25-man Raid Tactics - Magtheridon

kershan

In Cryo Sleep
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LAYOUT
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The layout of the room in which the encounter takes place is detailed in the attached (very badly drawn in 30 seconds with a trackball) map. The red arrow indicates the point at which the raid will enter.

Hellfire Channelers are marked on the map with raid target icons. The raid leader should apply the same icons in game upon reaching the room, to avoid confusion.

Magtheridon himself is marked on the map with a sort of badly-drawn angry face, because I couldn't find a suitable icon, and the badly-drawn angry face was funny.

Nothing in the room will aggro unless someone is daft enough to attack one of the channelers, allowing people to get into positions.

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TANKING
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There should be one tank-capable raid member at each channeler before the encounter commences. The first couple of channelers (SKULL and CROSS) can easily be tanked by a DPS warrior with a shield and one-handed weapon equipped, or a feral-DPS druid in bear form. As the raid works around the room, each channeler becomes progressively difficult to tank, and so better-geared tanks should be used for TRIANGLE, SQUARE and DIAMOND.

The main tank should be positioned in melee range of Magtheridon, in order to pick him up when he is released from Banish. The raid member tanking Magtheridon should move him until the tank's back is to a wall, to avoid being knocked out of melee range.

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HEALING
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Healers should be distributed evenly between the channelers when the encounter starts, in order to heal the channeler tanks. As each channeler dies, they should switch their focus accordingly.

Once Magtheridon is free, at least three healers should be focusing on the MT at all times, as he deals quite a substantial amount of damage.

Healers should also be aware that while channeling, the clickers will take roughly 800 damage per tick. This shouldn't be enough to kill them before Magtheridon is interrupted, but the can be important.

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DPS
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Kill order is as follows:
SKULL
CROSS
TRIANGLE
SQUARE
DIAMOND
MAGTHERIDON

As the map shows, you will be moving between channelers around the room clockwise, before touching the boss himself.

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ENCOUNTER
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BEFORE the raid begins, five members, preferably ranged DPS, should be assigned as 'clickers', with five more members assigned as backup should any of these die during the encounter. They should each be assigned to one of the cubes on the platforms initially occupied by the Hellfire Channelers, and attempt to remain reasonably close to their platform at all times.

Magtheridon begins the encounter banished in the centre of the room, surrounded by five Hellfire Channelers. The raid should begin with a countdown followed by each channeler tank simultaneously engaging their targets. DPS then proceed as above. Hellfire Channelers will cast a spell called 'Dark Mending', which should be interrupted, as it is quite a substantial heal. Curse of Tongues can be used to make this easier. In addition, they will summon abyssals, which should be kept banished, trapped or feared until they despawn. As soon as the channelers are engaged, a timer begins, after which Magtheridon will be freed from Banish. The main tank should be ready to IMMEDIATELY pick up the boss and move him as detailed in the Tanking section above. Healers should also be aware of the timer and ready to heal the MT.

Magtheridon himself has certain abilities of which the entire raid should be aware. Every so often, he will begin to cast a spell called Blast Nova. At this point, the clickers should use the cubes, which will channel a beam into Magtheridon. Once all five beams are active, the spell will be interrupted. It is crucial that Blast Nova be interrupted in this fashion as soon as possible, as the AoE damage caused by it can wipe a raid in seconds. In addition, the cubes must NOT be clicked early, as after clicking one you gain a debuff preventing you from doing so again for 30 seconds.

Every so often, he will use an Earthquake ability, which causes everyone to bounce along the floor and look silly. This can be dangerous in two situations: You can be bounced in front of the boss and caught in a cleave, which will probably oneshot most DPS/healers, or he can use the Earthquake just before Blast Nova and leave the clickers running back to their pedestals.

At 30%, Magtheridon uses an ability which will cause 6000+ damage to the entire raid, along with a two-second stun. If a Blast Nova hits at the same time as this, a wipe is almost guaranteed. Thus, at about 32%, ALL DPS must stop. DoT spells should probably be stopped at 33-34% to be safe. At this point, the raid waits until the next Blast Nova has taken place, after which they must quickly nuke Magtheridon to below 30%. This is a good time for cooldowns such as Bloodlust.

After this ability is used, sections of the ceiling above raid members will periodically fall, killing whoever is caught in the AoE. An animation precedes this, and anyone standing within the area shown by said animation should IMMEDIATELY move out of the way.

If I've missed anything important, someone please tell me. I'm pretty sure I've covered everything essential to the fight.
 

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Huung

Well-Known Member
Only other thing I can think of, its pretty standard, but make sure all DPS is behind Maggy at all times, ranged DPS staying as far back as poss. Obviously if you're a clicker you need to be by your cube, but staying right back helps to avoid getting bounced in front of Maggy in the bouncy bouncy Earthquakes.
That is by far the best diagram of Magtheridon's Lair I've ever seen though, I vote Kersh makes these maps/guides for all bosses :D

Oh, and dropping Searing Totems before the pull is a no-no, thats first-hand confirmed :eek:
 

Windzarko

Well-Known Member
Yeah, I remember too many boss-pulls-via-totems... imagine a raid group that doesn't know how Buru the Gorger works in AQ20 when the fight starts early 'cause a shammie dropped a totem that decided to spit fire at his nearest egg..

Anyhoo, I mainly wanted to post to award the "best drawing ever" award to Kersh
 
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