Post by The Zrogfather on Oct 17, 2005 10:42:29 GMT -5
From the forums (alliance-oriented)
=========================
These are in our private forums, so I can't just give a link, but here is the write-up. Most of these strats are pretty commonly known, but hey it never hurts to have extra information.
Also this is from alliance side so adjust the Paladin roles for your members to pick up their jobs.
Best of luck and I hope it helps. Sorry about the length
General Commands
DPS IN: The tank has established agro and all dps'ers can commence assult
DPS OUT: The tank has lost agro and needs time to reestablish it
Target /assist <Main Assist Name>: This is used to make sure all individuals are on Main Assist's target. This avoids splitting up our DPS too much. We recommend you make a macro /assist *Main Assists name* so that you don't have to manually type it ever time.
SPAWN IS UP: This is used on the firelords, whenever you see this message attack his spawn before recommencing your attack on the main enemy.
Molten Giants
These mobs come in groups of two. Later in MC they turn into Molten Destroyers, but the strategy does not change. We will assign one to the Main Tank and one to the Secondary Tank. Whenever this is established the giants will be pulled. The Main Tank and Secondary tank will take their targets and split the two apart. After agro is established we will message DPS IN. At this point all dps'ers should assist on the secondary tanks target. After that target is finished then the group moves to the Main Tanks target.
Basic Roles:
Main Tank: Tanks the second target attacked
Secondary Tank: Tanks the first attacked target
Group 1: Heals and supports the Main Tank
Group 2: Heals and supports the Off Tank
Healers: Spread out and stay out of the the AOE range of the Molten Giants
DPS'ers: Wait for the DPS IN and then lay into them
Notes:
Devotion Aura is used for this fight
The giants will at times stomp the tanks and appear to reset agro. Don't panic at this time and allow the tank to retaunt the mob.
It is very important to keep the two giants seperated a bit.
Firelords
This is a single mob that spawns an add throughout the fight. The Main Tank will take the agro once the firelord is pulled. He will tank until the Firelord summons a spawn. At that time the DPS focus fires the spawn till it is dead and then assists on the Firelord. Everytime a spawn comes up a message will relay in CT Raid and the DPS should focus on dropping the spawns. Paladins will be clensing the fire debuff that is placed on members of the raid through the battle as well as healing and assisting on the spawns. We continue this process till the firelord is defeated.
Basic Roles:
Main Tank: Tank the Firelord
Group 1: Assist and heal the Main Tank
Healers: Heal
DPS'ers: Take down the spawns when they come up, when they are down retarget the firelord.
Paladins: Cleanse the dubuffs that occur during this fight/spot heal rogues/dps the spawn if you want
Notes:
Fire Resist Aura is used in this battle.
The important thing is to take down the spawns in this fight and not let them chain spawn.
Paladins remember to cleanse.
Lava Annihilators
This is a very simple battle. Pretty much, just DPS it to death. Nothing special. He does have a random charge. When that occurs just heal the charged individual and continue to DPS the annihilator.
Basic Roles:
Main Tank: Tank the Lava Annihilator
Group 1: Assist and heal the Main Tank
DPS: Do your thing
Healers: Do your thing
Notes:
Devotion Aura is used in this fight
He does have a random charge, but it is not much to worry about.
Warlocks may need to Banish if we get another add during the fight.
Lava Surgers
The Surger is a tougher fight than the Annihilator even though they look the same at first glance. A lot of times we open these fights with a banish so that everyone can get set up. At that point the Main Tank and DPS should be on him and attacking. Meanwhile the Healers and Ranged DPS should be spread out around them. Ideal is with your back to a wall, however you can stand with your back to lava if you leave a decent distance between yourself and the edge. During the fight the surger will charge a random person and use a knockback on them. When this occurs the other healers should heal that group that was knocked back and the knocked back individuals should return to their original location. The knockback is 1K damage despite armor, so it is important to not have our healers and ranged DPS clumped in one spot.
