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Molten Core Strategies
Here is your one-stop-shop thread about Molten Core Strategies.

PS this thread is locked for pertinent MC strategy discussion.
Please send Akora a tell or a note, if you'd like to submit a MC guide or strategy.

1. Damoxian's Guide to the Molten Core

- A great by class guide to the MC from our most veteran MC raider
- And proof that Orcs can have a brain!

2. Comprehensive guide to Molten Core

- Trash Mob strategies
- Boss strategies

3. Akora's Shaman Guide to the MC 90210
- Simply the most perfect guide written ever (please ignore the typos)
- A must read for Shamans and healers and other people who want to be cool and hip
Vote Akora for MA!

Many people in the tribe of late have expressed an interest to me about going forth into the Molten core, trying their hand at the games second hardest instance in the hope that they can find new adventures and gear that is purple. So I thought I would try to come up with a guide to assist you in learning just what it takes to be one of the Horde's elite Molten core runners.

Certain things I cannot stress enough. Have good gear if you want to join Molten Core. It does make a difference when you need that much more mana to heal with. Skill is still primary, but skill and gear will win the day every time.

So allow me to present Damoxians guide on class roles within Molten core.

Please remember, what you like to play in pvp and lesser instances often means little in the core. Be flexible enough to change your game style.

A) Warrior. (1) There are two types of warriors found within the molten core, there are the true tanks, defense specced warriors who are meant to hold aggro at any cost, and there are the damage dealers, armed with arconite reapers and Obsydian edged blades. One thing that must be kept in mind however, is that the second class of warrior better keep the gear he needs to play the role of a tank. Several times in the Molten core there will be just to many enemies to contend with without a contingent of strong and defensive minded tanks around to suck up aggro. Major domo requires six warriors alone! And none of them better be seen without a hefty shield on there arm. (2) Like all classes, know when to hold aggro and when not to, changing to a different take in mid fight due to bad anger management will cost a sloppy warrior his life. (3) if your a main tank, get the mods that help. Find the ones that announce when Magmadar will fear next or when Gehennas will bring down his curse that makes you heal at half efficiency, announcing these can save everyone a lot of time. Make a habbit of looking for them.

B) Mage - Have evocation is tip number one. I'm sure most of you do but if you do not, get it. You may have 8k mana, but these fights, especially the bosses, last a long time and you'll need to eek out mana as best you can to fight. (2) get the decursive the mod. Many times doing damage will take a back seat to de-cursing people in the raid, being able to press one button to run through a priority list is much more effecient than doing it manually and will save the lives of many of your fellow raiders. Plus it annoys the hell out of warlocks like me in pvp. (3) learn when to attack and when not to. You want to know the number one class for dying in Molten core...Rogues...but your a close second. Don't just lay down all your DPS (Damage per second) on every creature you can. You will die and you will die in the blink of an eye when some creature strikes you for 2k every other second while your tank comes running up to try to taunt it off. (4) Raid assist, to help with that decursing. You may not think you'll use it much, but it does come in handy.

C) Priest - (1) Spirit gear. Have a set of this with you. While you might have gotten away with just having high int for your early career, it will not be enough in Molten core. Molten core relys heaviy on what is called a healer rotation. A set of healers will step in to cast healing spells, when mana is drained they will call in the next group while they fall back to regen mana. If you rely on int gear, you'll come back for round two with too little mana to make a difference and that you want to avoid at all possible. (2) Decursive. Like mages your going to need this mod, dispelling is just as important as healing in some encounters. Fighting Barron Gheddon is not easy when everyone in the group is being killed by their own mana (have to hate that). (3) Raid assist. Download this mod and install it...if you don't have it you have wasted the raids time by applying for joining them. This is the single most valuable tool a Priest can have on hand. Learn it, love it and look for updates all the time. (4) Regents. Always bring candles, lots and lots of candles, be willing to expend a good 2 dozen for a bad raid night and a good 8 on a great one. Do not be caught without them!

D) Druid - (1) read the above for priests, everything that holds true for them holds true for you. (2) if you are a feral specced druid, get ready for a lot of dissapointment on rolling options. Molten core raids are about strengthening the Raid, not the individual. Play bear or cat on your own time because in here it is not something people want from you. (3) know when to combat rez. This is imperative as at times rezzing a priest or shaman away from a boss can allow him to go around rezzing people in turn. A main tank dying needs to be brought back to life right away before all hell breaks loose. Use good judgement here.

E) Shaman - (1) your a priest, not a warrior. Get used to healing in Molten core, thats what your for. Mana tide and restoration are beautiful things for a shaman to have in this instance. You might be an elemental god in pvp, but here it means nothing because at times priests and druids will be doing dispells. Read the Priest write up for further essentials. (2) Totems, Fire resistance is useful almost every time, just make sure you run up close enough so the tank gets the effect as keeping him alive is the most important thing. Mana regen can be crucial on longer fights. Always keep in mind that mana put into damage totems is probably better spent on healing.

F) Rogues - (1) get used to dying. Rogues will die, they will die a lot in Molten core. (2) Stamina > Agility. To stay alive you need health, Molten core is unforgiving on rogues for more than a single hit, so agility is secondary to having the ability to take a punch so that healer can keep you alive. Keep your agility gear for other instances, but make sure you bring stamina and attack power to the core. (3) feint, vanish, anything that reduces aggro is essential here, rogues die often because they deal horrendouse damage and then are snuffed out at a moments notice. Be patient, like the mage you need to know when to just lay back. (4) your here to do damage. You may have wacky stealth, the ability to sap 2 men at a time. It does not matter. Molten core doesn't reward subterfuge overly much, except for dodging aggro. You are here to hit enemies and hit them hard.

G) Warlocks - (1) come with shards...come with more shards than you care to think about, you'll be summoning, you'll be handing out health stones, you'll be soul stoning priests. You will not waste them on shadow burns and soul fires, because they are more valuable in use elsewhere. (2) Shadowbolt, one of the few spells you will use in this instance. When everything is immune or resistant to fire, shadow damage becomes king. Spec for damage with this if you can. (3) Banishment - This comes in real handy in many fights. All rock type elementals in this instance are banishable, fire types are not. If you can manage curse of shadow before a banish, it will hold much easier than without, where creatures may break it in a few seconds. Once you banish something, count to 28, then chain cast banish until your creature breaks and is then re-banished. (4) Agrro managament, those shadowbolt crits cause problems, count to five after you land one before casting again. (5) curse of shadows/elements. Have one of these be the only curse/dot that you cast, keep it on an enemy at all times. Don't fill up debuff slots with corruption or immolte as they will be washed away before they can do enough damage. Curse of doom may seem useful, but most creatures here self cleanse some dots away long before this one could be put to use. (6) destructive reach is a great talent, several creatures have AOE's that this can help avoid, without it, you get hit with all sorts of nastiness (7) Don't pick up fellheart horns, because if you get them, I become less cool due to lack of rarity! (Cool If you don't know dark pact, at least know improved lifetap. Shadow bolt burns through a lot of mana, your going to lifetap to keep yourself active, make sure do it effeciently or else your going to find stray bolts flying around killing you more often than you like.

