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[25] Heroic Magmaw

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Re: [25] Heroic Magmaw

Postby inthedrops » Thu Mar 17, 2011 8:40 am

The change should make things a lot easier. Our entire strategy revolved around reducing/eliminated ignition patches near the bosses head. This should no longer be a problem. Now we can bring in constructs and DPS them right on top of Magmaw without fear of dropping more patches. This should boost DPS on Magmaw himself a bit.

Also, on your first kill, the second phase is actually pretty darn brutal. Depending on how much health was nerfed, this will shorten the phase where people "drop like flies" and should make pulling through the phase easier.

We'll have to see how many people need to be at range so that constructs don't spawn near Magmaw. It says "prefer ranged" but that doesn't necessarily mean that it won't ever drop on melee even with plenty of people at range.

Honestly, the difficulty of this fight is in avoiding Ignition patches. This is a huge improvement on Melee's ability to DPS while staying alive which should simplify the encounter for those who haven't learned it yet.
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Re: [25] Heroic Magmaw

Postby baleogthefierce » Thu Mar 17, 2011 9:01 am

inthedrops wrote:Also, on your first kill, the second phase is actually pretty darn brutal. Depending on how much health was nerfed, this will shorten the phase where people "drop like flies" and should make pulling through the phase easier.


For anyone who's still working on this the first time, I recommend rotating your raid tranquility cooldowns for spews during the burn phase (in addition to your normal raid cooldown rotation, which you should already have going for the first phase). We went from most of our raid dead on our first kill to only a couple dead on our second kill with this change.
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Re: [25] Heroic Magmaw

Postby inthedrops » Wed Mar 23, 2011 7:10 am

I just tanked this post patch. If there are any guilds on the fence about what to start next, Magmaw is probably a really good choice. It's considerably easier now that the skeletons don't spawn on melee.
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Re: [25] Heroic Magmaw

Postby Aeonabyss » Wed Mar 23, 2011 8:22 pm

Has anyone tested out the min/max #s of people needed @ range to keep the pillars and meteors from falling on melee?
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Re: [25] Heroic Magmaw

Postby Belloc » Thu Mar 24, 2011 10:10 am

Aeonabyss wrote:Has anyone tested out the min/max #s of people needed @ range to keep the pillars and meteors from falling on melee?

Pillars = 1.
Meteors = more than 1... probably 8, as is usual for a ranged-preferred mechanic.
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Re: [25] Heroic Magmaw

Postby Dravan » Fri Apr 15, 2011 3:03 am

I believe the number is three, we started on him last night and had 2 hunters, a DK and a resto druid only at range, though when we had just 2 hunters and a DK at range we had no meteors spawning in melee either.

As people have stated previously by the way, I can confirm this fight is very easy now. We had 90 minutes of tries on him on Wednesday and had him to 18% without really understanding what happens in the >30% phase (we all stayed stacked!). The fight seems on par with Halfus or Atramedes.
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Re: [25] Heroic Magmaw

Postby exiledknight » Fri Apr 15, 2011 7:50 am

While you can have very very few in ranged you are chance a bit of rng. We tried downing it to a total of 5 at ranged and saw some deaths to a few lava spews in a row on them, so we just moved it back to I think 5 or 6 plus our parasite kiter to make it easier on the healers.
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Re: [25] Heroic Magmaw

Postby Dravan » Mon Apr 18, 2011 8:25 am

Just to say we downed this last night with 2 hunters and a disc priest in ranged, everyone else stacked in melee. We didn't really have any problems with spew, main reason for wiping was the healer not stacked falling asleep and dieing to pillar.

Also we found that by holding him at 32% and then pushing him during mangle you can bring him to below 10% with hero in the exposed phase, making the >30% phase a complete joke.
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