Basic Roles:
Main Tank: Tanks the Surger, the surger will return to him everytime after his charge so there is no reason to chase the surger around.
Group 1: Assist and Heal the Main Tank
DPS (melee): Assist the Main Tank and don't chase the surger after a charge, wait for it to return to the Main Tank.
DPS (ranged): Spread out around the surger and dps it.
Healers: Stay spread out around the surger and focus on healing the recently charged groups.
Notes:
Devotion aura is used for this fight.
Watch for his charge and don't get knocked into the lava.
It is important for ranged to keep spread out
Warlocks may need to banish to get the group set up.
These are on a 23-25 minute Respawn, individuals will be keeping a timer on these.
Core Hound
Each core hound has a random set of debuffs so I will go over the basic strategy first and then add the additions. The Main Tank will actually pull this fight. At that time he will build agro on the core hound while turning him to face AWAY from the rest of the group. Once agro is established we will message for the DPS IN. At that time the DPS can move in but must stay BEHIND the core hound. The Core Hound has a cone effect of fire damage so we want to keep the group away from that. We continue the assult til the Core Hound is finished.
Additions:
Fire Debuff Core Hounds: Paladins should be cleansing this debuff, start with the melee DPS (MT) and then move to casters.
Confuse Debuff Core Hound: This will use a confuse on the raid. It is annoying, just be sure that Group 1 is healing the MT immediately out of the confuse.
Stunn Debuff Core Hound: This will use an AOE stun on the raid. This strategy is the same as the confuse strategy.
Intellect Debuff Core Hound: This will put a curse on the raid effecting the intelligence of all characters. Mages and Druids will need to decurse casters in the raid starting with the Main Heal.
Basic Roles:
Main Tank: Pules the Core Hound and Tanks it facing it away from the rest of the raid
Group 1: Assist and Heal the Main Tank
DPS: Wait for the DPS IN signal then attack. Remember to stay BEHIND the Core Hound.
Healers: Spot heal the rogues/warriors most to keep our DPS'ers up, they will be taking the most damage in this fight
Notes:
Fire Resist Aura is used in this fight.
Establish which type of Hound we are facing and take the appropriate additional strategies
Stay Behind the Core Hound
Core Hounds are on a 13-15 minute respawn, individuals will be keeping timers on these.
Core Hound Packs
Core Hound Packs are one of my favorite of the "trash mob" groups just because the strategy is pretty diverse. There are different ways groups do these, but following is the NPFS way.
This fight it is crucial that all members of the Core Hound pack die at relatively the same time. If not the pack will ressurect the dead one at full health. So before the fight we assign a warrior to each dog. This requires 4-5 different warriors. When the warriors are assigned the Main Tank pulls the hounds and each of the warriors grab their targets. The warriors group together so all the packs are being tanked in the same area. After all the warriors have established their target and have pulled the dogs together, the DPS will begin to assist on each of the dogs in turn.
The dog that the DPS assists on is determined by the Main Assist. The group continues to DPS until the dog approaches 25% health. At that time the Main Assist will change his/her target and spam the macro to /assist *name of the MA*. When that is spammed all the dps stops any current attack and uses the assist macro to get their new target. This pattern is repeated till all the dogs are around 25%. When all the dogs are at this lvl, the leader of the raid will announce "AOE IN." At that point all the aoe members of the raid nuke the area we have tanked the hounds in.
It is important that if a dog gets REALLY LOW (less than 10%) everyone must stop attacking him including the warrior. The warrior should only attack that dog to taunt if they need to regain agro. Casters need to be willing to stop their cast and begin a new one even mid cast when we switch targets.
Basic Roles:
Warriors: Pick up and tank the assigned target to you.
DPS: Assist the main assist and change targets when announced in raid chat. At that time re-assist the Main Assist. If a dog gets really low make sure you aren't attacking it.
AOE: When AOE in is announced be sure to rain holy hell down on the packs of dogs.
Healers: Keep all the warriors up and be mindful of those that are rended heavily. Also spot heal our other melee dps.