H) Hunters - (1) distance shooting, pick up the talent that increased the distance you can fight from, much like the warlock, you want to stand outside of several nasty AOE effects. (2) distracting shot. You will be a puller, you will from range draw out creatures that can flatten you in two hits..and you will not want to feign dead so it runs loose. Get used to the occasional death here, especially against lava packs. You control the start of several fights, we are counting on you. (3) Feign death. Cowards! Still this is great for losing aggro when you've started piling on crits, use it once in a while to keep from being the critters big focus. If you have jumper cables, feign to break combat, hop up and use them on a priest. You can save the Raid! (4) realize that sadly, some good weapons may not be availbe to you, because melee weapons especially will be favorably given to rogues and warriors. (5) pets. Using your pet to draw out entirely distant enemies is a good way to draw aggro without having to risk your own neck. Say goodbye to fluffy and hello purple loot.

General tips.

Don't be a leader, be a follower. One person leads Molten core, love them or hate them there is a reason. Start thinking you know better and you cause all sorts of chaos. Listen to your raid leader at all times.

Learn first aid. I don't care if you are a priest or a shaman, learn bandaging. Because it heals without mana, mana you need to spend on others. And you others, learn to bandage to that a healers mana can go to where it really belongs, the tanks. I cannot emphasize how valuable this skill is to know in keeping you alive during extended and mana intensive battles.

Learn Cooking. Those buffs some of the higher end recipies provide are absolutely great for seeing you through some of the tougher battles and its a skill i'm sorely lacking myself.

Alchemists are everyones friend. Potions...fire protection, healing, mana. All of these are in *massive* demand on raids. If you make them put some time in each week to step out and start concocting them. Your status as a loyal raider will be far more valuable than that foolish engineer who occasionaly throws out a chicken <sheepish grin>

Raid Assit. I mentioned it for specific classes that it is necissary for (You will be told to get it if you don't have it folks, honest) but everyone should probably take a look.

Damage meters. Do more harm than good, that guy who is at the top of the list for damage, he probably died a lot more than you. Steady DPS (Damage per Second) is more valuable than mass damage.

Tank aggro. Do not start firing as soon as the battle starts, always give your tank about 10 good seconds to build aggro before firing. Fail to heed this warning and its your funeral, quite literaly.

And the most important thing to being a successful raider is.
COME FOR THE ADVENTURE, NOT THE LOOT. Purples are great, don't live and die around getting purple items. You will be dissapointed at times, others you might think its unfair, but if you came just for loot you probably are not what the raid is looking for. More arguments come up over loot than anything else, nothing is sadder than fourty grown ups arguing about getting cooler looking pixels for their character. And people who do not yell and scream everytime they lose are far more beloved than those that do..trust someone that knows from experience.

Allright, various monsters you fight I may cover in the future, but for now I think this is a nice starting point to help people learn a little something about the utter basics of the core. Look for my sequal coming soon.

Craig -That guy who keeps Damoxian's soul.

PS. Post your own class tips if you have been to the core, obviously I know more about being a warlock than how best to handle being a rogue.
Vote Akora for MA!

Here is a great guide, very comprehensive for Molten Core.
I won’t take credit for writing this guide just stealing it from various sources. So it won’t have Akora’s warped sense of humor in it, but it will have good information and content. I’ve added some comments to the guide in (parenthesis).

Molten Core is an instance underneath Blackrock Mountain. It is intended for groups of 40 level 60 players. (The entrance is behind the elf, one can enter Molten Core by jumping through the window, or touching the crystal looking stone in the room behind the elf).

Other sources of information
The Warcraft Strategy guide
The famous (and incomplete) Conquest hints

Blizzard's raid interface, even post the 1.6 patch, is crapulent. You want to be running CT_RaidAssist. Everybody should, if only to make sure the healers have useful data. The raid leaders definitely should, to make sure that Living Bomb targets get notified. (also useful for the MT & MA target boxes) (CT Raid assist is VERY highly recommended for all Molten Core raiders)

Atlas in-game map
(Yes, I think I know where I’m going, its on that continent with the undead-thingy city on it somewhere where its firey)

Before you enter the Core you need to finish the Attunement to the Core quest. This is given by Lothos Riftwaker, who stands right next to the window that allows easy access to the Core. You'll need to work your way through most of Blackrock Depths to the other entrance to the Core, deep inside. See the Pocket guide to Blackrock Depths for a walkthrough.
Don't jump through that window unless you're in a raid.

To get to Ragnaros, you have to summon & defeat Majordomo. To summon Majordomo, you have douse those burning runes we've seen on the ground. There are 8 runes, one for each boss (Lucifron excepted). Dousing the runes requires special water. To be able to pick this up, you need to complete a quest series with Duke Hydraxis. He's on an island off the coast of Azshara. (Don’t worry about this by the time we’ll be facing Majordomo, well have enough ‘water bearers’ – I’m sure we have enough ‘water bearers’ even now). Since you can only hold 1 water at a time, it's best if your guild has > 8 people finish the quest and grab water.

Here's the quest series:
Stormers and Rumblers
Poisoned Water
Go to Eastern Plaguelands and kill water elementals and collect foozles from them. Also, go to Silithius and kill earth & air elementals. The duke of the water elementals apparently doesn't like other elemental types.
Eye of the Emberseer
Kill the Emberseer in UBRS and loot an item from him.
The Molten Core
Kill one each of Ancient Core Hound, Firelord, Lava Surger, Molten Giant.
Agent of Hydraxis
Get honored with the Hydraxian Waterlords. You'll become honored quickly after a few MC runs. (This faction was my first ever revered status – too bad it don’t get you jack!)
Hands of the enemy
Kill Lucifron, Gehennas, Shazzrah, and Sulfuron and loot a hand from each.

A Hero's Reward
Final step, pick a reward, a melee or caster ring with +15 Fire Resist and mediocre stats.

Group composition
Since you're running CT_RaidAssist, group makeup isn't critical for most of the raid. However, on certain fights you'll want to use groups to assign tasks to people. Be ready to shuffle groups around often. Here are some general tips for any raid, however:
• One warlock per group (imp health bonus).
• One shaman per group (totems).
• One healer per group.
• Pair priests with druids for innervating goodness.

