---
# System prepended metadata

title: Molten Core
tags: [Raids]

---

---
tags: Raids
---
# Molten Core
## Preparation
### Base Consumables
See https://hackmd.io/@Haven/Consumables for standard raiding consumables
### Additional Recommended Consumables
- Greater Fire Protection Potions
- Restorative Potion
## Lucifron
### Fight
This is a fairly straight-forward fight.  It is mostly a dispel/decurse fight.  Beyond that, kill the Flamewaker Protectors, then Lucifron.
#### Abilities
Flamewaker Protectors:
- **Dominate Mind**: Mind controls a random player.  Priests should dispel as soon as possible to prevent the target from dying

Lucifron:
- **Lucifron's Curse**: Raid-wide, 40 yard range, increases the cost of abilities by 100%.  Mages/Druids should decurse as soon as possible, prioritizing the healers
- **Impending Doom**: Raid-wide, 40 yard range, debuff that does 2000 shadow damage after 10 seconds.  Priests should dispel as much as possible, prioritizing the tanks then squishies.
- **Shadow Shock**: 20 yard range, random shadow damage
#### Tanks
Three tanks are needed for this fight, one for Lucifron and one for each of the Flamewaker Protectors.  They all cleave, so face them away from the raid.
#### Healers
Healing will be a little light since priests and druids are busy dispelling, focus on keeping the tanks alive and the squishies topped up so they don't die to Impending Doom.  Try not to cast while you have Lucifron's Curse
#### DPS
- **Melee**: Don't get cleaved
- **Ranged**: Kill the adds, then the boss, outrange the 40 yard abilities if possible
#### Class Specific Instructions
- **Priests**:
    - Buff Raid with Shadow Protection to lessen the hit of Impending Doom/Shadow Shock
    - Dispells = instant cast 2k heals
    - Use this macro to dispel Dominate Mind
```
#showtooltip
/stopcasting
/targetenemyplayer
/cast [@target]Dispel Magic(Rank 1)
```
- **Mages**: Decurse prioritizing the healers
- **Druids**: Decurse prioritizing the healers

## Magmadar
### Fight
This is basically a tank and spank fight.  Ranged will stand at max range from the boss, and hunters will use Tranquilizing Shot to remove Frenzy.  Don't stand in fire.
#### Abilities
- **Panic**: AoE fear, should be outranged by all but melee
- **Frenzy**: Enrage, needs to be dispelled by hunters in a rotation
- **Lava Bomb**: Fire patch on the ground, don't stand in it
- **Magma Spit**: Melee will take periodic fire damage
#### Tanks
Only one tank is required, offtank will maintain high threat in case main tank gets memed by Frenzy.  Tank him facing away from the raid, and try not to move.
#### Healers
Stand at max range to avoid getting feared, keep HoTs rolling on the tank in case you do.  Keep the melee up, they will be taking a decent amount of damage from Magma Spit.
#### DPS
- **Melee**: Stand behind the boss, don't stand in fire
- **Ranged**: Stand at max range
#### Class Specific Instructions
- **Hunters**: Rotate Tranquilizing Shot each Frenzy

## Gehennas
### Fight
This is another easy fight, kill the Flamewakers, then Gehennas.  Don't stand in raid of fire.
#### Abilities
Gehennas:
- **Raid of Fire**: Targeted AoE fire damage, don't stand in it
- **Gehennas' Curse**: Raid-wide, decreases healing taken by 75%.  Mages/Druids should decurse as soon as possible, prioritizing the tanks
- **Shadow Bolt**: Random shadow damage

Flamewakers:
- **Fist of Ragnaros**: Stuns all melee
#### Tanks
Three tanks are needed for this fight, one for Gehennas and one for each of the Flamewakers.  Face them away from the raid.  Use a Free Action Potion before the pull if you are tanking the Flamewakers.
#### Healers
Keep the tanks alive.  Let people who stand in fire die.
#### DPS
- **Melee**: Stay behind your target
- **Ranged**: pew pew
#### Class Specific Instructions
- **Priests**: 
    - Buff the raid with Shadow Protection to lessen the damage of Shadow Bolt
    - Power Word: Shield is handy for tanks if decurses are slow
- **Mages**: Decurse prioritizing the tanks and melee
- **Druids**: Decurse prioritizing the tanks and melee

## Garr
### Fight
The first interesting fight of Molten Core.  We will have all the warlocks banishing the Firesworn, tanks holding the rest, and the DPS will burn down Garr.  Then we will kill all the Firesworn one by one.
#### Abilities
Garr:
- **Antimagic Pulse**: dispels a beneficial buff from the player, so don't go crazy rebuffing
- **Magma Shackles**: AoE slow, priests don't bother dispelling

