How many tanks magmaw




















On the pull, the tank should stand to the left of Magmaw and the melee DPS should stand to the right, behind him. The ranged DPS should group up in one tight camp to the right-hand side of the room. Healers can stand in melee range which will minimise movement required, as long as you have enough ranged presumably 8 as usual.

Roughly every 30s Magmaw will cast Pillar of Flame , which will deal 25, Fire damage to any player still inside the red swirl when the Pillar erupts. The time to run out of this is very short, so you need to be very aware of your feet.

You can also watch the boss for a warning because when his cooldown is due he will rear up before throwing the fireball that causes the Pillar. A few seconds later, a number of Lava Parasites will spawn from the site of the Pillar of Flame. These need to be slowed and killed at range, because if they reach any player they will infect that player with Parasitic Infection. This deals 17, Fire damage every 2 seconds and 40, Fire damage to anyone within 8 yards of them when it expires.

Parasites have , HP each. Magmaw will also cast Lava Spew , which deals 34, Fire damage to the entire raid per second for 3 seconds. This just needs to be healed though, and the raid should helpthe healers out by popping a healthstone or a personal cooldown to help the healers out — it just might save your life! From time to time, the tank will be Mangled, taking masive damage every 5s for 30s.

Box of Many Things. Twisting Corridors. Phantasma Currency. Special Events. PATCH 9. General Class Changes. Death Knight Changes. Demon Hunter Changes. Druid Changes. Hunter Changes. Mage Changes. Monk Changes. Paladin Changes. Priest Changes. Rogue Changes. Shaman Changes. Warlock Changes.

Warrior Changes. Sanctum of Domination. Shards of Domination. Torghast for Patch 9. Death's Advance. Archivist's Codex. How to Unlock Flying. Mor'geth World Boss. Shadowlands Season 2. PvP Starter. Top PvP Addons. Arena Tier List. Healer PvP Tier List. Unholy PvP. Frost PvP. Havoc PvP. Balance PvP.

Feral PvP. Restoration PvP. Beast Mastery PvP. Marksmanship PvP. Survival PvP. Arcane PvP. Fire PvP. Mistweaver PvP. Windwalker PvP. Holy PvP. Retribution PvP. Discipline PvP. Shadow PvP. Assassination PvP.

Outlaw PvP. Subtlety PvP. Elemental PvP. Enhancement PvP. Affliction PvP. Demonology PvP. Destruction PvP. Arms PvP. Fury PvP. Protection PvP. Sanctum Overview. The Tarragrue. The Eye of the Jailer.

The Nine. Remnant of Ner'zhul. Soulrender Dormazain. Painsmith Raznal. Fatescribe Roh-Kalo. Guardian of the First Ones. Sylvanas Windrunner. Sylvanas Loot. De Other Side. Halls of Atonement. Mists of Tirna Scithe. Sanguine Depths. Spires of Ascension.

The Necrotic Wake. The parasite adds get kited for the entire fight, generally by a frost DK with chillblains in blood presence. The adds will eventually die over time to the damage from frost fever and howling blast; warlocks can use shadowflame and mages can flamestrike for additional damage on them at next to no cost to their boss DPS.

You should kite the adds over the exposed head when it's out for additional cleave damage and so you can howling blast off the head yourself. Note: try to avoid kiting the adds over the pile of rocks at the left side of the room from where you enter. These pose some LOS issues and can cause the parasites to sometimes evade bug or experience pathing issues, resulting in their threat table resetting or other strange behavior.

Comment by Note that this does currently require 2 tanks due to an armor debuff the chewed tank gets. We had tanks rotate around, with the one who isnt on the boss smacking the adds with Avenging shield for slows and finishing off any adds that the ranged didn't fully kill.

Note: It is possible for your whole raid to stack by Magmaw and have just one tank by himself getting all the flame pillars. However, we had problems with the adds going in different directions after dps pulled aggro, so we had them kited towards the raid group.