Trash mobs
If you've never been here before, the first pull might shock you. MC is an order of magnitude harder than Upper Blackrock Spire. Your raid leader must have good organizational skills (doh’ we are doomed for failure). Your players must be able to listen to, understand, and execute on tactics requested by the raid leader. You must know how to have a tank generate & hold aggro while everybody else refrains from taking aggro. Everybody has to be disciplined. If you're not, you'll wipe over and over on your way down the slope.

Molten Giants come in pairs, always. Designate two tanks. Have one tank (and supporting healers) pin one giant some distance away from your raid. The other tank should bring the other giant a bit closer so your DPS can destroy it first. The giants have an AoE ability knockdown + damage, so you'll want to keep them away from your casters. Don't let an over-shooting hunter pull aggro.

The second pull is usually a Firelord. There are three mobs on the other side of the bridge ahead of you. The two on the right usually come together, and if the one on the left is still there, they'll take it along as well. So pull the one on the left first.

The Firelords aren't hard; even a dual Firelord pull isn't too hard. They pump out Lava Spawns periodically. You can tell when they do because there's a ground effect spell visible. When a spawn occures your DPS must switch to and kill the lava spawn immediately. (Don’t wait for the attack signal on the spawns, just jump right on them). If you don't, the spawn will split into 2 lava spawns. And again. And again. If you get two Firelords, as you might sometimes on the right-side pull, don't panic. Bunch them up, so your mages can Blizzard and knock all the spawns down at once. Focus fire on one of them, while a mop-squad handles the lava spawns. Kill one, wipe out lava spawns, kill the other. You can switch to your fire resist gear if you like when fighting the Firelords. (We will also consider the kill one Firelord and exit the instance tatic, if we pull two Firelords until we are uber enough to handle two). (Priests remember to dispel the MT from time to time, or he will take additional fire damage – usually the MT’s priest will do this). Make your way down the curving slope, killing things as you encounter them.

Lava Surgers are plain obnoxious. They will periodically target somebody and rush toward them, knocking down everybody in the vicinity like bowling pins. There's nothing you can do about this. Your DPS just has to chase them and kill them. You can banish them if you get two, or if one aggros while you're fighting something else. Lava Annihilators are similar, but their knockdown is smaller, and they do less damage. You should be able to wipe out the Annihilators without trouble. (Lava Surgers have wipe their aggro list very often, so you don’t need to wait for the command to attack them, just wail away) (Shamans – chain heal is a useful here when they knock down a lot of folks)

Ancient Core Hounds are on an 18-minute respawn timer. You must assign somebody the task of timing them, so you'll know when you're about to see one repop. This matters most on your first trips to the Core, when you're likely making slow progress down toward Lucifron. (This 18 min timer often means we will need to pull quick, bandage/eat or drink fast up between pulls, we really need to keep the downtime to less than a minute between pulls). They are difficult only when you get unexpected aggro from one. If you're scheduled to see one, don't pull your next mob. Wait for it and kill it. Standard tanking techniques work: Your main tank takes it, hold aggro, points it away from the raid. Your DPS whaps on the puppy's butt until it dies. See the Conquest guide for more information about the Hounds. They come in several varieties, some more annoying than others. Some have an AoE curse, Withering Heat, that you might want to dispell on your meleers right away (especially the MT). (Shamans - some dogs have a 5 second fear effect, the Tremor Totem won’t break this effect so don’t bother dropping it)

At the bottom of the ramp, bear left, toward the bridge. Note that Lava Surgers can easily knock you off into the lava. Consider pulling them to the near side of the bridge, rather than fighting on that narrow spit of land. Watch out for Ancient Core Hounds coming up from behind you!
Interlude: flame imps

On the other side of the bridge, you have a cave with groups of Flame Imps in each nook. They respawn quickly (10 min timer), so once you start moving through the cave you have to keep moving. AoE the heck out of them. If you get a rock elemental while fighting the flame imps, banish it until the imps are gone. I found as a meleer that if I tried to fight the flame imps, all I'd get for my pains was a lot of damage. So let your mages & warlocks do their thing. Shield them, pile HoTs on them, spam heals on them… but still expect to have to rez them afterwards. (Shaman’s spam Chain Heal during these fights, and watch the Mages & Warlock’s health)

Move forward steadily into Magmadar's cave. When you reach the cave, move south into the safe pocket at the bottom. Breathe deeply. Rebuff. Repair if you had a hard time reaching this spot. (Trust me, you'll eventually be able to kill your way down there with only a death or two in the whole raid.)

The core hound packs are a slightly technical fight, but nothing too difficult. The thing to know is that they will re-ignite and come back to life after a 10 second timer if there's a living core hound next to them. So you need to kill them all at once. The technique is: assign one tank to each core hound. (Using the CT Raid assist helps here) The tanks pull their hounds and hold them, lined up facing away from the raid. The DPS then smacks the hounds, changing targets as necessary to keep them all damaged about the same amount. When they reach 10%, your casters let loose with AoE and finish them all off at once. (This is a lot like the Tiger Boss fight in Zul Gurub, all of the 5 dogs must die with in 10 seconds of each other). (The mages and warlocks, AOE, to ensure equal damage to all the dogs). (The rogues and hunters have important jobs, they must ‘equal out’ the damage by DPS-ing the dog with the most health – by using the MT target icons in CT raid assist). Their notable ability is Serrated Bite, which can stack to do a heck of a lot of bleed damage. (Healers continue to heal after all of the 5 dogs are dead due to this ‘bleed’ effect, this can kill a rogue in about 5 seconds if left unhealed)

Lucifron is your first MC boss. He has two guards, whom you'll need to kill first. There are some flame imps in a cave to the left that you'll probably want to clear first for safety. You don't want to aggro them accidentally during the fight. Once you kill them, you have 10 minutes until the repop. So buff up, kill them, then immediately execute on your Lucifron plan. (Usually we don’t kill the imps we just stay far away from the imp cave).

Here's the general outline of the fight. Your main tank and a support crew hold Lucifron up the slope, out of range of the main raid. (Use parties to assign these tasks. Stick your Luci crew into groups 1 & 2, for instance.) A second tank holds one of the guards in place near the main raid, while a third tank pulls the remaining guard down to be killed. The guards will sometimes mind-control a player. Dispell/Purge it. Otherwise, they're not hard. The raid kills the first guard, then the off-tanked one, then runs up to pile on Lucifron. Sound simple? There's one twist. (We will use hunters to pull Luci’s guards to their assigned warriors, hunters will need to feign death after the pull to dump aggro).