Firesworn:
- **Separation Anxiety**: 300% damage if the Firesworn are moved more than 15 yards from Garr
- **Immolate**: DoT, priests can dispel if you feel like it
- **Eruption**: Explode on death, knocking back and doing damage
#### Tanks
Main tank will be on Garr, the rest will be offtanks/warriors with shields for the unbanished Firesworn.  Drag them to the safe spot for the kill, and keep your back to the wall to avoid getting blown into a place you don't wanna go.
#### Healers
Keep your assigned tank alive.
#### DPS
- **Melee**: Don't get hit by eruption
- **Ranged**: Finish off the Firesworn once they have been moved to the safe spot
#### Class Specific Instructions
- **Warlocks**: Your entire job is to keep banish up on your target until called to stop
- **Mages**: One of you will be doing an iceblock pull

## Baron Geddon
### Positioning
All ranged DPS/healers will be stacked in one corner at max range from Baron Geddon.  Melee DPS/tanks will be running back and forth between the range group and Baron Geddon based on Infernos.  Living Bomb targets will run to the safe spot to explode, then back to their position.
### Fight
DON'T. BLOW. UP. THE. RAID.
#### Abilities
- **Ignite Mana**: burns mana, does damage.  Priests will be focused on dispelling this most of the fight.
- **Inferno**: AoE fire damage for 8 seconds, Baron Geddon won't move during this time
- **Living Bomb**: blows you up after 8 seconds.  Move to the safe spot, and hope a priest shields you.
- **Armageddon**: near death, he will explode after 8 seconds.  If this ever happens we are bad.
#### Tanks
Only one tank is required.  Keep Baron away from the ranged/healers.  Run away to the ranged when he casts Inferno.
#### Healers
Healing will be a little light since priests are dispel bots.  Keep the bomb target topped up, and the tank alive.  Consider using a Restorative Potion to avoid losing mana.
#### DPS
- **Melee**: Run away to the ranged when he casts Inferno.
- **Ranged**: Stay at max range, you shouldn't take any damage unless you get the bomb.  If Baron Geddon gets closer to you, move away. 
#### Class Specific Instructions
- **Priests**:
    - Dispel Ignite Mana from all mana-using classes, prioritizing healers
    - Shield people who get Living Bomb

## Shazzrah
### Positioning
Everyone but the main tank will be in an arc around Shazzrah, split into 3 groups each with a tank.
### Fight
Another interesting fight.  Shazzrah will be tanked away from everyone since he periodically casts an Arcane Explosion.  He will also teleport to a random player and wipe threat roughly every 30 seconds.
#### Abilities
- **Shazzrah's Curse**: Double magic damage taken. Mages/Druids should decurse as soon as possible, prioritizing the tanks
- **Arcane Explosion**: AoE arcane damage roughly every 4 seconds.  Stay out of range, run away if he blinks to your group.
- **Blink**: Teleports to a random person and wipes threat.  Stop DPS and run out of range until the tanks pull him back out of the raid.
- **Counterspell**: Cone 10 second counterspell cast roughly every 15 seconds, shouldn't get hit if the tank is facing Shazzrah away from the raid.  Healers might want to pause to be safe.
- **Deaden Magic**: Buffs himself, reducing magic damage by 50%.  Shamans should be purging or priests dispelling.
#### Tanks
Main tank will hold him in the middle of an arc of ranged DPS.  Offtanks will be dispersed along the arc to pick him up after he blinks and pull him back to the middle.
#### Healers
Main tank and melee will take the most damage from Arcane Explosion, prioritize them.
#### DPS
- **Melee**: Use a Greater Arcane Protection Potion if you want
- **Ranged**: Spread out and don't get hit by Arcane Explosion
#### Class Specific Instructions
- **Priests**: Dispel Deaden Magic from Shazzrah whenever you see it up
- **Mages**: Decurse prioritizing the tanks and melee
- **Druids**: Decurse prioritizing the tanks and melee
- **Shaman**: Purge Deaden Magic from Shazzrah whenever you see it up

## Sulfuron Harbinger
### Fight
Stack all the adds, AoE them down, don't let them cast their heal.
#### Abilities
Sulfuron Harbinger:
- **Hand of Ragnaros**: AoE knockback/stun, should be outranged by all but tank/melee
- **Inspire**: Buffs on of the add's damage and attack speed for 10 seconds