Comment by If you stay in front of the beak when Magmaw is chained, and the tank stays the closest to the boss, you can avoid being insta-killed by the attack Magmaw does directly after being released from his chains. Had a few DPS learning this the hard way Comment by From what I've been reading and learning from just about all of the posts, this fight is a healing intensive fight?

And it is possible to do this fight with all ranged dps It's annoying. Wipe after wipe, we called it a day after wipes. We have 2 tanks, a pally MT and a druid OT. The dps consists of 2 mages, 1 boomkin, 1 hunter, and 2 locks. All ranged dps. We tried the strategy of our hunter being the furthest away and having the dps and OT on the left of the boss and that didn't seem to work. His Pillar of Flame spawned on a dps that was grouped with the OT.

Btw we only did that strat once. Cause our guild doesn't wanna try this way again So then we had this "big plan". MT and OT were on either side of the boss, while the heals and dps were grouped in the back, when the Pillar of Flame spawned, we all moved to teh other side of the room and dps'd the adds down.

In both strats, teh boomkin would stay with the tanks to jump on the boss when time was called This all worked for a certain time, but even if everyone knows what to do, why are we wiping so many times? Comment by frosbyte66 Did they change pillar in 4.

We only did magmaw a couple of times before, but if I recall, pillar didn't hit during the chains or spike phases. We did him for the first time since the patch last night and it did. There didn't seem to be a timer every time for it either during those phases. Comment by My guild found it much easier to have everyone,save one ranged and one healer, stack in melee range of the boss on the side opposite the tank. The ranged dps and healer staying out need to be at max range from the boss.

Doing this will cause the majority of flame pillars to spawn on them leaving all other ranged dps free to dps the adds quickly without having to move. We do normally get one or two pillars in melee range which you will need to be prepared for, but overall this seems to be a much easier strategy for this fight.

We also had a hunter dropping frost traps on adds and a boomkin using the talented mushroom slow and glyphed hurricane slow which made adds a piece of cake.

Comment by henslock8 If I recall correctly, before parasites could only be dazed and slowed. I was actually able to stun them with Shadowfury which made it hard for them to even come close to us. This is meant for man primarily. The majority of this fight will be AoE healing, since Lawa Spew and Magma Spit will affect all raid members - there is no way to avoid it.

Usually it comes in waves, where Lava Spew hits 3 members at a time. Mana cooldowns should be saved for the "exposed head" phase. For the tank healer, it can be a good idea to stand with the melee group instead of with the ranged group. First of all, you can concentrate on the tank when the other healers are on the move, and second of all you are sure to always be in range of the tank, especially during Mangle.

When the tank gets mangled, he will be pulled away a bit, sometimes out of ranged of the ranged group, and this is where a dedicated healer is really needed. Coordinate with your tank that he rotates his cooldowns during Mangle to lessen the damage taken - Paladins are golden for this fight, DK probably likewise with their plethora of damage reduction cooldowns.

For priests specifically I recommend having PoM and CoH for holy on cooldown at all times, as it is guaranteed never to be wasted with the amount of AoE damage during this fight.

For disc priests, keep a shield up on the tank and don't be afraid to spam a couple of shields on low-hp raid members. Barrier is useful at any point during the fight on the raid team as they will take more damage than the melee team - my logs show that Magma Spit does not hit people in melee.

Comment by lyom A wipe a day keeps the doctor away. Comment by On 10m what strategy would work best with only 1 tank and no frost DK?

We have hunter and frost mage on adds, but still can't seem to control the adds well. What no one seems to mention this is actually a dual tank fight due to the half armor debuff Magmaw puts on tank after Mangle. There is no way you can heal through Mangle while the tank has this debuff on them, not to mention that Magmaw will hit them like a truck during the fight otherwise.

With this group we downed him on our second attempt with over a minute left on the enrage timer. Comment by yuriken Just as a confirmation to new tanks or the healers keeping them alive - while the tank's action bar goes away during the pull into Mangle , you get it back a moment later.