Lucifron has two abilities of note: a Curse that doubles the mana/energy/rage cost of abilities, and an AoE debuff called Impending Doom. The debuff is pretty much Call of the Grave, doing 2000 damage after 10 seconds. Lucifron's Curse might not sound nasty at first, but it will cripple your raid if you leave it there. (We will assign 1-2 Mages on de-cursing duty). (Also we will assign 1-2 Priests on dispelling duty)
Your mages must be in support roles during this fight. They must turn themselves into decurse/cleanse bots. (We will assign 1-2 Mages to do this) The curse must be removed from your healers immediately, or they'll run out of mana. You can leave it on your meleers without much worry, though you'll probably also want to decurse your main tank. And of course removing Impending Doom will give your healers a break and keep more people alive. Support roles are just as important as DPS. (Luci’s Guards do a mind control that can run a raider into the imp cave and cause a wipe.) (To counter this we will have 1-2 Shaman/Priest doing Purge/Dispell).

Lucifron will drop a tome of Tranquilizing Shot in addition to a pair of purple set items. Give this to a reliable Hunter who'll be raiding with you often. You need several hunters with tranq shot to fight the next boss…


The good news: When you kill Magmadar, the ancient core hounds stop respawning. Yay! The bad news: Killing him on your first trip, when you probably have only one hunter with tranq shot, will be hard.

This is almost a straight, boring tank-the-boss-while-dps-kills-it fight. The one twist is that periodically Magmadar will cast an AoE fear. If you're running a mod like CT_RaidAssist, you'll get a 5 sec. warning before the upcoming fear, so your raiders can get away from Magmadar. You want to keep your main tank un-feared, and also the healing for your main tank. There are lots of ways to do this; I'm sure several have come to mind already while you're reading this Shaman have tremor totems.

Most importantly, warriors on both sides have Berserker Rage. They can stance-dance to pop that ability right before the AoE fear times in. Have your warrior practice this! CT_RaidAssist will give you the 5 second warning on incoming fear. Healers should pop HoTs onto the tank to help him through the transition, since he'll be taking much more damage while he's in Berserk stance than he did in Defensive stance. (I like to have two groups of healers on the MT one group stays in AOE fear range, the other group dances in & out of AOE fear range, and waits until the fear effect starts then gets in heal range and heals the MT until his original set of healers become unfeared and they can resume normal healing)

It might help to have a healer rotation, one group in while the other group stays out of fear range and meds up. Swap after each AoE fear cast.
The tranquilizing shots suppress Magmadar's frenzy mode. (His size enlarges when he is in Frenzy mode) (We will have a Hunter Tranq Shot rotation, Hunter #1 shoots, then if he misses #2 shoots, etc). Hunters with the shot ability should take turns cooling him down. He does a lot more damage to the tank while in frenzy mode, which can strain your healers' mana resources. This is why it's harder to fight him with only one hunter having the shot.

Meanwhile, your other raiders DPS avoids the flame gobs that Maggy spits, stands behind him or to his sides, and whacks at him. A single greater fire resistance potion per meleer will help a lot. Also, if your melee classes have fire resist gear, they should put it on for this fight. (Healers will need to learn to jump in and out of his AOE fear range, CT raid gives you a warning of his AOE fear). (Raiders with extended range attack abilities can stay outside of his fear range and still DPS him with a little practice)

Gehennas is back over the bridge and downhill from it. You'll need to clear more trash mobs on your way down. The Molten Giant pairs will now mix in a Molten Destroyer for variety. You'll probably want to kill the higher-level Destroyer first when you face the pairs. Clear all of the area near Gehennas before you attempt him, because you're going to want some space to work in.

The Gehennas fight is superficially similar to the Lucifron fight: he has two guards, whom he must be separated from. (Hunters will pull the guards to the assigned warrior and feign death to drop aggro). The guards die first, one at a time, and then the main raid turns its attention to wiping out the boss. However, the details differ. Gehennas has two notable abilities: a fire AoE attack (which you must run from), and a curse that drastically reduces the effect of all healing. The curse, obviously, must be removed immediately from anybody you want to keep alive. (The curse reduces your healing abilities by 75% - don’t heal when you are cursed, it applies to bandages too) (2-3 Mages will be assigned de-cursing duty)

The AoE fire can be easily avoided by paying attention & moving if it's hitting you. There's a nook just north and around a corner from Gehennas. Set up your primary DPS in that spot. Split off two full groups of Main Tank + Healers + Support to worry about Gehennas. Have your hunters stand with the Gehennas groups. The remainder of the raid is either DPS, or Triage. The Triage team stays in the nook through the whole fight, decursing & then healing. DPS is responsible for moving away from Gehennas if they're cursed and back to the nook to get patched up.

The Main Tank support groups should ignore everybody except the MT.
The pull goes a lot like the Lucifron pull: main tank holds Gehennas in place, the 2 assistant tanks pull the guards back to the main raid (Hunters will be pulling the guards to their warriors and feigning death). The guards do a short-range AoE stun that can complicate the pull, so use ranged annoyances to move them most of the distance. The DPS groups focus fire on one guard, then the other, then move on to Gehennas. (The guards are, if anything, easier than Lucifron's guards.) Smack him until he falls.
• Move away from the rain of fire.
• If you're cursed and injured, run back to the triage area.
There! You've killed Gehennas and collected purple loot!

Clear your way south to Garr's area.
Garr is the most technical of the fights you've seen so far. If you've got a balanced group, with five warlocks, you're happy. If you're short on warlocks you'll work a bit harder.

Garr has 8 minions. You can't kill them all, because he goes into a major snitfit if they're all dead. In fact, he's boosted every time one dies. You can't tank them in a standard way, because he blows them up periodically. So you want to banish them, and keep them fairly close to Garr. In outline: banish what you can, kill what you can't, kill Garr, kill the remaining minions.

There are, of course, complications.
Garr has a nasty, nasty AoE movement slow. He also periodically eats buffs. You will lose all your buffs in this fight. Don't worry about it. You can rebuff afterward. The minions explode when they die, doing AoE damage to everybody near them, and blowing them into the air. (The fix for this is obvious. Don't be near them when they die. Take them to 10% then finish them off with ranged damage.)

This fight is made or broken on the pull. Get the pull right, and you'll be fine. We assign hunter/warlock pairs to minions, then assign a warrior to each of the remaining minions.

The groups spread out around Garr. The hunters pull their targets toward their warlock buddies. The warlocks pop on Curse of Shadows then banish their minion. Warlocks will spend the entire fight watching their banished minion and keeping it down. Sending their blueberries in to tank the banished mob can help them avoid aggro death on un-banish.