Flamewaker Priest:
- **Dark Mending**: Heals an ally, needs to be interrupted each time.
- **Dark Strike**: Adds additional shadow damage to their attack
- **Immolate**: DoT, priests can dispel if they feel like it
- **Shadow Word: Pain**: DoT, priests can dispel if they feel like it
#### Tanks
There will be a tank on each Flamewaker Priest and on Sulfuron Harbinger.  We will stack them all up to AoE them down.  Interrupt Dark Mending.
#### Healers
Keep the tanks and melee DPS alive.
#### DPS
- **Melee**: Interrupt Dark Mending
- **Ranged**: pew pew
#### Class Specific Instructions
- **Priests**:
    - Buff Raid with Shadow Protection
    - Dispel Immolate and Shadow Word: Pain

## Golemagg the Incinerator
### Fight
The easiest fight
#### Abilities
Golemagg the Incinerator:
- **Magma Splash**: DoT plus armor reduction on melee/tank.  Stacks.  If it stacks to high, tank swap is necessary.
- **Pyroblast**: Random fire damage plus DoT
- **Earthquake**: Periodic AoE damage at 10% health, burn him down

Core Rager:
- **Golemagg's Trust**: Increases damage and attack speed if they are too close to Golemagg
- **Mangle**: 50% slow plus DoT on their tanks
#### Tanks
Main tank will hold Golemagg, with an offtank standing at range ready in case stacks get too high.  Two tanks will hold the Core Ragers at a distance away from Golemagg.
#### Healers
Keep the tanks alive, top up victims of Pyroblast. Be ready for raid damage at 10%.
#### DPS
- **Melee**: Stand behind the boss, ignore dogs
- **Ranged**: pew pew

## Majordomo Executus
### Fight
The only interesting fight in all of Molten Core.  We will be sheeping a handful of the adds, kiting a couple adds, and killing them all one by one.  The fight is over once all the adds are dead.
#### Abilities
Majordomo Executus:
- **Aegis of Ragnaros**: Cast on an ally, absorbs 30k damage, and causes 250 damage to melee attackers
- **Damage Shield**: Cast on an ally, baby version of Aegis, easily healed through.
- **Magic Reflection**: Cast on an ally, reflects spells back at casters.
- **Teleport**: Teleports his target onto the bed of coals, don't stand in fire.

Adds:
- **Shadow Shock**: random shadow damage
- **Fire Blast**: random fire damage
- **Shadow Bolt**: kickable random shadow damage
- **Fireball**: kickable random fire damage
#### Tanks
Main tank will be on Majordomo Executus.  Off tanks will all be picking up assigned Flamewaker Elite adds, then need to be ready to pick up Flamewaker Healer sheeps after they are no longer sheepable.
#### Healers
Keep the tanks alive, top off victims of the random damage.
#### DPS
- **Melee**: Don't attack when Aegis of Ragnaros is up
- **Ranged**: Don't use spells when Magic Reflection is up
#### Class Specific Instructions
- **Priests**: Buff Raid with Shadow Protection
- **Mages**:
    - One of you will be doing an iceblock pull
    - Keep your assigned Flamewaker Healer sheeped
- **Hunters**: Kite your assigned Flamewaker Elite
- **Rogues**: Kick Shadow Bolt and Fireball casts

## Ragnaros
### Positioning
Melee should be at max range behind Ragnaros.  Ranged stand shoulder to shoulder with a buddy around the cinnamon bun.  Pop a Greater Fire Protection Potion as soon as you are done swimming in lava.
### Phase 1
Ideally this is the only phase we will ever see, kill him in less than 3 minutes.
#### Abilities
- **Wrath of Ragnaros**: Fire damage plus melee knockback, causes a tank swap
- **Hammer of Ragnaros/Lava Burst**: Targets a random enemy with mana, blasts with fire damage and knocks people back in the blast radius
- **Magma Blast**: One shots people if no melee is in range of Ragnaros
- **Elemental Fire**: Cast on highest threat target, fire damage and DoT 
#### Tanks
Main tank and offtank need to have max fire resist to try and resist the Wrath of Ragnaros knockback.  If the main tank gets knocked back, the off tank needs to be ready to pick up Ragnaros.
#### Healers
Keep the tanks alive, top off victims of Lava Burst.
#### DPS
- **Melee**: Don't die to Wrath of Ragnaros, run out of melee range.  Don't pull threat unless you want to be a tank.
- **Ranged**: Don't get more than 1 other person blown up by Lava Burst, /range 10.  You cannot pull aggro so go hard
### Phase 2
After 3 minutes, Ragnaros will submerge and spawn a bunch of Son of Flame adds.  The need to be nuked down quick, and if you are a mana user your mana will be burned if you stand near them.