Blackwing Descent - MAGMAW

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Blackwing Descent - MAGMAW Empty Blackwing Descent - MAGMAW

Post  Guest on Tue Jan 04, 2011 12:14 pm

Abilities:

1. Pillar of Flame -Hurls a burst of boiling magma at an enemy, blasting them for 24375 to 25625 damage and sundering the ground. After 2 seconds 115625 to 134375 Fire damage and knockback to enemies near the sundered ground. This is a targeted attack and can target a melee or ranged member.

On top of this small adds will spawn called Lava Parasites. These apply a debuff on who they attack. The person who gets this debuff will explode after 10 seconds dealing damage to those around him/her and spawning MORE Lava Paracites.

2. Mangle - Gets placed on the tank dealing damage every 5 seconds and after 30 seconds immobilizing the tank. To counter this you either run two tanks and have them taunt off when mangle hits or have one tank and cast a strong cooldown such as shield wall before the immobilize after 30 seconds.

3. Lava Spew - Ranged missles shot by the boss that do damage and need to be healed through.

4. Ignition - Makes an area of the room steam up which does damage to anyone standing in it. Important to have room to move out of it as it deals 23-25k damage per second.

Tactic:

P1: All the abilities above persist. The raid must spread out into melee ranged and tank group. Ranged and melee stand to the left or right of Magmaw to have space to move from Pillar of Flame and Ignition.

P2: Magmar emotes: Magmaw has stumped forward exposing his pincers. Three melee need to jump on Magmaw and spam the ability they gain (like a vehicle) called constricting chains. If this goes well Magmaw will get impaled on the ground and will take 50% more damage, perfect time for blood lust / time warp. Healers can regen mana at this point. After a while he gets back up and then P1 and P2 repeat.

TIPS:

P1 is all about keeping the adds slowed and killing them. P2 is all about getting Magmaw to the ground and dealing massive damage to him while impaled.

1. Do not get hit by pillar of flame or the adds, move immediatly when DBM tells you it's being cast or if you see it on the ground.

2. A druid could knockback the adds if they get close and also your going to want the majority of the ranged on the adds.

3. Regen mana when he's impaled, fairly straight forward why... otherwise the healers will run out of mana.

4. Pillar of flame gets called almost immediately after P2.

Important note:

If there is nobody in melee range of him he will one shot the raid. Just like Kologarn in Ulduar, you need to have someone in range of the boss all the time obviously the tank.

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Post  Trizz on Sat Jan 08, 2011 3:36 am

From MMO Champ contest:
Blackwing Descent - MAGMAW Magmawww
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Post  Trizz on Sat Jan 08, 2011 4:00 am

There is also those who say a easier method is having one kiter in the "ranged" group (hunter for traps or something). Everyone else stacking on melee. When parasites come the ranged turn and aoe them down. Guess it means more time for the ranged on parasites and boss (not needing to move as much).
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Post  Guest on Sat Jan 08, 2011 8:42 pm

"Omnomnomed tank" ability can be handled by 1 tank using a strong cool down or running two tanks. Both of which work. Not sure what the second tank does though.

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