Post by Chadness on May 26, 2006 13:35:09 GMT -5
So, the last few days our guild in WoW has gone through Molten Core for the first time. This is probably the first and easiest 40-man raid instance that you do once you're in a guild that can handle it. Your first class set of epic gear drops there, usually two pieces of class gear per boss and one other random piece of epic gear. Also, epic gear has a pretty high probability of dropping from random trash mobs, as well.
So, our guild teamed up with this other guild. Neither of us can do MC completely by ourselves, which is why we teamed up. We may merge guild or we may just continue to have an alliance - we aren't quite sure yet. Needless to say, either way it goes, its looking a heck of a lot better than the last time we tried merging. This other guild is more fun, more fair and more casual. They let us come in with no DKP (participation points) and roll on epic gear in MC, and a few of our guildies got some awesome stuff already.
So, Tuesday night I wasn't able to make the run, but the guild downed the first boss (Lucifiron) in MC on the FIRST TRY. Wednesday night we downed the second boss (Magmadar) in MC. Last night we downed both Gehennas and Garr. Tonight we might even go in and try for a couple more bosses. Note that every single one of these was on the FIRST TRY. That's saying a lot for the talent we have going in these two guilds. We couldn't even get to the first boss with that other guild we merged with and then broke away from.
So, just thought I'd talk about this since I'm fairly excited. Its like the first time I went to Dynamis, except MC is a lot more involved than Dynamis, and it just gets harder from there. Did I mention MC takes a lot less time than Dynamis, too?
You see, 20- and 40-man raids are on a timer. 40-man raids reset once a week, 20-man raids reset every three days. At any time during the instance, as long as you have the same raid leader, you can go back in and pick up where you left off. That being the case, we raid for 2-3 hours on the nights that we do, and pick up where we left off on the next night. The first night they went, Tuesday, they were only in the instance for an hour and a half and downed the first boss. You can do as little or as much as you want. Not a four-hour (or more) Dynamis run (at least, that's how long it took most of the time when I was running Dynamis, as we were with experienced players).
The boss fights are also heavily scripted and need major doses of strategy to bring down. For example, Garr is a rock elemental type mob. I don't exactly know what level he is, but he's at least level 71, because his level shows up as ?? to level 60s, which means he's over 10 levels higher than we are. He's surrounded by eight level 60 elite rock elementals (we call them his babies). If you just zerged this boss like you do a Dynamis boss, you will die a very quick death.
So the point here is to first pick four hunters, station them around the huge room the boss is in and have them each mark a seperate baby mob (Hunter's Mark is a visible arrow that appears above the mob that is marked, it increases ranged attack power on that mob, plus works as a nifty visual que). Then, we take four warriors and four healers, one for each hunter. The idea here is for the hunters to pull those four seperate mobs to their warriors. Those warriors will do nothing but tank their hunter's marked mob. Their healers do nothing but heal their warrior. For the next four babies, we have four warlocks. Warlocks have an ability that they can use on elementals and demons called Banish. This renders the mob unable to do anything for about 30 seconds (they can't be damaged by us either). Those Warlocks must do nothing at all in this fight except keep their targeted baby banished the entire time.
Then, our main tank tanks Garr himself and is attended to by two to three healers. Once all that is decided upon, the fight begins. We go clockwise around the room, killing the babies that the warriors are tanking. Once one is down, we move to the next, then the next and so on. Once the babies that are not banished are dead, we move on to Garr. He takes about 5-8 minutes to bring down himself. Once he is down, we move on to the babies that the warlocks have banished. Once they're all dead, the fight is over. The fight, in total, takes about 15-20 minutes, on top of about 15 minutes of careful planning.
It was super fun, and last night Garr dropped three epics - two class set pieces and one epic sword (which I rolled on and lost, 'cause its an awesome PVP weapon with agility and +% chance to crit).
I have a couple screens that I'll try to post later from our Gehennas and our Garr fight, but I don't have them available at the moment (since I'm at work).
So, our guild teamed up with this other guild. Neither of us can do MC completely by ourselves, which is why we teamed up. We may merge guild or we may just continue to have an alliance - we aren't quite sure yet. Needless to say, either way it goes, its looking a heck of a lot better than the last time we tried merging. This other guild is more fun, more fair and more casual. They let us come in with no DKP (participation points) and roll on epic gear in MC, and a few of our guildies got some awesome stuff already.
So, Tuesday night I wasn't able to make the run, but the guild downed the first boss (Lucifiron) in MC on the FIRST TRY. Wednesday night we downed the second boss (Magmadar) in MC. Last night we downed both Gehennas and Garr. Tonight we might even go in and try for a couple more bosses. Note that every single one of these was on the FIRST TRY. That's saying a lot for the talent we have going in these two guilds. We couldn't even get to the first boss with that other guild we merged with and then broke away from.
So, just thought I'd talk about this since I'm fairly excited. Its like the first time I went to Dynamis, except MC is a lot more involved than Dynamis, and it just gets harder from there. Did I mention MC takes a lot less time than Dynamis, too?
You see, 20- and 40-man raids are on a timer. 40-man raids reset once a week, 20-man raids reset every three days. At any time during the instance, as long as you have the same raid leader, you can go back in and pick up where you left off. That being the case, we raid for 2-3 hours on the nights that we do, and pick up where we left off on the next night. The first night they went, Tuesday, they were only in the instance for an hour and a half and downed the first boss. You can do as little or as much as you want. Not a four-hour (or more) Dynamis run (at least, that's how long it took most of the time when I was running Dynamis, as we were with experienced players).
The boss fights are also heavily scripted and need major doses of strategy to bring down. For example, Garr is a rock elemental type mob. I don't exactly know what level he is, but he's at least level 71, because his level shows up as ?? to level 60s, which means he's over 10 levels higher than we are. He's surrounded by eight level 60 elite rock elementals (we call them his babies). If you just zerged this boss like you do a Dynamis boss, you will die a very quick death.
So the point here is to first pick four hunters, station them around the huge room the boss is in and have them each mark a seperate baby mob (Hunter's Mark is a visible arrow that appears above the mob that is marked, it increases ranged attack power on that mob, plus works as a nifty visual que). Then, we take four warriors and four healers, one for each hunter. The idea here is for the hunters to pull those four seperate mobs to their warriors. Those warriors will do nothing but tank their hunter's marked mob. Their healers do nothing but heal their warrior. For the next four babies, we have four warlocks. Warlocks have an ability that they can use on elementals and demons called Banish. This renders the mob unable to do anything for about 30 seconds (they can't be damaged by us either). Those Warlocks must do nothing at all in this fight except keep their targeted baby banished the entire time.
Then, our main tank tanks Garr himself and is attended to by two to three healers. Once all that is decided upon, the fight begins. We go clockwise around the room, killing the babies that the warriors are tanking. Once one is down, we move to the next, then the next and so on. Once the babies that are not banished are dead, we move on to Garr. He takes about 5-8 minutes to bring down himself. Once he is down, we move on to the babies that the warlocks have banished. Once they're all dead, the fight is over. The fight, in total, takes about 15-20 minutes, on top of about 15 minutes of careful planning.
It was super fun, and last night Garr dropped three epics - two class set pieces and one epic sword (which I rolled on and lost, 'cause its an awesome PVP weapon with agility and +% chance to crit).
I have a couple screens that I'll try to post later from our Gehennas and our Garr fight, but I don't have them available at the moment (since I'm at work).