Trash Mobs
Molten Giant/Molten Destroyer
General:
They come in pairs, as MG/MG, MG/MD, MD/MD. Separate them because of their AOE. Kill MD first as they are more dangerous.
Puller:
- Hunter tag and pull target to MT.
- Tag Molten Destroyer for MT if the pair comes as MG/MD.
Tank
- MT tank tagged Giant, OT tank untagged Giant.
- MT and OT always separate the two Giants.
Healers
- Heal Tanks, then party members.
- Paladins turn on Devotion Aura.
Melee
- Wait for assist call from MT, then all assist MT
- Assist OT when MT target is down
Range
- Wait for assist call from MT, then all assist MT
- Assist OT when MT target is down
Firelord
General:
They are usually alone. But they will spawn lavaspawn which can spawn lavaspawn.
Puller
- Hunter tag and pull target to MT
Tank
- MT tank Firelord
- OTs tank lavaspawns immediately when they spawn so they wont aggo AOE'ers.
Healers
- Heal MT/OTs, keeping an eye on mages and druid.
- Priests and Paladins dispel/cleanse Soul Burn (DoT) from players as soon as possible.
- Paladins turn on Fire Resist Aura.
Melee
- Wait for assist call and attack MT on Firelord first.
- Assist OTs to kill lavaspawn when Firelord is down.
Range
- Mages and Druids: AOE (Blizzard and Hurricane) when OTs call for assist.
- Hunters: May used Volley, Multishot, Qutoshot or other as wish when OTs call for assist.
Lava Annihilator/Lava Surger
General:
They will charge at random target so it is hard to keep aggro. Lava Surger's charge also deals 1000 damage to those along its path. General strategy is to stay tied so tanks and melee dont need to run too far. Stay away from lava edge and try to have wall behind your backs. They can be banish so Warlocks should pay attention: Banish them whenever we got adds.
Puller
- Hunter tag and pull target to MT
Tanks
- MT tank Lava Annihilator/Lave Surger (though it will charge randomly at other players)
Healers
- Heal MT and your own group, stay close to MT.
- Back face a wall to avoid knock back into the lava.
- Paladins turn on Devotion Aura.
Melee/Range
- Stay close to MT, wait for assist call and attack target.
- Back face a wall to avoid knock back into the lava.
- Warlock: prepare to banish the rocks if they come in pair (banish one) or come as add.
Ancient Core Hound
General:
They have frontial AoE so they should tank face away from main raid. They also do random debuff like stun, fire resist debuff, and fear etc.
Puller
- Tag target and pull ancient core hound to MT
Tank
- MT tank target and always keep the Hound turned away from the group, call for assist when ready.
Healers
- Heal MT and your own group.
- Paladins turn on Devotion/Fire Resist Aura accordingly.
Melee/range
- Wait for assist call before attacking MT’s target.
- Melee class always attack hound from behind to avoid any frontal AOE from the hound.
Lava Imps
Puller
Tank
- MT/OTs and other warriors charge into imps.
Healers
- Heal your own group, paying attention to Mages and Warlocks.
- Paladins turn on Fire Resist Aura.
Range
- Mages cast Nova, Blizzard or Arcane Explosion.
- Warlocks cast Rain of Fire.
- Hunters Volley, Mutlishot, Autoshot, etc.
- Druids cast Hurricane
Melee
- Rogues, Fury Warriors just whack any target you like.
Core Hound Pack
General:
They are a pack of 5 doggies which needs to be killed together within 10 sec of each another or else they will rez themselves. Raid Leader will arrange a hunter to pair up with a tank (usually in the same party). Hunter will tag one of the hounds (mark but dont pull) and tank will assist his hunter's target. Hunters take note not to tag any hounds that already has a hunter's mark on it. (Tag only no pulling)
Important: Any players who gained aggro from any of the hounds should run into the hound pack immediately, even if it means suicide. Better one death then a wipe.
Puller
- Pull any of the hounds to the Tanks when ready
Tank
- Tank their respective target and group all the hounds into a tight group, call for AOE assist when ready.
Healer
- Heal the Tanks an others in your group.
- Paladins turn on Fire Resist Aura.