You have access to both damaging abilities on the Exposed Head of Magmaw with Point of Vulnerability , no less! If you are tanking this with two tanks, you could use nearly all of your defensive cooldowns on your first Mangle and have most if not all of them back by the next one you take since you are taking turns on the Mangle with your other co-tank.

Also for tanks or other melee trying to figure out the hitbox for the Exposed Head of Magmaw - while you may see the red target circle placed awkwardly above the ground and between the spike and the cliff, this isn't where you should be positioning to hit it. Target it and position yourself as if the spike on the ground was your target, and you should be fine. Comment by holyshockadin Pretty easy boss. Comment by violetta Blackwing Descent scandal as Nefarian's worm is caught exposing its head to innocent and mentally vulnerable raiders!

In-Descent Exposure charges to be filed! I know it's sloppy but whatever. Comment by Anybody else having the problem of the green arrow showing up but not allowing you to jump on his back?

Comment by xylotism Inconceivable! Comment by Snurp has been nerfed 10 minutes ago: blazing constructs now have 4. Comment by 99sitr You are able to BoP and Div Shield while in the mangle, to nullify most of the damage. We recently started 2 healing this encounter on heroic to see if it was a viable strat and it isn't that bad for our setup. Once pillar goes off, use a blast wave on the adds. Single target one add and use pyroblast on it Having Hotstreak proc up is preferred but hard cast if needed.

Casting living bomb and then combustion on that same add, 4. Use fireblast with impact proc to spread the dots to all the parasites. If done right, you'll be able to handle rounds of adds all and your own, and your dps for that encounter will be high. Comment by Protection Warrior Add Tanking We Downed Magmaw using a 2 tank strategy that some groups might find helpful if you dont have enough ranged to take down the adds comfortably before the next pillar of flame.

Warrior at range I like to be around the broken tiles near the spike in the floor further out than his head will drop on As the Warrior is the only one at range, he should be the target of all the pillars and therefore all of the adds should spawn on him.

The Basics Keep yourself faced away from the raid looking back at the stairs. This is the reason you face away from the raid as they vomit out about 3 yards infront of you and do not move for the first seconds. If you are facing the raid, you will vomit one closer to the raid group and will slowly start to creep towards the raid and therefore towards a raid wipe Facing away from the raid means that it vomits the parasite away from the raid and it will have to run towards you to get to the healers aggro targets and you can snap the aggro back to you without moving close to the raid.

Once it starts to proc, use it when your health starts to drop and you will be able to maintain yourself almost indefinately without much support from the healers.

Troubleshooting If the creep towards the raid starts happening due to a few missed parasites, then the best way to regain control of the situation is with a typhoon from a boomkin to push them back during the burn phase as people will be dps'ing the head and will be able to come out to help you a bit Some AoE damage on the pack can also help early on to reduce the incoming damage by decreasing the number of them and also by reducing their health and allowing you to proc victory rush self heals.

If you're finding that the adds are getting away too fast before you can get another thunderclap off to spread rend, then make sure to use the piercing howl after you see them spawn, this should help you gain a few more seconds to snap them back to you. Comment by ZelosRaine From a Disc priest: This fight can be two or three healed, and there are numerous strategies. I will assume that your raid is 1 stacking in melee with a tank or kiter at range and 2 that you, as a Disc priest, will concentrate mostly on the tank.

Whatever the composition and strategy, a few things remain constant: 1 You must have cool-downs for Mangle. I use my Pain Suppression for the first Mangle as well as ensuring I have a full stack of Evangelism for Archangel and ask the tank to save big cool-downs for the second Mangle. By the time the third comes up, your Pain Suppression should be off cool-down again. Please encourage your other healers to throw some heals on the tank as well pally beacon is awesome because they can concentrate on raid while still helping on the tank :D 2 You need to help out on Lava Spew.

I try to have a PW:B up for as many of these as I can. Never fear! The timing of abilities means that you will now spend a significant portion of the rest of the fight with Magmaw pinned, meaning opportunities for mana restoration abound!