Meanwhile, the warriors pull their assignments back away from Garr. The main tank runs in to Garr to do his or her usual thing. The main raid then moves from minion to minion, killing them until only the banished ones are left. (Healers, heal you warrior exclusively until his mob is dead then heal the MT & the remainder of the raid – the MT’s group should have the mana to heal him sufficiently – throw a Warlock a heal for extra credit)
Then they move in and pile on Garr, who is pretty much a wuss with a lot of hitpoints. After Garr dies, take down the remaining minions one at a time. Oooh, loot. And there's a bonus reward: the Lava Surgers stop spawning now!

Interlude: lava packs
And now for some really nasty fights. Move east through the tunnel toward the room where Geddon roams and Shazzrah lurks. In that room, between you and the bosses, are groups of trash mobs usually called lava packs. These consist of twoLava Elementals, one Flameguard, and one Firewalker. Put on your Fire Resist gear for these fights.

Banish the rocks. Get the fiery boys under control, pointed away from the main raid. Kill the Firewalker, then the Flameguard. Dispell the fire resist debuff as you can. Then kill the rocks as they pop out of banish. Then rez all your dead, and prepare to do it again. You have two pulls of these guys before you can try Geddon.

Why is it that Barons are always bad guys? Baron von Bomburst, the Red Baron, Baron Rivendareâ€â€
Vote Akora for MA!

Now that Ironsong is beginning to run the Molten Core, I'm sure many other Ironsong Shamans are wondering how they can be hip like Akora and succeed in the MC. This guide will help you be cool in the hottest zip code this side of the Searing Gorge.

As a member of the hip Shaman trendsetters of the Silver Hand realm, I been invited and attended Molten Core more times than our Warlord has feigned death, Molten Core is in the hot 90210 zip code of Black Rock Mountain. Besides attending rave parties, donning party dresses, and cheating on Taruen warriors every chance I get, we also do some boss killin’ in the MC. And Akora has picked up a few ‘tricks’ that I am willing to share with fellow MC Shaman wannabes.

Also useful is Auntie Akora's
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We Shamans do everything adequately, but excel in nothing. This relegates us to a support class in the MC. This means primarily healing. (Get the thoughts of being the top DPS dealer out of your head, Akora.) Simply put the critters in MC deal so much damage, we could only take a few hits if we tanked. Let the Warriors take all the hits, that is what they are there for. (Besides you don’t want the uber-repair costs anyway.)

Many critters in the MC have nasty magical effects that must be dispelled. Often times dispelling these effects makes the difference between a raid wipe and victory. This means that at times Priests are called upon for dispelling duty, which leaves us Shamans as the main source of healing. (Yes I know that Druids exist – but I’m convinced there are no more six druids on the entire server.)


Have at least 5 Ankhs on you. Have 10 mana potions or more. At least 5 healing potions. And 20-40 bandages. Come with Fire Resistance Gear, and 5 Fire Resistance Potions. And don’t be afraid to use your potions. Having spirit and stamina enhancing food is also handy for boss fights. That mana regenerating food and oil for your weapon ain’t bad either.

Also get CT Raid assist (an add on found at <!-- w --><a class="postlink" href="http://www.curse-gaming.com">http://www.curse-gaming.com</a><!-- w -->) . This allows you to see all the people in the raid so you can heal them all. Give helpful reminders for boss fights, and brings a whole lot of other goodness to your MC experience. Get Decursive – also found at curse-gaming. This allows you to one click remove harmful effects from your raid group.

Don’t expect to get drops every run or make money in the MC. It’s expensive for you and your entourage to live in the MC. I’d say on most runs expect a 1-3 gold repair bill and no loot. And tip or at least be nice to the repair bot provider (these are not cheap to make), tipping is a duty when you are privileged.

This is the price you pay for partying in the MC 90210. During non-MC times you need to be willing to farm for potion materials, runecloth for bandages, and fire resist, intelligence and spirit gear. Partying in the MC is a big time commitment. But when you get that purple epic drop you will be the envy of all your friends and isn’t that what we all really want?

First and foremost as a Shaman you will be a healer for the most part. You won't be melee-ing very much so equip gear that gives you maximum intelligence. Spirit and mana regeneration are helpful for boss fights, but not necessarily for the trash mob fights. A good goal is to aim for is 5000 hit points and 6000 mana unbuffed. (Minimum’s at 3500-ish health and 4500-ish mana) Also gear that adds to your healing is beneficial. I often wear my ‘Elements’ set or a mix and match of that and plus XX healing attire. I use a shield and a one hander because I’m not there for DPS. You’ll need that 5000-6000 or greater mana pool for many of the boss fights.


For most Trash mobs I am responsible for healing my group and throwing the Main Tank, or Main Assist a heal when I can. This will be your only time to dish out any DPS so feel free to do so in moderation, but remember healing is your #1 priority. Remember the MC is a different party than most other instances and you might have to get used to your new role as a healer in the MC 90210.

This is my standard operating procedure for most trash mobs.
1. Let the Warrior build aggro – do not attack until the leader says so. Learn to abide by this.
2. While the MT & MA are building aggro and no one is attacking feel free to toss the MT or MA a heal or two, or drink up to get mana.
3. Once the attack order is given I run up next to the target drop a few totems (usually Grace of Air, Fire Resistance, and Stoneskin/Strength) – just be sure that the totems are in range to affect the melee-ers of your group.
4. Since I’m already at or near the mob, I get in a few melee wacks on the target with my melee weapon – keeping an eye out for my group’s health and mine.
5. Once I or a member of my group gets to about 2/3 health, I retreat off the mob and start healing.
6. After healing my group and myself, if we all are at full health, I re-engage in melee and back off when I or a member is at 2/3 health. Rinse and Repeat. This also helps my mane look my best for all the Tauren warriors out there – they love its natural shine.
7. If I think I’ll end the fight with a lot of excess mana I cast a frost shock or two.
8. If I run out of mana, at that time I usually bandage myself up, if needed, (entering melee at anything less than full health is a bad idea) and go melee till I’m at half health then I run out melee range screaming like the Shaman baby that I am to rest.
9. Drink up to regenerate mana after the fight. Besides only the uncool don't drink in the MC 90210.

Most single pull mobs, don’t require a lot of healing and you will be able to squeeze in some nukes and significant melee time, so feel free to do so. Most double pulls you can melee and little bit, but no nuking and save your mana for heals. I usually drain most of my mana on a double pull healing.