Range
- Mages cast Blizzard.
- Warlocks cast Rain of Fire.
- Druids cast Hurricane.
- Hunters Volley or multishot, preferably single shot the hound that has the highest HP.
Melee
- Rogues and Fury Warriors attack the hound with the highest HP and try to balance the damages done to the all the hounds.
Lava Pack
General:
These can consist of 4 different types of mobs, each with a different ability. Only the rock elementals can be banished. Firewalker is the most dangerous of them which throw 3k fireball randomly. Fireguard is next with their -AC and -FR debuff. Lava Elemental is next with their 2k DoT + stun.
Puller
- Tag Firewalker. Use pet to pull the lava pack to the Tanks.
Tank
- MT will tank the Fireguard.
- OT will tank the Fire walker, call for assist when ready.
Healer
- Heal MT/OTs as priority.
- Paladins turn on Fire Resist Aura.
- Priest should shield themselves as protection against 3000 fireball damage.
- Priest and Paladins dispel/cleanse the DoT on players as soon as possible.
Melee/Range
- Wait for OT assist call; kill Firewalker, followed by Fireguard, then the Elementals
- Warlock: Banish the Lava Reaver and Lava Elementals immediately until the Firewalker and Fireguard are down. Rebanished immediately when the rocks run loose.
- Range players always stay at maximum range to minimize damages.
MC Bosses
Lucifron
Puller (2 hunters)
- Main puller will tag one of the two guards and pull it to the 2 OTs.
- The other hunter will pull Lucifron to the MT using distracting shot (then FD to wipe aggo)
Tanks.
- MT intercepts Lucifron and tank Lucifron at the upper right hand corner of the area, away from the main group.
- 2 OTs will tank the guards at least 30 yards from Lucifron, at the bottom area of the room.
- OT (on tagged guards) will call for assist when ready.
Healers
- Heal your own tanks (MT/OTs).
- Healers with MT group will stay around MT, near the upper right hand corner of the area.
- All healers will heal MT when the guards are down, followed by other players.
- Paladins cleanse (Impending Doom).
- Priests dispel magic (Impending Doom, Mind Control).
- Druids decurse (prioritizing the healers then casters).
- Priest Cast Shadow Resist Buff for additional protection.
- Paladins turn on Devotion and Shadow Resist Aura.
Melee
- Wait for assist call and attack main assist OT’s targets, then boss.
- Do not expect healing to come to you, bandage yourself when necessary.
- Stay away from the left wall at all time.
Range
- Wait for assist call and attack main assist OT’s targets, then boss.
- Do not expect healing, bandage yourself when necessary.
- Stay away from left wall at all time
- Stay at maximum while DPSing to avoid AE curse.
- May run out of range when CTRA warns AE curse.
- Mages: Mainly decurse (top priority). Attack only when no one is cursed (unlikely).
Magmadar
Puller
- no pulling required (or may use Paladin bubble pull)
Tank
- MT charges into Magmadar and tank boss, call for assist when ready.
Healer
- FR gears on if available.
- Paladins turn on Fire Resist Aura.
- Heal MT as priority, conserve your mana for the long fight.
- Keep hunters with Tranquilizing shot alive.
- Dwarf priests cast Fear Ward on MT to mitigate the effects of Magmadar's fear.
- Paladins and Priests dispel Fear debuff when necessary.
- Paladins could use Devine Shield to remove themselves from the Fire DoT.
- Stay at least 30yards from Magmadar to avoid Fear.
- Jump out of puddle of fire immediately. Do a HoT to counter fire DoT.
Melee
- FR gears on if available.
- Wait for assist call before attacking.
- Do not expect healing, stay away from Magmadar and bandage yourself if you are dying.
- Jump out of puddle of fire immediately.
Range
- FR gears on if available
- Wait for assist call before attacking (except tranquilizing shot from hunters)
- Hunters cool down Magmadar with Tranquilizing Shot immediately when he goes into frenzy. (Hunters split into left and right group and take turn tranqshot)
- Stay at maximum range during fight to avoid fear.
- Do not expect healing, stay away from Magmadar and bandage yourself if you are dying.
- Jump out of puddle of fire immediately.
