How many healers for magmaw 10 man
If you feel like you can spare the dps, anyone can help out on killing the Larva adds when needed of course, but if the kiter does his work well, it shouldn't be needed. The fight is manageable without one, but it makes it alot easier. It is very important that you make sure to keep these groups up, the melee group should stand close to the boss and the outside group must keep their range.
Getting a Lava Pillar in the melee group usually ends in a wipe unless everyone reacts very fast. Every 35 seconds , Nefarian will throw Blazing Inferno at the raid which should land outside if you've done everything correctly that will spawn an ABS and leave a trail of fire. The Trail of Fire slowly wriggles around the room, but is fairly easy to avoid. As soon as the ABS spawn they should be picked up by their designated tank, who could be aided by an MDer to do so.
Which way you decide to deal with the adds is really up to you, most people burn them down asap as long as it's not during a "Head Down"-phase. It's not recommended to tank more than 2 adds at a time, but it depends on the quality of your raid of course. If you have two tanks for Magmaw - Whenever the first tank gets mangled, the next one taunts Magmaw off him, and tanks until he gets Mangled, rinse and repeat.
Larvas will spawn and work exactly as in normal. Because you usually don't have the time to focus dps both the ABS and the larvas, you will kite the larvas. Have the Larva kiter pick them up and run them around, trying not to be hit and infected of course, avoiding the Trailing Fire and not get out of reach of the healers. Like mentioned, this is a key role in the fight, and one of the trickier. It is recommended to have at least one healer in the outside group, to make sure the Larva Kiter always has someone in range to heal them.
Preferrably someone who can deal with healing and alot of movement - druids or priests for example. Pillar of Flame will not always target the person s at range in man and you will sometimes have your melee group hit by Pillar of Flame.
For this reason it is recommended that you split your raid up into two groups: a melee group and a ranged and healer group. This strategy requires your tank to be on one side of the boss, in melee range, while your melee DPS and any designated healer s will be on the other side of the boss.
The rest of your raid group will alternate between two fixed positions at range, one on either side of room.
This image shows an example of ranged group positions for Pillar of Flame, as well as melee group and tank positions:. Thus, your ranged DPS and healers will begin the fight stacked together on the right side of the room. When the first Pillar of Flame is cast they should all quickly move to the second designated stacking location, on the left side of the room.
If you have access to a Frost Death Knight, they can take the Chilblains talent. By using Blood Presence for extra threat generation and using Howling Blast on the parasites, they are able to slow and keep aggro on them without ever being close enough to be attacked. This enables your ranged DPS to kill them with ease. Alternatively, you can choose to ignore the Lava Parasties and let your Death Knight kite them around for the entire duration of the fight.
Once the second Pillar of Flame targets the current location of the raid, they should all move to the initial location on the right side, dealing with the Lava Parasites in a similar manner.
He will pick the tank up and attempt to eat him. While Mangled, the tank can use all of his abilities and can be healed. In addition, he is also able to attack Magmaw's Exposed Head.
Before the end of the Normal Phase, Magmaw will cast Ignition which will cover a random half of the room in fire. Anyone standing in the fire should immediately move to the other half of the room.
Failing to do so will result in a large amount of damage caused by Massive Crash. To make moving from the affected half of the room easier it is advised that your raid's stacking positions are relatively close to the demarcation line in order to reduce travel time.
After casting Ignition , Magmaw will slump forward and damage anyone still standing in the fire from Ignition through Massive Crash. After he slumps forward, 2 raid members in man difficulty, or 3 in man will be able to mount him by right-clicking him. In the vehicle action bar that appears, there is a single ability: Constricting Chains. To impale Magmaw, Constricting Chains needs to be targeted at the spike in front of him by all the members who mounted him, and it must be done at the same time, or Magmaw will break the single chains holding him down.