The damage he does will be maximized while your mana pool will definitely appreciate the boost. Also, you should, with the right talents, be able to get a second Shadowfiend off again if the fight drags on too long.

Best of luck! Comment by PROXiCiDE Becareful when auto targeting, or randomly clicking around the floor because you can attack him through the floor just at your feet etc..

All must be raid-ready geared and all heals and tanks MUST know the fights. All spots open! Vent is not required, we use voice chat! Pst for more info. Magmaw Strategy : Have 4 zones mark them using raid icons : Tank zone blue , Ranged zone green , Second Ranged zone purple , Melee Zone Yellow Pre-Phase: Have 2 heals 1 targeting the tanking group, the other targeting the kiting tank or the ranged group in the melee zone and the other one targeting the ranged group with AOE heals in the ranged zone.

This tank will be fighting in the melee ranged position and MUST not use aggro abilities; his main purpose is just to nuke Magmaw until the adds spawn, NOT to tank Magmaw unless one tank dies. Phase One: When Magmaw enters his 1 phase, which is the majority of the fight, he will continuously beat on the tank. This can be simply avoided by lots of hard single heals.

However, Magmaw has a nasty ability that allows him to spit a large amount of fire at the ranged group. When the ranged group sees this, they must run to the second ranged zone. Immediately as the ranged moves, the kiting tank need to come out of the tanking zone and begin to kite the parasites around and the ranged must forget about Magmaw and take down those parasites that spawn with the lava attack.

Also one of the melee ranged heals must switch to healing the kiting tank pre-determine who will do this before you go into battle. If you can, have some of the ranged attackers cast some slowing spells, such as Ring of Frost to help the tank kite them around.

So pop your cooldowns, slow those critters down, whatever you have to do to kill those things in a hurry without letting them touch the tank or any other raid member.

Once the parasites are dead, have the tank return to the tanking spot and repeat phase 1 when necessary. The second part of Phase one is very short when Magmaw will literally eat the tank and he will be taking massive damage and will be for quite some time due to a de-buff.

After the tank is released from the Constricting Chains see below , have the second tank switch off and permanently become the new tank until Magmaw eats him. These two tanks will be continuously switching off to mitigate the damage done to them. This will happen when chains get attached to him from the melee attackers. This only happens when the tank is being eaten! Once this is over return to Phase one.

If you continue to follow these phases you will do just fine and defeat Magmaw. Comment by quiztic Why doesn't this have heroic loot?

Does he drop a tier part on heroic? Comment by Teaspoon I've noticed a lot of confusion among raiders both guildies and pugs due to bad information on this and other websites about the abilities this boss has. Let me clear a few things up check your own logs and the strat videos on Youtube to confirm Massive Crash is the "Magmaw slumps forward and exposes his pincers" move, which makes him a "vehicle" for using the chains on. On man, it occurs exactly ten seconds after the tank is afflicted with Mangle ie, the tank has 20 seconds remaining on their Mangle debuff.

The graphic effect that looks like steam coming is NOT "Ignition" Ignition is a heroic-mode-only effect that's like Pillar of Flames on steroids , but is actually part of the Massive Crash animation and shows which side the Massive Crash is going to come down on. You need to get to the non-steamy side within 10s of the start of Mangle to avoid getting hit for k and stunned, and the people who are on chain duty need to stay close enough that they can get back over and hop on straight after it happens.

If you're on chain duty and you get hit by Massive Crash you're going to have a hard time hopping on due to the 3s stun. Everybody else needs to not get hit by it too, because it costs the healers a lot of mana to top everybody up when they SHOULD be going into a regen phase.

Comment by omberzombie Some clarification on several abilities: Mangle - your tank will be mangled for 30 seconds, after which they will be killed if Magmaw does not get impaled. Because Magmaw does Mangle before exposing his pincers your DPS will have closer to seconds to impale him before the tank dies. Sweltering Armor - this debuff never falls off before the next Mangle. The debuff lasts 60 seconds from the moment the Mangle ends and will be refreshed as consecutive Mangles come at much quicker intervals - I did not count but it is something short - maybe seconds.

