 [Aqual Quintessence].

See other Molten Core Bosses.

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