Doing so successfully will cause Magmaw to become impaled. Unsuccessful attempts will allow Magmaw to revert to the Normal Phase for a few seconds and cast abilities such as Lava Spew or Pillar of Flame shortly after which he will again be mountable. This continues until Magmaw is successfully impaled. It is worth noting that the spike on the ground in front of Magmaw must be targeted with Constricting Chains by people who have mounted him.
You will be presented with a green circle with which you must target and click the spike. You should assign people specifically for this task ahead of time and all of them should understand what they are meant to do, as delaying the chain or failing to chain altogether will cause great problems for your raid.
Because mounting Magmaw requires you to be rather close to him, it is best to assign melee DPS to this role. After successfully impaling Magmaw, a new enemy will become targetable, called Exposed Head of Magmaw.
It is during this time that the raid will do the larger part of the damage to Magmaw. It should be noted that the Exposed Head of Magmaw has an enormous hitbox making him attackable by melee DPS from quite far away.
Because of the cooldowns of Magmaw's abilities and how they line up, it is possible to occasionally have a Pillar of Flame and therefore Lava Parasites cast just as an Impale Phase begins.
It's generally a good idea, if this happens, to focus first on the Lava Parasites and then on Magmaw, unless your strategy of choice is to have your Death Knight or your tank deal with the parasites on their own. When the Impale Phase ends, the threat of Magmaw's tank is reset and the tank must be quick to taunt Magmaw back as he will otherwise attack and kill anyone else in melee range.
For safety purposes you should have everyone except the tank move away from the boss for the few seconds before and after the Impale Phase ends. Once you have reached this stage of the fight, you have seen everything that Magmaw has to offer.
From this point on the fight will follow a rather rigid succession of normal and Impale Phases alternating roughly every 30 seconds. Keep in mind that after being mangled, the tank will receive a debuff called Sweltering Armor which will be present during all of the Normal Phases and will require additional healing. Because this fight is not a DPS race and is a lot more about healing and control, your DPS should focus entirely on avoiding damage and especially avoiding being hit by Pillar of Flame, giving your raid a chance to experience more than just the Normal Phase.
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Valor Gear Upgrades. Crafting Legendary Items. Great Vault weekly chest. Mentor System. New Currencies. New Reputations. New Zones. Magmaw is a colossal lava worm summoned from the Firelands centuries ago by Ragnaros' Dark Iron servitors. Nefarian largely considered Magmaw a worrisome pest, but has grown fond of feeding the beast his failed experiments Far enough apart to give you room to deal with worms, but not needlessly far because of time lost running.
This phase is more about surviving and killing worms than anything else. You do not want to have worms alive in P2. The tank will receive the armor debuff a after being freed, so a new tank is needed for the next P1.
It is possible to single-tank this fight, provided your healers are sufficiently geared and your tank knows what to do:. Had a few DPS learning this the hard way Comment by From what I've been reading and learning from just about all of the posts, this fight is a healing intensive fight?
And it is possible to do this fight with all ranged dps It's annoying. Wipe after wipe, we called it a day after wipes. We have 2 tanks, a pally MT and a druid OT.
The dps consists of 2 mages, 1 boomkin, 1 hunter, and 2 locks. All ranged dps. We tried the strategy of our hunter being the furthest away and having the dps and OT on the left of the boss and that didn't seem to work.
His Pillar of Flame spawned on a dps that was grouped with the OT. Btw we only did that strat once. Cause our guild doesn't wanna try this way again So then we had this "big plan". MT and OT were on either side of the boss, while the heals and dps were grouped in the back, when the Pillar of Flame spawned, we all moved to teh other side of the room and dps'd the adds down. In both strats, teh boomkin would stay with the tanks to jump on the boss when time was called This all worked for a certain time, but even if everyone knows what to do, why are we wiping so many times?
Comment by frosbyte66 Did they change pillar in 4. We only did magmaw a couple of times before, but if I recall, pillar didn't hit during the chains or spike phases. We did him for the first time since the patch last night and it did. There didn't seem to be a timer every time for it either during those phases. Comment by My guild found it much easier to have everyone,save one ranged and one healer, stack in melee range of the boss on the side opposite the tank.