Notes:
Devotion aura is used for this fight
The dogs MUST die at the same time
If you are not a tank and pull a dog somehow, run back into the pack and sacrifice yourself for the team if needed.
Priests try to put a renew on the rended if you have time.
At the end of the fight Paladins can cast Blessing of Protection on heavily rended individuals to remove rend from them.
These Dog Packs are on a 60 minute timer, timers are monitored by selected individuals in the raid.
Lava Packs
Lava Packs are the last "trash mobs" we will face in Molten Core and are a mixture of good strategy and tons of chaos. The trick to these mobs are to take them down in the correct order and survive the first barage.
Lava Packs consist of a flamewalker, flameguard, and either 2 lave elementals or a lava reaver. The elementals or the reaver are rock elementals and should be banished as soon as they arrive and should be chain banished throught the first section of the fight. The tanks will pick up on the flamewalker and flameguard. They will cast an increased fire damage debuff, melt armor and lay down lots of aoe damage. The DPS should go in immediately on the flamewalker and take him down fast. Then they move to the flameguard. Paladins should be cleansing the fire debuff, but melt armor is uncleansable.
When the two fire elementals are down you can release the rock elementals one at a time. They are then tanked and dropped.
It is KEY to take down the FLAMEWALKER immediately as the longer he is up the more people we will lose. Crowd control is very important here as well.
Basic Roles:
Main Tank: Tanks the Flameguard
Secondary Tank: Tanks the Flamewalker
Warlocks: Banish the rock elemental adds:
Group 1: Support the Main Tank
Group 2: Support the Secondary Tank
Paladins: Cleanse Cleanse Cleanse
Healers: Watch everyone especially warlocks
DPS: Take down the flamewalker fast! He is the main problem in these groups.
Notes:
Fire Resist Aura is used for most of the mobs
Devotion is used for the reaver at the end if there is one.
The Flamewalker must go down fast
Warlocks should be chain banishing and must be kept alive
There is no wait for DPS in on the Flamewalker
=========================
These are in our private forums, so I can't just give a link, but here is the write-up. Most of these strats are pretty commonly known, but hey it never hurts to have extra information.
Also this is from alliance side so adjust the Paladin roles for your members to pick up their jobs.
Best of luck and I hope it helps. Sorry about the length
General Commands
DPS IN: The tank has established agro and all dps'ers can commence assult
DPS OUT: The tank has lost agro and needs time to reestablish it
Target /assist <Main Assist Name>: This is used to make sure all individuals are on Main Assist's target. This avoids splitting up our DPS too much. We recommend you make a macro /assist *Main Assists name* so that you don't have to manually type it ever time.
SPAWN IS UP: This is used on the firelords, whenever you see this message attack his spawn before recommencing your attack on the main enemy.
Molten Giants
These mobs come in groups of two. Later in MC they turn into Molten Destroyers, but the strategy does not change. We will assign one to the Main Tank and one to the Secondary Tank. Whenever this is established the giants will be pulled. The Main Tank and Secondary tank will take their targets and split the two apart. After agro is established we will message DPS IN. At this point all dps'ers should assist on the secondary tanks target. After that target is finished then the group moves to the Main Tanks target.
Basic Roles:
Main Tank: Tanks the second target attacked
Secondary Tank: Tanks the first attacked target
Group 1: Heals and supports the Main Tank
Group 2: Heals and supports the Off Tank
Healers: Spread out and stay out of the the AOE range of the Molten Giants
DPS'ers: Wait for the DPS IN and then lay into them
Notes:
Devotion Aura is used for this fight
The giants will at times stomp the tanks and appear to reset agro. Don't panic at this time and allow the tank to retaunt the mob.
It is very important to keep the two giants seperated a bit.