Because of this on our first successful attempt regular 10 Man Magmaw we used two tanks to make healing easier. Chaining Magmaw - to chain Magmaw the two people doing it must cast the chains on the spike more or less at the same time.

There is very little room for mistakes - use your voice comms to call it out. Comment by citrique Heroic: Due to one of the last hotfixes that affected this boss, some raid groups which were having more difficulty with this boss can now use a much simpler alternative strategy. The meteor that spawns Blazing Skeleton adds will now prefer to target ranged players. As each skeleton spawns, the hunter misdirects it to whatever tank handles them. The parasite kiter just picks them all up and kites them around for the entire fight, they won't be killed.

This also gives the raid significantly more DPS time on both the boss and the head, because the raid just about never has to move, except to avoid massive crash if it happens to be on the side of the room the raid is on. Comment by Iroared He's not meant to melee while chewing the tank, right? Because I just got meleed for k as a healer and it looks like a bug to me. Or was I possibly doing something wrong?

Comment by c0h3n I found that while doing this boss yesterday that I was having trouble targeting the Exposed Head of Magmaw. I'm not talking about the usual "my specials are hitting but my auto attack isn't" troubles. I mean I couldn't bring up the boss on target for a while. Obviously this is a huge dps loss and could lead to a wipe especially on heroic , so I created myself a little macro and thought I'd share it.

Use this on one of your main abilities. I used stormstrike as I'm an enhancement shaman. A fire mage might use living bomb. Basically just sub in whatever you know you can hit magmaw with first when his head drops down. Otherwise it will function as normal. Then again, it's a preference how different guilds do it, i just think these tips may be found useful in some way.

Good luck on your kill :. Comment by During the Magmaw fight I have not had any problems until recently. I am a paladin tank and usually solo tank magmaw. When we have our off-tank take the boss and I deal with the adds, there is no problem at all, so I am trying to figure out what is going wrong.

Since this has only happened in the last 2 weeks I think either something has changed in the fight, or I am doing something wrong that I was not doing before.

Does anyone have any ideas out there as it's getting kinda irritating! Comment by We've found that a bug which causes pets to not reappear after exiting a vehicle also applies to using the chains on magmaw. That means that our Unholy DK lost his ghoul every time he hit the chains. With two of these equipped you can fire off Multi-Shot s almost continuously, as the Auto Shot s between them help kill off your target quickly, refreshing you for the next Multi-Shot.

If you're laying traps the free s from accelerate the process. Once you get going your new target is that much closer to death from the previous Multi-Shot s, so at the end the adds are dying in rapid succession and you're only limited by GCD. The benefit outweighs the loss of two or trinkets if you're on add duty, since add control is more important than your contribution to the boss on the burn phase, and anyway the sooner the adds are down the sooner you're back to dps-ing the boss.

Comment by themunge Possible to solo as blood dk. Full video on YouTube This fight was pretty easy with 2 people, but still can be tricky. Magmaw does a decent amount of damage, but nothing you shouldn't be able to handle. He'll use a variety of fire attacks to damage your party. Periodically throughout the fight Magmaw will shoot a pillar of flame, causing a fair amount of damage with a knockback.

This will also spawn lava parasites that you'll want to take out ASAP. Magmaw will also use an ability called mangle, where he'll pick up his current target in his jaws and clamp down.

This deals quick a bit of damage BUT while you're in his jaws you'll be able to attack his exposed head. Continue to deal damage to his head and keep your health up until it's over. He also uses an ability called massive crash that deals a lot of damage and stuns all players for 3 seconds. Normally after this you can use the grappling hook to pull his head onto the spike, however you need at least 2 players to do this.

Comment by cyrien Just soloed this guy as a lvl 90 guardian druid ilvl.



0コメント

  • 1000 / 1000