The ranged dps and healer staying out need to be at max range from the boss. Doing this will cause the majority of flame pillars to spawn on them leaving all other ranged dps free to dps the adds quickly without having to move. We do normally get one or two pillars in melee range which you will need to be prepared for, but overall this seems to be a much easier strategy for this fight.
We also had a hunter dropping frost traps on adds and a boomkin using the talented mushroom slow and glyphed hurricane slow which made adds a piece of cake. Comment by henslock8 If I recall correctly, before parasites could only be dazed and slowed. I was actually able to stun them with Shadowfury which made it hard for them to even come close to us.
This is meant for man primarily. The majority of this fight will be AoE healing, since Lawa Spew and Magma Spit will affect all raid members - there is no way to avoid it. Usually it comes in waves, where Lava Spew hits 3 members at a time. Mana cooldowns should be saved for the "exposed head" phase.
For the tank healer, it can be a good idea to stand with the melee group instead of with the ranged group. First of all, you can concentrate on the tank when the other healers are on the move, and second of all you are sure to always be in range of the tank, especially during Mangle.
When the tank gets mangled, he will be pulled away a bit, sometimes out of ranged of the ranged group, and this is where a dedicated healer is really needed. Coordinate with your tank that he rotates his cooldowns during Mangle to lessen the damage taken - Paladins are golden for this fight, DK probably likewise with their plethora of damage reduction cooldowns. For priests specifically I recommend having PoM and CoH for holy on cooldown at all times, as it is guaranteed never to be wasted with the amount of AoE damage during this fight.
For disc priests, keep a shield up on the tank and don't be afraid to spam a couple of shields on low-hp raid members. Barrier is useful at any point during the fight on the raid team as they will take more damage than the melee team - my logs show that Magma Spit does not hit people in melee. Comment by lyom A wipe a day keeps the doctor away.
Comment by On 10m what strategy would work best with only 1 tank and no frost DK? We have hunter and frost mage on adds, but still can't seem to control the adds well. What no one seems to mention this is actually a dual tank fight due to the half armor debuff Magmaw puts on tank after Mangle.
There is no way you can heal through Mangle while the tank has this debuff on them, not to mention that Magmaw will hit them like a truck during the fight otherwise. With this group we downed him on our second attempt with over a minute left on the enrage timer. Comment by yuriken Just as a confirmation to new tanks or the healers keeping them alive - while the tank's action bar goes away during the pull into Mangle , you get it back a moment later.
You have access to both damaging abilities on the Exposed Head of Magmaw with Point of Vulnerability , no less! If you are tanking this with two tanks, you could use nearly all of your defensive cooldowns on your first Mangle and have most if not all of them back by the next one you take since you are taking turns on the Mangle with your other co-tank. Also for tanks or other melee trying to figure out the hitbox for the Exposed Head of Magmaw - while you may see the red target circle placed awkwardly above the ground and between the spike and the cliff, this isn't where you should be positioning to hit it.
Target it and position yourself as if the spike on the ground was your target, and you should be fine. Comment by holyshockadin Pretty easy boss. Comment by violetta Blackwing Descent scandal as Nefarian's worm is caught exposing its head to innocent and mentally vulnerable raiders!
In-Descent Exposure charges to be filed! I know it's sloppy but whatever. Comment by Anybody else having the problem of the green arrow showing up but not allowing you to jump on his back?
Comment by xylotism Inconceivable! Comment by Snurp has been nerfed 10 minutes ago: blazing constructs now have 4. Comment by 99sitr You are able to BoP and Div Shield while in the mangle, to nullify most of the damage. We recently started 2 healing this encounter on heroic to see if it was a viable strat and it isn't that bad for our setup. Once pillar goes off, use a blast wave on the adds. Single target one add and use pyroblast on it Having Hotstreak proc up is preferred but hard cast if needed.