Firelords
This is a single mob that spawns an add throughout the fight. The Main Tank will take the agro once the firelord is pulled. He will tank until the Firelord summons a spawn. At that time the DPS focus fires the spawn till it is dead and then assists on the Firelord. Everytime a spawn comes up a message will relay in CT Raid and the DPS should focus on dropping the spawns. Paladins will be clensing the fire debuff that is placed on members of the raid through the battle as well as healing and assisting on the spawns. We continue this process till the firelord is defeated.
Basic Roles:
Main Tank: Tank the Firelord
Group 1: Assist and heal the Main Tank
Healers: Heal
DPS'ers: Take down the spawns when they come up, when they are down retarget the firelord.
Paladins: Cleanse the dubuffs that occur during this fight/spot heal rogues/dps the spawn if you want
Notes:
Fire Resist Aura is used in this battle.
The important thing is to take down the spawns in this fight and not let them chain spawn.
Paladins remember to cleanse.
Lava Annihilators
This is a very simple battle. Pretty much, just DPS it to death. Nothing special. He does have a random charge. When that occurs just heal the charged individual and continue to DPS the annihilator.
Basic Roles:
Main Tank: Tank the Lava Annihilator
Group 1: Assist and heal the Main Tank
DPS: Do your thing
Healers: Do your thing
Notes:
Devotion Aura is used in this fight
He does have a random charge, but it is not much to worry about.
Warlocks may need to Banish if we get another add during the fight.
Lava Surgers
The Surger is a tougher fight than the Annihilator even though they look the same at first glance. A lot of times we open these fights with a banish so that everyone can get set up. At that point the Main Tank and DPS should be on him and attacking. Meanwhile the Healers and Ranged DPS should be spread out around them. Ideal is with your back to a wall, however you can stand with your back to lava if you leave a decent distance between yourself and the edge. During the fight the surger will charge a random person and use a knockback on them. When this occurs the other healers should heal that group that was knocked back and the knocked back individuals should return to their original location. The knockback is 1K damage despite armor, so it is important to not have our healers and ranged DPS clumped in one spot.
Basic Roles:
Main Tank: Tanks the Surger, the surger will return to him everytime after his charge so there is no reason to chase the surger around.
Group 1: Assist and Heal the Main Tank
DPS (melee): Assist the Main Tank and don't chase the surger after a charge, wait for it to return to the Main Tank.
DPS (ranged): Spread out around the surger and dps it.
Healers: Stay spread out around the surger and focus on healing the recently charged groups.
Notes:
Devotion aura is used for this fight.
Watch for his charge and don't get knocked into the lava.
It is important for ranged to keep spread out
Warlocks may need to banish to get the group set up.
These are on a 23-25 minute Respawn, individuals will be keeping a timer on these.
Core Hound
Each core hound has a random set of debuffs so I will go over the basic strategy first and then add the additions. The Main Tank will actually pull this fight. At that time he will build agro on the core hound while turning him to face AWAY from the rest of the group. Once agro is established we will message for the DPS IN. At that time the DPS can move in but must stay BEHIND the core hound. The Core Hound has a cone effect of fire damage so we want to keep the group away from that. We continue the assult til the Core Hound is finished.
Additions:
Fire Debuff Core Hounds: Paladins should be cleansing this debuff, start with the melee DPS (MT) and then move to casters.
Confuse Debuff Core Hound: This will use a confuse on the raid. It is annoying, just be sure that Group 1 is healing the MT immediately out of the confuse.
Stunn Debuff Core Hound: This will use an AOE stun on the raid. This strategy is the same as the confuse strategy.
Intellect Debuff Core Hound: This will put a curse on the raid effecting the intelligence of all characters. Mages and Druids will need to decurse casters in the raid starting with the Main Heal.
Basic Roles:
Main Tank: Pules the Core Hound and Tanks it facing it away from the rest of the raid
Group 1: Assist and Heal the Main Tank
DPS: Wait for the DPS IN signal then attack. Remember to stay BEHIND the Core Hound.
Healers: Spot heal the rogues/warriors most to keep our DPS'ers up, they will be taking the most damage in this fight
Notes:
Fire Resist Aura is used in this fight.
