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Magtheridon possible?
Let me start this off with a bit of background by saying we consider ourselves a pretty competant guild, recently reformed from the top horde guild on the server we had just downed loatheb by the end of normal wow and made a concious decision to reform and focus on being the best of the best, at least try our best to be.
We progressed quite fast scored server first and what appears to be at least Horde top 5 kills on Maulgar, Doomwalker not quite sure about Kazzak and have now moved on to clearing everything except Magtheridon and SSC and usually by pretty early on in the week. Not quite sure how good a tracker this is but its better than nothing www.realmhistory.net and check progress from the different instances This week both our Karazhan groups cleared in 2 days and by friday we were pretty stumped on what to do, our usual 25 man day is sundays where we go play with Maulgar, and some outdoor bosses. So we decided to enter Magtheridon's Lair and started playing with the trash for a while which seems to have a 30-45 minute respawn timer and allows 2/3 tries on Mag per respawn also remember to clear all trash and engaging the boss agro's all remaining packs in the zone. Mag is set out with 5 Channellers around him each have about 300k health hit for 3.5k on plate, have Shadow Bolt volley for about 1.5-2k dmg and also have a dark pact heal. They are immune to all stun effects but can be Curse of Tongues'd. These adds also spawn infernals which when spawned on someone hit for 2.5k aoe to anyone near then proceed to hit for about 3k each, they are full CC'able banishable and kiteable. When the fight starts all 5 become active while Mag is suspended for 2 minutes which we found was enough time to kill 1 add. After 1 add dies the other 4 gain a 30% dmg enrage and a 15% attack speed increase. We also tried off tanking them for the duration of the 2 mins hoping for a Razorgore like add despawning session, but when Mag became active only the infernals dissapeared leaving 5 tanks on the 5 adds and 1 tank also trying to tank Mag. Mag hits for 500-700 on plate and not much but after about 10 seconds does a channelled Aoe fire nova for about 2.5k a hit which also knocks you backwards with each pulse (hence the FR). One thing that does appear when he becomes active is the 5 channellers cubes which are able to be controlled by anyone but do 800dmg per second to anyone using them, we never managed to get all 5 rolling at the same time so are not quite sure what these do, some sort of control or banish over Mag maybe? Also when you release the control of the cube you get a 1 minute Mind Exhaustion so you cannot use any cube again Has anyone else attempted this and does anyone else agree that he is currently cockblocked? |
Isnt it a bit early to say he is cockblocked if you dont even know what these cubes supposedly do?
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Seems to me the clear progression path is to do serpentshrine well before mag and the eye naturally. Reasons for this is obvious, gruul is clearly easier than mag and does not require 100 badges per person to kill him. Also the eye attunement is obviously much more difficult than SSC. Its awesome that you're taking a chance and giving him a shot but I don't think you'll see many people doing that before they get their 100 badges.
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I haven't done the fight but
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I look forward the the sprawling RnD posts involving hiding behind shields to reflect the AoE. I will (in an act of folly) make the following reserved comments: Either the cubes do nothing, (like the chairs in nefarians room), they cannot be used by players (think razuveous), or they are currently broken. There is also the possibility of enslaving spawned infernals. Good luck with this, and SSC :) |
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When you haven't even been able to try if they do something, the cockblock call is way premature. It would be like saying Razuvious is a cockblock because tanking him seems impossible. |
Congrats on finding a pet peeve of mine.
The next person who uses the word "cockblock" gets a 7-day ban. |
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At the risk of being yet another person who hasn't seen the encounter yet opens their mouth anyway ...
The many mentions of Razuvious in this thread and the control cubes reminds me of something I don't remember seeing until BC. Controlled Mobs interacting with the enviroment beyond standard combat functions. Maybe the cubes work perfectly fine, you just don't know how to use them. Maybe the Channelers are the only ones that can use them properly, if you can mind control them, try having them use the cubes. And since you mentioned banishing the infernals, how about enslave? I don't know about your warlocks, but mine have loved doing Botanica and enslaving demons that do ~1000 DPS. |
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The reason I don't like Magtheridon is that the mechanics of the encounter beg for an unreasonably stacked raid. In previous encounters, stacking implied relatively minor changes to raid composition - perhaps beefing up your DPS a bit, or bringing extra members of a certain class. Magtheridon takes it to another level. Each aspect of the Magtheridon fight is made much easier if you bring a certain class, and each of these requirements is multiplied by five. There are six mobs to tank, five mobs to interrupt, five dangerous (but banishable) adds, and enough area of effect damage that you need have a great deal of sustained healing. So, you want to go in there for some serious attempts - you bring ten healers, six warriors, five warlocks, four rogues. Painfully obvious (unless I am missing something?), and entirely over-the-top. I thought the "this is an excellent fight but we don't like the stacking required" response to the Four Horsemen basically precluded another encounter designed in the same vein. Guess not.
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