Casting living bomb and then combustion on that same add, 4. Use fireblast with impact proc to spread the dots to all the parasites. If done right, you'll be able to handle rounds of adds all and your own, and your dps for that encounter will be high.
Comment by Protection Warrior Add Tanking We Downed Magmaw using a 2 tank strategy that some groups might find helpful if you dont have enough ranged to take down the adds comfortably before the next pillar of flame.
Warrior at range I like to be around the broken tiles near the spike in the floor further out than his head will drop on As the Warrior is the only one at range, he should be the target of all the pillars and therefore all of the adds should spawn on him. The Basics Keep yourself faced away from the raid looking back at the stairs. This is the reason you face away from the raid as they vomit out about 3 yards infront of you and do not move for the first seconds. If you are facing the raid, you will vomit one closer to the raid group and will slowly start to creep towards the raid and therefore towards a raid wipe Facing away from the raid means that it vomits the parasite away from the raid and it will have to run towards you to get to the healers aggro targets and you can snap the aggro back to you without moving close to the raid.
Once it starts to proc, use it when your health starts to drop and you will be able to maintain yourself almost indefinately without much support from the healers.
Troubleshooting If the creep towards the raid starts happening due to a few missed parasites, then the best way to regain control of the situation is with a typhoon from a boomkin to push them back during the burn phase as people will be dps'ing the head and will be able to come out to help you a bit Some AoE damage on the pack can also help early on to reduce the incoming damage by decreasing the number of them and also by reducing their health and allowing you to proc victory rush self heals.
If you're finding that the adds are getting away too fast before you can get another thunderclap off to spread rend, then make sure to use the piercing howl after you see them spawn, this should help you gain a few more seconds to snap them back to you.
Comment by ZelosRaine From a Disc priest: This fight can be two or three healed, and there are numerous strategies. I will assume that your raid is 1 stacking in melee with a tank or kiter at range and 2 that you, as a Disc priest, will concentrate mostly on the tank. Whatever the composition and strategy, a few things remain constant: 1 You must have cool-downs for Mangle. I use my Pain Suppression for the first Mangle as well as ensuring I have a full stack of Evangelism for Archangel and ask the tank to save big cool-downs for the second Mangle.
By the time the third comes up, your Pain Suppression should be off cool-down again. Please encourage your other healers to throw some heals on the tank as well pally beacon is awesome because they can concentrate on raid while still helping on the tank :D 2 You need to help out on Lava Spew. I try to have a PW:B up for as many of these as I can. Never fear! The timing of abilities means that you will now spend a significant portion of the rest of the fight with Magmaw pinned, meaning opportunities for mana restoration abound!
The damage he does will be maximized while your mana pool will definitely appreciate the boost. Also, you should, with the right talents, be able to get a second Shadowfiend off again if the fight drags on too long. Best of luck! Comment by PROXiCiDE Becareful when auto targeting, or randomly clicking around the floor because you can attack him through the floor just at your feet etc..
All must be raid-ready geared and all heals and tanks MUST know the fights. All spots open! Vent is not required, we use voice chat! Pst for more info. Magmaw Strategy : Have 4 zones mark them using raid icons : Tank zone blue , Ranged zone green , Second Ranged zone purple , Melee Zone Yellow Pre-Phase: Have 2 heals 1 targeting the tanking group, the other targeting the kiting tank or the ranged group in the melee zone and the other one targeting the ranged group with AOE heals in the ranged zone.
This tank will be fighting in the melee ranged position and MUST not use aggro abilities; his main purpose is just to nuke Magmaw until the adds spawn, NOT to tank Magmaw unless one tank dies.
Phase One: When Magmaw enters his 1 phase, which is the majority of the fight, he will continuously beat on the tank. This can be simply avoided by lots of hard single heals. However, Magmaw has a nasty ability that allows him to spit a large amount of fire at the ranged group. When the ranged group sees this, they must run to the second ranged zone.