After successfully enduring most of the MC boss fights (all but Ragnaros), I’ll share with you my thoughts about boss fights in general and for specific bosses in detail. Boss Fights last a long time. Consider donning your spirit gear. I know having a big Intellect is what all male mages measure themselves by, but in 5 minute or longer fights you are gonna need all the mana potions, mana regeneration gear and spirit you got. The Elements sets provides decent spirit, as well as a few other items, that rusty Lorespinner dagger comes to mind. I often sacrifice some Intellect/Stamina for Spirit gear. But don’t get retarded about it strive for a nice balance of Intellect and Spirit.

In order to look your fashionable best for MC boss parties, I often will wear my mix and match ‘up to XX healing’ gear for the fights before each MC boss (in case I die my casual clothes get damaged), and put on my brand new, undamaged Elements or Earthfury (party dress) set for the boss fight, so I can look my best for the MC party goers. This is an optional move, depending on your level of fashion sense. But you never know when that Victory Loot Party pic is gonna be taken and you’ll want to look your best, for the MC 90210 press. After you get that epic drop, you are gonna have to model it for the MC party press, so you’ll want to have on your best attire. You don’t want to look like guns and ammo vendor in Orgimarr for your epic loot pic!

You will only be dropping totems and healing in boss fights. (no Nukes) Don’t try to melee. Bosses hit so insanely hard you won’t last long melee-ing anyway. Mana is better used for heals than for offensive spell casting.

Certain boss fights you might be asked to use Purge/Decursive (a mod that finds a bad effect on any raid member and removes it) or drop fear Anti-Fear/Fire Resist Totems. These duties are very important, make sure you always fulfill these needs, they can make the difference between a victory loot party, and a gold wipe repair bill.

Other times you might be asked to join a healing rotation, which means you cast your mana until you reach a predetermined point or time, then you rest and regenerate mana. This ensures a steady flow of healing for the party. If you are asked to participate in a healing rotation please abide by it.

On a side note if you die during battle and get combat rezzed your initial status is ‘Out of Combat’ – so take advantage of this. If your group is ok on health find a dead guy and rez him before you go about healing. If you rez a cute warrior ask him for his phone number after the battle, after all he does owe you his life.

Self Rez – during a boss fight your raid leader might ask for all Shamans to self rez. This is often done when the boss is near death, we Shamans can often snatch a victory from death this way. If this command is given, heal the Tank and bandage yourself and others and pop a Mana potion if you can. You will have very little health and mana when you self rez, save your mana for the the tank and bandage yourself. Always have at least 5 Ankhs on you for an MC raid. Generally don’t self rez unless you are told to do so by a leader. Often times during battle a Druid can bring you back to life.

Here is my generic standard operation procedure for Boss fights.
1. Put on your boss gear (Spirit & Mana regeneration) & Drop applicable Totems pre fight.
2. Most bosses have an AOE range, figure out the range and stay out of it.
3. Position yourself out of the AOE range but close enough to heal your group, the MT & MA. This takes some practice, like knowing what dress to wear for rave parties.
4. Heal your party and the MT & MA until you have about ½ mana left.
5. Drink a mana potion very early in the fight (Mana potions have a 2 min. cool down your goal is to live long enough to drink one-three mana potions during a boss fight).
6. Re-drop Totems if needed.
7. Ration your heals over the next two minutes until you can drink another mana potion.
8. Remember the 5 sec. mana regeneration rule.
Consider dropping mana tide/regen or healing totems.
9. Make use of bandages on yourself and others nearby during this time if needed.
10. Never heal yourself with a spell unless the need is dire or you can’t afford the 3-5 sec. bandage channel time.
11. Drain your mana with heals and drink another mana potion.
12. Refrain from Melee-ing & nuking unless it is very close to the end of the fight.
13. If you die – die in a safe place you may be asked to Self Rez, and rez the party afterwards.
14. Rinse and repeat (also good for keeping a healthy shine to your mane)

Luci’s two bodyguards have a mind control spell that affects random raid members.
As a Shaman it is our job to purge this effect. If this is not purged, the mind controlled member can do lots of bad things that can ruin the MC party experience. (Like learning your boyfriend is leaving you for a priest and then running into the Imp Cave.) Purging this effect can be done by ‘Tab cast Purge, Tab Purge’ or by installing the Decursive mod, and just spamming that Decursive button. I usually drink one mana potion for this fight.

Here is my Lucifron Standard Operating Procedure
1. Put on Boss fight gear (Spirit & Mana regeneration gear)
2. Consider Shadow Resist gear.
3. Stretch Decursive finger
4. Stand at the back of the cave
5. Once Luci’s two bodyguards are pulled drop totems
6. Spam Decursive
7. Get in a few melee wacks on the targeted bodyguard
8. Spam Decursive
9. Heal
10. Repeat Steps 6-9
11. Once Luci’s bodyguards are down check your mana if its around 50% or less drink a mana potion
12. Postion yourself outside of Luci’s curse range and heal your group and the MT & MA.
13. When the CT raid assist curse alert shows up, step back a few steps to ensure you don’t get cursed. (his curse essentially damages you)
14. Get back into healing range and spam heal.
15. Repeat steps 12-14.

This is one bad ass core hound and is one of the longer fights in the MC. Anti-Fear Totems and Fire Resist are important here. I usually drink 2 mana potions on this fight. This boss fears people into running away. (Like when I see a Foresaken Mage with too much makeup on – just scary. If you do see a Foresaken Mage with too much rouge on – just let her be, they are too smart for their own good – let them look like a slut.)

Here is my standard Madmagmar operating procedure:
1. Put on your boss gear (Spirit & Mana regeneration gear)
2. Consider taking a fire resist potion or fire resist gear (you will get feared into giant spit balls of fire and take considerable damage)
3. Pre Fight drop your anti-fear totem, fire resist & grace of air totems/tranquil air totems
4. Take a guess at where the Fear Range will be and stand just outside of it.
5. After the first fear readjust your position or congratulate your self by promising your self a spa treatment after the fight.
6. If you do happen to land in a spitball of fire damage, get out of the fire, and bandage and heal yourself up.
7. Often times you have to step inside the fear range to get your heals off to their targets.
8. When you see the CT raid assist 5 second fear warning get one quick heal in on your lowest health party member and get out of fear range. A feared shaman can’t heal.
9. Heal, Redrop Tremor & Fire Resist totems
10. Drink a mana potion when you get to 50% mana.
11. Repeat steps 6-10.

