Raid Boss of the week: Magtheridon 2.4

Magtheridon is supposed to be an entry level Tier 4 raid boss. Before Patch 2.4 he was doable of course, but was admittedly overtuned for the quality of loot and it’s assumed rung in the progression ladder.

He’s been nerfed to hell, his loot table has been significantly improved, and he’s pretty much on farm status for me so let’s get the breakdown of the Magtheridon encounter.

magtheridon-24.jpg

So basically Mag is the new Onyxia. We’ll go step by step on the how and what of this fight.

At first when you walk in you’ll see the ramp going down towards Mag’s holding pen. There are 4 groups of trash pulls all are laughably easy to take out.The bulk of your raid should remain up at the top of the ramp while your three tanks and possibly any hunters misdirecting pull the three adds. These are warlock type mobs that cast an AOE shadow bolt as well as rain of fire and the typical deathcoil. Keep them separated and have your DPS focus one at a time. It will suck a lot less if your tanks try to remain out of line-of-sight with the mobs so they actually run up instead of standing still and casting.

They can be stunned, silenced, countered and such so have all DPS focus down the adds and they should die fast. After the first group, heal up and then pull the patrol which will be pretty much the same game plan. Walk down the right path and kill that group the same way, then back up and down the left path and once again handle them the same way. Now all the trash is dead and you can face Mag.

In his main room you will see 5 adds, they will not aggro unless attacked. Mark each mob with an icon and assign one tank to each (you CAN have your MT on two but that depends on raid composition and if you have a good tank and a hunter to misdirect). There will be one tank (preferably) per add as well as assigned healers. There also needs to be one warlock per add. The reason behind this is curse of tongues needs to be kept up on the mob as well they spawn infernals that need to be banished. They despawn shortly after the add dies so it’s not that big a deal, as more adds die you’ll free up more warlocks and such to work on the others.

Essentially you need to move the bulk of your raid (DPS) in a circle around the room jumping from one mob to the other until they are all dead. They will cast shadow bolt novas which can be kicked but shouldn’t be the focus, the trick is they will cast Dark Mending which can heal them to full. Have rogues kick, shamans shock, etc. When each add dies, the others gain a buff that increases their casting speed. This is where curse of tongues shines.

It’s all about how fast your DPS can kill and how well your tank can hold aggro under heavy pressure. From the moment you start the fight you have 2 minutes until Mag breaks free from his shackles so make sure that your MT was on the first kill add so he can then jump to Mag. As the mobs die have the healers that are now free to do whatever focus on the main tank because Mag hits hard. Eventually all the adds will die and you enter phase 2.

Cubes. Before the fight you must have one player assigned to each cube. It’s a good idea to make them ranged players like warlocks or hunters or even mages to a degree (warlocks are best as they can cast their dots and not worry about losing too much DPS when they are on cube duty). Make sure they stay near their cube area so they don’t get lost. Throughout the entire fight Mag will cast Blast Nova. This is a channeled spell he will cast for 2 seconds and then a countdown channeling will begin, every tic hits the entire raid for 2000+ fire damage, this is a raid wipe 99% of the time. When the raid leader calls out for cube duty to click their cube, assigned players MUST click their cube. They will take some mild dmg over time they can survive easily and if you did it right and everybody clicked in time and not too early then Mag will be stunned and take tons more damage for the duration. Get the timing down, get the rhythm and you’re good to go.

Have the tank try to keep mag facing a wall away from the bulk of the raid since he does a very wide cleave that can 1-shot a lot of players. DPS can sit behind him at his tail or whatever and be fine. He will be casting little earth quakes that do no damage but toss your character around, this is why cube people need to be NEAR THEIR CUBES. If there’s fire on the floor then obviously don’t stand in it. This is the entire fight. One last thing is his cave in.

At 30% he will stop doing anything (keep killing him now is when you really go nuts) and he will bring the roof down on your head. All players in the raid take about 5k damage so everybody needs to be topped off. A healthstone and a healing potion will be enough to bring everyone back up to finish the fight. Healers MUST STAY ON THE TANK so this is where each raider has to take care of himself or herself with potions, stones, self heals whatever. Keep DPSing him down and doing the cube thing and you’re done.

It’s hard at first but once you complete the fight the first time you’ll wonder why it was hard in the first place. He drops some epic gems in a bag as well a new 20-slot sack and 3 T4 chest tokens. As well he will drop 2 epics from his loot table. He will also drop his head that can be turned in at Honor Hold or Thrallmar for tons of rep, the zonewide buff, and an epic ring. He’s just like Onyxia lol. Enjoy your epics and your new title (if you did the attunement quest for TK as it ends when you kill Mag)

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