Immediately as the ranged moves, the kiting tank need to come out of the tanking zone and begin to kite the parasites around and the ranged must forget about Magmaw and take down those parasites that spawn with the lava attack. Also one of the melee ranged heals must switch to healing the kiting tank pre-determine who will do this before you go into battle.
If you can, have some of the ranged attackers cast some slowing spells, such as Ring of Frost to help the tank kite them around. So pop your cooldowns, slow those critters down, whatever you have to do to kill those things in a hurry without letting them touch the tank or any other raid member. Once the parasites are dead, have the tank return to the tanking spot and repeat phase 1 when necessary. The second part of Phase one is very short when Magmaw will literally eat the tank and he will be taking massive damage and will be for quite some time due to a de-buff.
After the tank is released from the Constricting Chains see below , have the second tank switch off and permanently become the new tank until Magmaw eats him. These two tanks will be continuously switching off to mitigate the damage done to them. This will happen when chains get attached to him from the melee attackers. This only happens when the tank is being eaten! Once this is over return to Phase one. If you continue to follow these phases you will do just fine and defeat Magmaw.
Comment by quiztic Why doesn't this have heroic loot? Does he drop a tier part on heroic? Comment by Teaspoon I've noticed a lot of confusion among raiders both guildies and pugs due to bad information on this and other websites about the abilities this boss has.
Let me clear a few things up check your own logs and the strat videos on Youtube to confirm Massive Crash is the "Magmaw slumps forward and exposes his pincers" move, which makes him a "vehicle" for using the chains on. On man, it occurs exactly ten seconds after the tank is afflicted with Mangle ie, the tank has 20 seconds remaining on their Mangle debuff. The graphic effect that looks like steam coming is NOT "Ignition" Ignition is a heroic-mode-only effect that's like Pillar of Flames on steroids , but is actually part of the Massive Crash animation and shows which side the Massive Crash is going to come down on.
You need to get to the non-steamy side within 10s of the start of Mangle to avoid getting hit for k and stunned, and the people who are on chain duty need to stay close enough that they can get back over and hop on straight after it happens.
If you're on chain duty and you get hit by Massive Crash you're going to have a hard time hopping on due to the 3s stun. Everybody else needs to not get hit by it too, because it costs the healers a lot of mana to top everybody up when they SHOULD be going into a regen phase.
Comment by omberzombie Some clarification on several abilities: Mangle - your tank will be mangled for 30 seconds, after which they will be killed if Magmaw does not get impaled. Because Magmaw does Mangle before exposing his pincers your DPS will have closer to seconds to impale him before the tank dies. Sweltering Armor - this debuff never falls off before the next Mangle. The debuff lasts 60 seconds from the moment the Mangle ends and will be refreshed as consecutive Mangles come at much quicker intervals - I did not count but it is something short - maybe seconds.
Because of this on our first successful attempt regular 10 Man Magmaw we used two tanks to make healing easier. Chaining Magmaw - to chain Magmaw the two people doing it must cast the chains on the spike more or less at the same time. There is very little room for mistakes - use your voice comms to call it out. Comment by citrique Heroic: Due to one of the last hotfixes that affected this boss, some raid groups which were having more difficulty with this boss can now use a much simpler alternative strategy.
The meteor that spawns Blazing Skeleton adds will now prefer to target ranged players. As each skeleton spawns, the hunter misdirects it to whatever tank handles them.
The parasite kiter just picks them all up and kites them around for the entire fight, they won't be killed. This also gives the raid significantly more DPS time on both the boss and the head, because the raid just about never has to move, except to avoid massive crash if it happens to be on the side of the room the raid is on. Comment by Iroared He's not meant to melee while chewing the tank, right?
Because I just got meleed for k as a healer and it looks like a bug to me. Or was I possibly doing something wrong?
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