View Full Version : Locks and Magtheridon
zzzzzzz
21-05-2007, 06:50 PM
Our guild has started running Magtheridon this last few weeks. I have to say its been some costly repair bills but I think it's do-able. Problem we seem to be having is having the locks CC'ing the inferno's. Both times we ran Mags we had 4 locks so once lock basically has to keep an eye on 2 chanelers for both CoT and banish/fear. I consider our locks to be very well skilled but we are having problems keeping up.
We keep saying that we need a 5th lock to do this. Does having a 5th lock make that huge of a difference? We have the DPS to do this run and by the end of the second night of running this we were getting the 5th chaneler down but by then we had lost too many people especially healers.
Guess what I am looking for here is some advice from some of you that have put him on farm status. We can usually one shot Gruul and the trash mobs are rarely a problem in Mags but those damn inferno's are just a pain.
Telmar
22-05-2007, 11:39 AM
No, you dont need a 5th lock. You dont really need a 4th lock, and its doable without a 3rd lock. Just be awake and shout when an add spawns that you cant control. A tank can generally pick it up, or a hunter trap it, or a rogue blind it, or a priest fear it, or a paladin stun it, or one of a hundred other things.
At the risk of sounding like a git, tell your DPS to l2p. There should be an add down long before you have 4 infernals up, if not, then you're screwed anyhow. Its essential that you burn down the first adds ASAP. I'd suggest having one warlock on CoT duty, and banishing, and the other 2 or 3 on DPSing add + banishing/fearing duty.
Are you killing 3 adds before Mag releases? Thats a good point to judge how well you're doing. If you're not getting 3 down by the time that he breaks free, then your DPS is way too low.
For this fight, I'd suggest a raid comp with...
5 Tanks (ideally at least 4 warriors, so they can interupt their own mob)
8 Healers (ideally at least 2 pallys so you can have MT with devo, as well as the tanks on the back two channelers. And two shamans for heroism in DPS groups)
3 Locks
1+ Shadow priest
+ more misc DPS
The key to the fight is burning down the first two adds FAST. We generally use a druid tank on the first, as his threat gen is far superior to a warrior in those low rage conditions and he gets chain misdirects from any hunters we have, so we can nuke with heroism right from the start. This add normally dies in about 20-30 seconds with the second dead before a minute is up.
Get those two down that fast, and you'll be laughing.
WatcherZero
22-05-2007, 04:11 PM
One thing we do to speed it up is gather the 2nd and 3rd add so that rogues/warriors/etc can hit both at the same time. We usually have the 5th add about 50% when mag releases and he dies a few seconds later.
zzzzzzz
22-05-2007, 11:02 PM
No, you dont need a 5th lock. You dont really need a 4th lock, and its doable without a 3rd lock. Just be awake and shout when an add spawns that you cant control. A tank can generally pick it up, or a hunter trap it, or a rogue blind it, or a priest fear it, or a paladin stun it, or one of a hundred other things.
At the risk of sounding like a git, tell your DPS to l2p. There should be an add down long before you have 4 infernals up, if not, then you're screwed anyhow. Its essential that you burn down the first adds ASAP. I'd suggest having one warlock on CoT duty, and banishing, and the other 2 or 3 on DPSing add + banishing/fearing duty.
Are you killing 3 adds before Mag releases? Thats a good point to judge how well you're doing. If you're not getting 3 down by the time that he breaks free, then your DPS is way too low.
For this fight, I'd suggest a raid comp with...
5 Tanks (ideally at least 4 warriors, so they can interupt their own mob)
8 Healers (ideally at least 2 pallys so you can have MT with devo, as well as the tanks on the back two channelers. And two shamans for heroism in DPS groups)
3 Locks
1+ Shadow priest
+ more misc DPS
The key to the fight is burning down the first two adds FAST. We generally use a druid tank on the first, as his threat gen is far superior to a warrior in those low rage conditions and he gets chain misdirects from any hunters we have, so we can nuke with heroism right from the start. This add normally dies in about 20-30 seconds with the second dead before a minute is up.
Get those two down that fast, and you'll be laughing.
Didn't think DPS was an issue but you may be correct. Either way sounds like Mags is getting a big nerf well the chanellers at least. I think its our tactics cause we don't have any problems with the King or Gruul. Usually a one shot. How many runs did it take you guys to get Mags down?
WatcherZero
23-05-2007, 12:27 AM
2 nights or so. The main time element is training everyone to be in the right place at the right time to click.
Telmar
23-05-2007, 11:51 AM
3 Nights, One was pre-nerf though.
The cube clicking is the easy bit. You only need 10 non-retards in your raid and that bits done. Its when we lack DPS on first two adds that we struggle sometimes.
YamahaGuy
24-05-2007, 04:10 PM
The problems we had was members of cube-clicking team dying from the volleys, or dps / healers getting killed by volleys.
That IMO, comes down to the tanks. Tanks on ads don't have to put out power-agro and spam skills.
When tanking those ads, I would avoid anything that used global cooldowns. Some good initial agro then just chill and hold the add, using only shield block and heroic strike. Plenty enough while the DPS is taking out the first couple adds.
You see the volley come up, your bash wont be on cooldown. And pressing a key is much faster than finding the icon and clicking. It can be done easily without CoT if your just babysitting your cooldowns and ready to bash.
Secondly
Those ads are *so* CCable. When an infernal appears near a tank, indimidating shout. When its running around, pally stun, blind, trap, etc. Everyone can do something with 1 click or two to help with the infernals running around. Burn em down fast.
I know on initial days of attempts it can seem like a nightmare. Total chaos.
But once people get in the swing of things and do their part, its a fun encounter.
Sadly, my former guild didn't get mag fully downed before it split up.
What suprised me, after the ads are all down, it takes FOREVER to kill mag. That guy has so much health. Like 15 minute fight >.<
Telmar
24-05-2007, 05:15 PM
hehe, not with new DPS boost from patch...
We took him down in 8 blast nova's yesterday, with two dps dead (because they're retarded and stood in fire). thats ~8 minutes :D
WatcherZero
24-05-2007, 10:49 PM
Yeah we one shotted him Today, probably our easiest kill (noone died before banish ended). What we did notice though was his knockback and his blast nova were almost in sync, His blast nova always occured just before or during knockback whereas before it would be totally random happening at same time or nowhere near his blast nova. Anyone else noticed this or just a coincidence?
Telmar
25-05-2007, 11:34 AM
Its a coincidence. Basically they have the same length cooldown, so they can end up in sync, or completely out of sync, depending on how long he waits before using them. We normally have our 31% blast nova, nicely coinciding with a knockback, and the falling debris >_< Always kills a few mages
WatcherZero
25-05-2007, 03:22 PM
we stop dps at 34% wait for blast nova then nuke him into falling debris.
Telmar
25-05-2007, 03:24 PM
So do we, and its normally around 31% when dots tick off and he goes 'knockback blastnova'! and sets people on fire. Normally its not an issue, but you get the occasional clever guy who nukes straight after blast nova and puts him to 30% >:(
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