Establish which type of Hound we are facing and take the appropriate additional strategies
Stay Behind the Core Hound
Core Hounds are on a 13-15 minute respawn, individuals will be keeping timers on these.
Core Hound Packs
Core Hound Packs are one of my favorite of the "trash mob" groups just because the strategy is pretty diverse. There are different ways groups do these, but following is the NPFS way.
This fight it is crucial that all members of the Core Hound pack die at relatively the same time. If not the pack will ressurect the dead one at full health. So before the fight we assign a warrior to each dog. This requires 4-5 different warriors. When the warriors are assigned the Main Tank pulls the hounds and each of the warriors grab their targets. The warriors group together so all the packs are being tanked in the same area. After all the warriors have established their target and have pulled the dogs together, the DPS will begin to assist on each of the dogs in turn.
The dog that the DPS assists on is determined by the Main Assist. The group continues to DPS until the dog approaches 25% health. At that time the Main Assist will change his/her target and spam the macro to /assist *name of the MA*. When that is spammed all the dps stops any current attack and uses the assist macro to get their new target. This pattern is repeated till all the dogs are around 25%. When all the dogs are at this lvl, the leader of the raid will announce "AOE IN." At that point all the aoe members of the raid nuke the area we have tanked the hounds in.
It is important that if a dog gets REALLY LOW (less than 10%) everyone must stop attacking him including the warrior. The warrior should only attack that dog to taunt if they need to regain agro. Casters need to be willing to stop their cast and begin a new one even mid cast when we switch targets.
Basic Roles:
Warriors: Pick up and tank the assigned target to you.
DPS: Assist the main assist and change targets when announced in raid chat. At that time re-assist the Main Assist. If a dog gets really low make sure you aren't attacking it.
AOE: When AOE in is announced be sure to rain holy hell down on the packs of dogs.
Healers: Keep all the warriors up and be mindful of those that are rended heavily. Also spot heal our other melee dps.
Notes:
Devotion aura is used for this fight
The dogs MUST die at the same time
If you are not a tank and pull a dog somehow, run back into the pack and sacrifice yourself for the team if needed.
Priests try to put a renew on the rended if you have time.
At the end of the fight Paladins can cast Blessing of Protection on heavily rended individuals to remove rend from them.
These Dog Packs are on a 60 minute timer, timers are monitored by selected individuals in the raid.
Lava Packs
Lava Packs are the last "trash mobs" we will face in Molten Core and are a mixture of good strategy and tons of chaos. The trick to these mobs are to take them down in the correct order and survive the first barage.
Lava Packs consist of a flamewalker, flameguard, and either 2 lave elementals or a lava reaver. The elementals or the reaver are rock elementals and should be banished as soon as they arrive and should be chain banished throught the first section of the fight. The tanks will pick up on the flamewalker and flameguard. They will cast an increased fire damage debuff, melt armor and lay down lots of aoe damage. The DPS should go in immediately on the flamewalker and take him down fast. Then they move to the flameguard. Paladins should be cleansing the fire debuff, but melt armor is uncleansable.
When the two fire elementals are down you can release the rock elementals one at a time. They are then tanked and dropped.
It is KEY to take down the FLAMEWALKER immediately as the longer he is up the more people we will lose. Crowd control is very important here as well.
Basic Roles:
Main Tank: Tanks the Flameguard
Secondary Tank: Tanks the Flamewalker
Warlocks: Banish the rock elemental adds:
Group 1: Support the Main Tank
Group 2: Support the Secondary Tank
Paladins: Cleanse Cleanse Cleanse
Healers: Watch everyone especially warlocks
DPS: Take down the flamewalker fast! He is the main problem in these groups.
Notes:
Fire Resist Aura is used for most of the mobs
Devotion is used for the reaver at the end if there is one.
The Flamewalker must go down fast
Warlocks should be chain banishing and must be kept alive
There is no wait for DPS in on the Flamewalker