Magmaw

by Whitelight



    Basics

    This requires 3 healers and only 1 tank. The ideal DPS composition is 2 melee and 4 ranged. Other compositions (i.e. more melee) can work fine with creative add management.


    Pillar of Flame & Adds

    A fiery swirl on the ground indicates that Pillar of Flame is incoming. You only have 2 seconds to get out.

    After the pillar erupts, adds will spawn.

    These adds must be slowed from a distance and killed by ranged DPS. Ideally, no one should get close to them, because they give you an infection (which will cause you to spawn an additional add). Melee should ignore these adds unless their help is required, in which case they should avoid getting aggro.

    This will happen about every 30 seconds.

    Because of this spell, ranged must stack, and melee must also stack. When Pillar targets one of your stacked groups, they should shift to a new stacked position.


    Ignition

    This spell will ignite half the room. We get a pretty obvious warning---billowing steam. This is easy to avoid.

    It's best to be positioned in the room somewhat centrally, so you can reliably switch sides.


    Impale Phase

    Magmaw will eventually slump forward, allowing 2 melee to jump onto him (via the green arrow mechanic). Spam the ability (there's only one) until you've impaled his head.

    At this point, Magmaw takes double damage. (Use Heroism.)


    Mangle

    The boss will sometimes pick up the tank and start eating him (Mangle). The tank should use one or more cooldowns each time this happens, and healers should be prepared with cooldowns of their own. If the impalers don't do their job, the tank will be one-shot at the end of Mangle.


    Lava Spew

    This is considered a healing intensive fight, partially because of Lava Spew, which causes a lot of unavoidable damage over the entire raid.


Posted: 01/17/11 | Filed Under: WoW, WoW Raiding