This boss is pretty standard, like a red wolf meat dinner date and a zepplin ride to the Under City. It’s Gehennas and his two buddies. I usually drink one mana potion for this fight. He does two things, a curse that reduces your healing spells by 75%. Simple -don’t heal while cursed. Secondly, he has a big rain of fire AOE. Simple - if you get hit by the AOE, get out of its range. Or equip the fire resist umbrella found in Wailing Caverns (just kidding about the umbrella - but for a moment I had you). Hang out until your priest dispells it, in the meantime bandage yourself or someone else, or think up ways to discredit other MC party go-ers who might steal your man

Here is my standard operating procedure for Gehennas.
1. Put on your boss gear (Spirit & Mana Regen gear)
2. Consider Shadow protection gear.
3. Stand a little behind the main group in between the two pillar formations.
4. I don’t usually melee at all during this fight. Gehennas’s bodyguards have a cleave attack that hits everyone in their immediate range, and usually melee-ing a boss is bad idea for Shamans.
5. After the bodyguards are dead you will probably have to move in a little to heal the meleers on Gehennas.
6. Stay out of the rain of fire AOE
7. Heal (and watch for the reduced healing effectiveness curse-don’t heal while cursed)
8. Drink a mana potion when you get down to about 50% mana.
9. Heal some more
10. Repeat steps 6-9

The Garr fight is like dating the MC bad boy, either really great or really crappy, and either way it’s not your fault. Garr is a big elemental with eight cute little baby elementals, that you will want to snuggle up to until they explode in your face and take half your health. The eight baby elemental targets get assigned to people to tank or banish, it’s like a fast moving shell game, but fortunately as Shamans we can catch a few zzzz’s pre-fight while the MC leader plays his own game of three card monte with the hunters and warlocks. Anyway depending on how the fight goes, I usually use none or 2 mana potions.

The purpose of this shell game is to systematically kill the baby elementals one at a time, then take out Garr, then kill the remaining banished baby elementals. Yes, we will be killing babies, get over it they are made of rock and are evil.

In this fight you will likely be assigned to a Warrior to keep upright, until the main group can get to his elemental and kill it. It is important to keep your warrior up at all costs. I generally don’t heal anyone else, until my warrior’s mob is killed (if your favorite man is getting hammered throw him a heal, but if it’s that slut Debbie, forget about it). If your assigned warrior’s elemental is the 3rd-5th in line to be killed tell your other group members that they are on their own for heals. If your warrior dies, then an elemental will be running lose creating havoc on the party, and you’ll have bad karma and a potential wipe. Once your warrior is done killing his assigned target, heal who you want, or help out the remaining isolated warriors and warlocks with heals.

What makes this fight so mana or non mana intensive is when each elemental dies it explodes. And Garr can order his baby banished elementals to explode. If you or other raiders get caught in this explosion say goodbye to a lot of health meaning you have got to heal a ton, if the raiders get out before the explosion, little healing is necessary. So positioning yourself away from banished and about to die elementals is important.

Garr also makes you walk real slow, no big deal (all the cool people do it in Ogrimarr anyway) but if you need to heal your warlock that is across the cavern, it will take more time than the flight to Tanaris from Ogrimarr to get there. As usual I don’t melee at all in this fight.

Garr standard operating procedure.
1. Put on your boss gear (Spirit and Mana regeneration gear)
2. Position yourself near your assigned warrior.
3. As the fight progresses you will need to reposition yourself away from banished baby elementals but close enough to heal.
4. You will be slowed movement wise during this fight, so plan in advance where you need to be as baby elementals get slaughtered.
5. Avoid Melee-ing or getting to close to Garr he sometimes explodes for big time damage like 4000 +. It’s a fun punt but not worth, it trust me.
6. Heal
7. Drink a mana potion at 50% mana.
8. Repeat steps 2-7

This boss is the hot date you always wanted; he comes with a title of nobility, he comes alone and you have him all to yourself (no stupid buddies or bodyguards), he has a nice aura about him, is really strong, and is very hot. He is a fire elemental. But don’t try to get intimate with him because he has a nasty AOE that comes in waves, and each wave is stronger than the previous one. So play hard to get and stay away, but not too far away from him. Bosses and Warriors like it when you play hard to get anyway.

Positioning is very important, because Geddon will randomly make someone ‘da bomb’. Your MC leader will position you for this fight. So pay attention. Positioning is important because it provides an escape plan if you become the bomb. (Just like every blind date needs an escape plan, like my last date in Feralas.) Basically CT raid assist will tell you that ‘You are the bomb’ and you have 5 seconds to run away from the MC entourage and toward the back wall. If you become the bomb don’t be mad, it’s the Baron telling you ‘baby its better to burn out than fade away’ and he will explode you damaging you and any loved ones around you. (Talk about a boyfriend that can’t take rejection!) It’s his 5 second goodbye kiss of death to you. You will explode and take a lot of damage and possibly die if you are not at full health. If you die don’t worry a friendly rezzer will be by shortly to bring you back to the MC party scene. But the important thing to remember for this fight is if you die as the bomb take comfort alone, and don’t be a party killer by blowing up your neighbors.

Like the morning after pill, the Baron comes with side effects, the biggest being a nasty, nasty magical effect that drains you for like 200 health and 300 mana per tick. This curse is a real bummer, not a lot you can do, just spam heal yourself, and cross your fingers that this gets dispelled before you die. Don’t bandage during the curse, because your bandage will get interrupted and you won’t be able to bandage yourself again for 30 seconds. After the curse is over bandage yourself, and consider popping a mana potion and a Tylenol.

Baron Geddon Standard operating procedure:
1. Put on your boss gear (Spirit and Mana regeneration gear).
2. Get in your assigned position.
3. Know your bomb escape route & practice it pre fight (although you will look like a dork doing this).
4. Keep a Mana totem down at all times (Since everyone gets the nasty side effect of mana & health drain).
5. Keep your group and MT alive with heals.
6. Drop a Fire Resist totem in melee range for extra credit (but time it right so you don’t get AOE’d).
7. Drink a mana potion whenever you are able (you will be mana challenged throughout the entire fight).
8. If you are lucky enough to have mana, toss the MT and your group a lot of heals, spend your mana fast because chances are you won’t have it for long. (stupid mana drain thing and all) .
9. If you are out of mana and can’t pop a mana potion bandage up a neighbor, and resist the urge to melee. (If you die in next to Geddon you probably won’t get a rez, and when you are dead, you can’t heal, and when you can’t heal you are worthless – take that for a pep talk!).
10. If you become the bomb use the escape route and die alone.

Shazzrah is like a big, bold, full bodied, vibrant red wine. He’s full of life (a lot of hit points) and gives you a big headache after you are done with him. He also leaves a stain that is next to impossible to get out of your Earthfury gear if he spills on you – so stay away from him and fight him at ranged. This fight isn’t too hard; it’s kind of forgettable like your second instance run of Scholomance.