- Mages use Fire ward when running out of fire puddle. Iceblock may also be used to remove the debuff it is killing you.
Gehannas
Puller
- Method 1 (two hunters, similar to Luci)
- Main puller marked and pull one of the guards to towards the southwest opening
- The other hunter will pull Gehannas to the MT using distracting shot.
- Method 2 ( 2 hunters, 1 Pally)
- Pally bubble and body pull Gehannas to the MT.
- Main hunter marked and pull one of the guards towards the south west opening to OT 1, as soon as Pally gain agro body pulling the group.
- The other hunter will pull the untagged guard to OT 2 (south west opening too)
Tanks
- MT intercepts Gehannas and tank Gehannas in the centre of the room, away from the main group.
- 2 OTs will tank the guards away from MT's group (south west opening).
- Main assist OT will call for assist when ready.
Healers
- Stay away from Gehannas when assisting OT if you don't belong to MT's group.
- Heal your own tanks (MT/OTs).
- Healers with MT group will stay around MT, near the centre of the room.
- All healers will heal MT when the guards are down, followed by other players.
- Druids decurse (prioritizing the tanks, healers then the melees, casters).
- Priests Cast Shadow Resist Buff for additional protection.
- Paladins turn on Fire Resist Aura (or Shadow Resist Aura if there is no Shadow Resist Buff from Priest).
- Jump out of AoE Rain of Fire immediately when targeted by Gehannas.
Melee
- Wait for assist call and attack main assist OT's targets, then boss.
- Stay away from Gehannas when assisting OT.
- Do not expect healing to come to you, bandage yourself when necessary.
- Jump out of AoE Rain of Fire immediately when targeted by Gehannas.
Range
- Wait for assist call and attack main assist OT's targets, then boss.
- Stay away from Gehannas when assisting OT.
- Do not expect healing, bandage yourself when necessary.
- Stay at maximum range while DPSing to avoid AE curse (40 yard).
- May run out of range when CTRA warns AE curse.
- Mages: Mainly decurse (top priority). Attack only when no one is cursed (unlikely).
- Jump out of AoE Rain of Fire immediately when targeted by Gehannas. Mages should keep Fire ward at all time if you find yourself dying too often from the AoE.
Garr
General
- Raid leader will arrange for a hunter to pair up with a tank/warlock, usually in the same party.
- Hunter will tag one of the Firesworns; tank/warlock will assist his partner's target. Hunter take note not to tag any Firesworns that already has a hunter's mark on it.
- Loose Firesworn will be assigned to the tanks/warlock by the raid leader.
- Do not get too concerned about buffing the raid up for this boss. Garr's cast Antimagic Pulse, AOE dispel that removes buffs.
Puller
- Pally bubble up and body pull.
- Hunters can assist their tanks by pulling their respective Firesworn to their OT.
Tanks (Warriors & Bears)
- MT charges into Garr and tank boss to the back of the room.
- OTs tank the Firesworn away from the boss.
Tank (Warlocks)
- Summon Void with full health and keep it full health.
- Warlocks banish their respective Firesworn and have their voids tank against the banished rocks. Rebanished immediately, unless call froth from the raid leader to stop banishing (usually after Garr is down)
Main Assist
- Target the weakest OT's Firesworn to have it killed first.
- Try to be very precise when choosing the next assist target. Changing targets always results in confusions among the DPSers
- Target Garr once all the Warriors/Bear Tanks' Firesworns are down (don't kill more than 4 firesworns or Garr become impossible) or unless called by the raid leader to attact Garr in the case where there are too few warlocks.
Healer
- Heal MT as priority; conserve your mana for the long fight.
- Do not stay near Firesworn when its health is low.
Melee
- Always attack the target the Main Assist is targeting.
- Do not expect healing, bandage yourself if your health is low.
- Run away from the Firesworn when its health is low.
Range
- Always attack the target the Main Assist is targeting.
- Do not expect healing, bandage yourself if your health is low.
- Keep a safe distance from the Firesworn when attacking it
Baron Geddon
General
- Cast Inferno, an AoE that increases in damage with each pulse. The pulses come about 1 second apart and last for 10 seconds. Damage starts at 500 damage per pulse and increases by 500 every other pulse (500, 500, 1000, 1000, 1500, etc.). Baron Geddon remains stationary while casting the pulses.
