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Magmaw parasite handling
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Post by
2698
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Post by
Thror
Hm. My raids usual comp for Magmaw is 3 ranged and 2 melee. At least 1 ranged is always a Hunter. We stack all the ranged at Place 1, which you can put anywhere... not on melee, but so that the stacked healers can reach the melee. When the pillar falls, all the ranged move to Place 2, which is somewhat further, but still so that the healers can reach the melee. One hunter starts shooting the adds and generates aggro on them for 10 seconds, while kiting. After the 10 seconds, everyone turns into the adds and nukes them down. Then we go on killing the boss. The ranged pretty much ping-pong between places 1 and 2.
Post by
2259
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Post by
USMCDiablo
Pets can take aggro on the parasites and they won't infect them. I tell my felguard to felstorm right after they appear and our ranged just burn them down. This pretty much negates any threat of adds as long as nobody pulls aggro on them and fel storm does a decent bit of threat and damage so this shouldn't happen very often.
The hunters use tank pets from what I understand, but they aren't nearly as good as the fel guards at getting aggro, at least they can't compete when I'm around. I don't have any experience with the fight with me not there so ^_^
The hunter shouldn't be your issue. They do so much burst damage during their initial unloading that they're pretty competitive on add damage. Make sure people who are single targeting always target the add in the front of the pack so it dies first. If it gets slowed switch to the one in front of it. You could get your ele shaman to thunderstorm to blast all the adds, but they could land pretty much anywhere so I'd only use that as a last resort. The druid knock back is much better.
Post by
424512
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Post by
Orranis
1 Mage - Specced Arcane, very low AOE DPS but dropped Blast Wave for the AOE slow.
2 Frost DK's - One with Chillbains, one w/out. Would commonly stack Death Runes and then spam the crap out of them.
1 Hunter - Frost Trap, 'nuff said. Couldn't push as much AOE as the DK's but definitely not bad either, and they have nice utility.
1 Unholy DK - This was me. I dropped DnD on the spot a when I could, and though in another group I might have had some problems with bringing them into melee with all the powerful AOE we had I was fine.
1 Feral Druid - Generally just stuck to boss with me, besides for dodging mechanics.
1 Blood Tank - Got nommed by the worm.
1 Resto Druid - Moar Hots.
1 Holy Priest - Moar heals!
1 Resto Shaman - Dropped Earthbind Totem to help with slows, and spammed Chain Heal.
Post by
611643
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Post by
2698
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Post by
CNH923
I think our issues were not so much with slowing the parasites, but that they simply took too long. We (almost always) have 2 mages (frost + fire) that can AoE, any advice I can give for them?
The rest of the time we have a combination of the following:
Hunter - frost trap + multishot. Good for slow, but does not do that much damage.
DK - D&D + Chillblains talent worked wonders for slowing and killing them.
Ele shaman - Earthquake again helps, but is low dps. We haven't used earth bind totem, will tell him in the future.
Rogue - Fan of Knives + tricks of the trade have been used earlier and does help out, but still it's limited DPS.
Hunter has a talent for extra crits with Frost Trap and one that gives multishot a Serpent Sting. That helps AoE a whole lot. Tell your frost mage to take the talent that slows with Blizzard. Rogue AoE dps is dangerous, since you must be in melee range for it to be effective and, as you said it, is not a great DPS(unless used with Assasination, which gives near the same bonusses as SurvivalHunts multishot).
Post by
2259
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Post by
Ippon
You shouldn't be using a rogue on parasites.
Chillblains + whatever AE you want = win
You could kite them forever if you so desire.
Post by
343360
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Post by
581897
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Post by
NeoBlackheart
Hey
We've been progressing steadily and currently have 5/12 (2 from BoT, 2 from BWD, Conclave) and as such we have already taken down Magmaw once. However, our lineup is not completely steady, and as such we're finding that we have to use a lot of time fine-tuning our parasite handling on Magmaw for each new class setup we bring to the fight.
On our first kill we have two mages, a deathknight and an ele shaman handle the adds and it worked very well. Mages blasted with AoE spells (frost + fire mage combo), Deathknight used D&D with (glyphed) Howling Blast for great effect - he talented Chillblains for this encounter specifically - and finally the elemental shaman using earthquake.
However, for most of our runs the DK is not present and we have a hunter instead. Even though the hunter is doing his best, he simply cannot push out as much AoE damage before he has to single target to regain focus.
I am interested in hearing what setups people use to do Magmaw and what spells / abilities they use to make the fight easier. Raid positioning could be interesting too.
We have melee + 1 healer stand opposite the tank, while the rest of the raid moves around (dodging Pillars of Flame). We tried stacking everyone on melee and have just 1 ranged move around, but we had too many issues with people being not-quite in melee (spawning Pillar of Flame near the melee), the solo ranged not pulling aggro (= parasites near melee) and more.
in my magmaw attempted just starting I am single handling the adds out in ranged with a mage and ele shaman helping to. They never even get close to us they blow up with like 5 seconds before the next one. and I am doing the most damage. Tell your hunter to use aspect of the fox and rotate multi shot with cobra shot.
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306052
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365547
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