His special attacks are as follows:
Counterspell – He occasionally silences you for 10 seconds (just locks you out of casting spells from that school). Sometimes I wish he could do this to my boyfriend or that slut Debbie that spreads those lies about me!
Blink – No it’s not him flirting with you (although who could blame him-I am quite the catch) he disappears and randomly appears elsewhere. Just like your last boyfriend it’s just annoying and nothing else.
Curse – He doubles the spell damage you take from time to time. So this means that priests will be dispelling, and we Shaman & Shawomen will need to be a big part of the healing efforts. This will also cause HP spikes.

Deaden Magic – this is a buff Shazzrah casts upon himself that reduces the magical damage he takes by 50%. He casts this about every 5-10 seconds. This must be purged or the DPS will be too low to bring him down. This ‘buff’ shows up on Shazzrah as a ‘Praying Hands’ Icon. Usually one Shaman is dedicated as the Purger. If you get assigned this duty create a macro that targets Shazzrah and casts Purge on him. You will also need to follow him when he blinks to be within the Purgable range. You should be able to purge him and heal yourself, and be your own self sufficient Purge team. If you die while on this duty rez yourself immediately and keep on purging’.

Here is my standard operating procedure for this fight.
I am the dedicated purger on this fight so I don’t really know what the ‘normal’ shaman does during this fight – but I’d suppose it would be something like this.
1. Put on your boss spankin’ gear
2. Get into your Barron Geddon positions
3. Don’t melee during this fight, just heal, and use ranged attacks
You heard me nuke and heal! FTW!
4. Try to stay in your positions
5. He occasionally drops a 2000 hp arcane explosion on someone – just heal it
6. Drop some totems mana regen, searing totem.
7. Heal yourself and neighbors & the MT
8. There won’t be a lot of raid movement during this fight so save some mana and band aid a neighbor.
9. Drink a mana potion at 50% mana
10. Repeat steps 3-7

Sulfuron smells of rotten eggs and brings his own troupe of healers much like your own main tank. But lucky for us his priests (like all priests <insert priest reader hatred here, but most priests can’t read, so I’ll be fine>) are pushovers, if you can keep them from healing each other. This fight too is very forgettable like your ‘of the elements’ attire.

In this fight the MT will solo Sulfuron (with his own healers of course) and the raid will systematically select and kill one priest, then move on to the next, etc. Much like an active, attractive Tauren’s dating life (I go through men like mana potions). A warrior is usually assigned to tank each priest. You will likely be assigned to heal one of these warriors. The only real challenge is if you have the warrior who’s critter is slated to die last to keep your mana & warrior up.

Although Sulfuron’s priests do use a nasty jacked up version of Shadow Word Pain that can ruin your weekend dating scene if not dispelled.

Here is my standard operating procedure:
1. Put on your boss attire
2. Consider Shadow Resist gear (Sulfuron’s Priest cast Shadow Word Pain that basically makes you spam heal yourself or a raid member nonstop until it is over)
3. Find your designated warrior to heal
4. After your warrior’s target is dead please heal the MT or Off-Tanks
5. Pop a mana potion at 50%
6. Repeat 3 -5

Golemagg is an endurance fight – like a good third date, you just have to outlast him to claim victory. But unlike my last date this big boy can last more than thirty-seven seconds. He likes it doggie-style with two doggies flanking him. However these dogs are magical dogs and can not die. So the mundane trick here is to have a group off tank each doggie and the rest to bring down Golemagg. Once Golemagg is down his doggies disappear - faster than a flagged alliance Rogue in Ogrimarr.

Here is my standard operating procedure for Golemagg
1. Put on your ‘evening-casual’ boss attire
2. If you are healing one of the groups off tanking a dog, just focus on healing your off tank, and not worry about the rest of the group (also consider a healing rotation if you are healing an off-tank doggie)
3. Learn his AOE range and stay just beyond it
4. He will randomly target someone 2k damage – heal it
5. You will need to manage your mana to make it last you don’t want to blow your mana too early – practice safe mana management take a few mana potions use a few band aids
6. Repeat steps 2-5
7. Golemagg’s last 10% of health he gets really mad and jacks up his DPS – so spam heal the MT – let the other melee-ers fend for themselves (muhahaha – show up that DPS hoggin’ rogue who is boss by not healing him)


Majordomo is called a Major for a reason (major pain in the butt comes to mind) and he commands a small army of 8 badasses – hellbent on destroying you (like your boyfriends ex). Four of them are priests, four are warriors. This fight is tough like all your previous combined boss fights wrapped up into one big battle. This is a major endurance fight, you’ll need to use every trick used in the previous boss fights and all the previous strategies to survive this. This will truly test your mana pool and healing abilities.

Like that torrid summer fling – healing will be fast and furious. You will need to practice good mana management, pop mana potions early and often. You might be asked to participate in a healing rotation – during your mana regen time heal the world with bandages on yourself, neighbors and your warrior (give priority to the cute ones of course) – maybe even get in a melee hit or two (shh don’t tell). Don’t just stand there like a newb in the AH.

A mixture of his army will be crowd controlled, the others off-tanked and the remaining systematically killed by the raid. You might be assigned to keep a warrior healed while the group gets to his critter, just heal, wait and hope like your last blind date. Usually your priority is to keep the Warriors, and Mages up (the mages are critical because they are the crowd control) – let everyone else fend for themselves in heals (this is why bandages exist) if you heal too many other people your mana will run out (this is cruel, but this is triage at its finest – you control who lives and who dies relish in your power muhahaha).

Standard Operating Procedure for Majordomo:
1. Don your boss gear
2. Consider Fire & Shadow resist gear
3. Be prepared to pop mana pots at 50% mana
4. Concentrate healing on your assigned warrior & mage
5. Be mindful of the 5 sec. mana regen rule
6. If you get teleported into the pit of fire, get out (duh), heal, run back to position
7. Use bandages
8. Hope for Finkle’s Lava Dredger to drop


Upcoming, because for some reason one frost shock won’t down him (stupid Blizzard), and I have faced him, but have not bested him. He is the reason why I am leading Ironsong into Molten Core. I have unfinished business with him, and I need to gather a group brave and talented raiders to best him. I need Ironsong! I need you.

And oh ya get your fire resist above 80 you nOOb (with out totems – that’s cheating).

Bottom line is partying in the MC is big time fun - you need to be prepared, and understand that you will date a lot of duds (i.e. wipe alot) before you find Mr. Right and have success in the MC. But trust me its worth it.
Vote Akora for MA!

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