- Ignite Mana is a powerful magic-based DOT (last 5 min) that removes 400 mana and does 400 damage to the target.
- Living bomb will explode in 10 seconds and cause 3200 damage to the target and those players in the immediate area. The target of the living bomb will also be flung straight up into the air and take falling damage upon landing (~1000 damage).
- Baron Geddon have to be killed in 5 seconds when he reaches 2% health before he explodes, killing anyone in his melee range.
Puller
- Hunter pet pull Baron Geddon into Garr's room.
Tank
- MT charges into Geddon once he enters Garr's room.
- Call for assist when ready (98% health)
Healers
- Heal MT as priority and others in your own group.
- Priest dispel Ignite Mana from casters immediately (ignore warriors and rogues).
- Priest run away from main group in the case of becoming the living bomb. Power Shield to reduce damage and cast Levitate while falling to reduce damages.
- Paladins could use Divine Shield to remove the Living Bomb.
- Druids turn into bear and run away from main group and get ready to blow yourself up. Then change into cat to reduce fall damage.
Melee
- Wait for assist call
- Do not expect healing; bandage yourself if your health is low.
- Run away from Geddon when he starts pulsating.
- Run away from raid group immediately in the case of becoming the living bomb.
Range
- Wait for assist call.
- Do not expect healing; bandage yourself if your health is low.
- Stop attack when Geddon is pulsating.
- Run away from raid group immediately in the case of becoming the living bomb.
- Mages could use Ice Block to remove the Living Bomb debuff.
- Hunters standing at maximum range are able to avoid the DoT.
Important reminder:
- No players should go AFK during the fight.
- Always stay in a tight group.
- Run away from the raid group immediately when affected by the Living Bomb. Do not bother finish casting your Greater Heal or shoot that Aim Shot, there is no time to waste.
- Having maximum health and drinking a major healing potion might just save your life from that fall. If you have some gold to spare, drink a Greater Fire Resistance potion before you blow up ?
Shazzrah
General
- He blinks to a random target. While he blinks, the hate list wipes.
- Does Arcane Explosion dealing 900-1800 arcane damages within 20 yards range.
- Cast a 35 yard AOE curse that increases all magic damages by 100% for 5min.
- Cast AOE counterspell
- Cast Deaden Magic that decreases magical damage on himself by 50%.
Setup
- The raid group (besides MT and his main healers) will be divided into 3 or more group different groups, each with at least a warrior and a mage.
- Each group will position themselves at the different allocated locations surrounding the Shazzrah
Puller
- Hunter pet pull Shazzrah into Garr's room
Tank
- MT charges into Shazzrah when he enters Garr's room and tank Shazzrah in the middle of the room.
- Call for assist when ready.
- All other warriors wait for assist call and DPS using range attack, no melee attack.
- DPS warriors stop attack while Sharrazh blinks, wait for assist call again.
- The assigned chaperon warrior must taunt Shazzrah and bring Shazzrah back to the middle of the room to MT immediately if he teleport himself to the group.
Healers
- Heal MT as priority and others in your own group.
- Priests dispel Deaden Magic on Sharrazh immediately.
- Do not run away from group if Sharrazh teleport and chooses you as the target. Wait for warrior to taunt it back to the MT or you could help by bringing it back to the MT (dangerous though).
- No DOTs should be cast on the boss (eg: Shadow World Pain or Moonfire).
Melee
- No one else should melee except MT.
- Exception is when OTs are bringing the boss back to center of the group
Range (including rogues and DPS warriors)
- Wait for assist call
- No Melee attack, use range DPS
- Do not expect healing; bandage yourself if your health is low.
- Stop attack while Sharrazh blinks, wait for assist call again.
- Do not run away from group if Sharrazh teleport and chooses you as the target. Wait for warrior to taunt it back to the MT or you could help by bringing it back to the MT (dangerous though).
- No DOTs should be cast on the boss (hunter and warlock take note)
- Mages always Decurse group members immediately. Also Casts detect magic on Sharrazh.