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  1. #1

    Magmaw HC construct spawns

    my guild started to do Magmaw as apart of our next progress kill (currently 3/13) and we've come across something that has baffled us.

    we have all but 2 people hugged up against magmaw next to the chains and bombs against the wall on the left and the tank on the right wall, we have a DK tanking the parasites along with a dps being bait for the fire pillars and the construct spawns.

    The main problem that we've been seeing is that according to vids and strats that we've looked at and read, only the 2 people at range are supposed to be targeted by the constructs and the parasite pillars, however we often get the magmaw tank targeted by the construct meteor, and usually on the stacked up group when we're still hugging the boss and running around him when the steam spawns after mangle, is this a case of us being not close enough? or are we all viable targets no matter where we stack up?

  2. #2
    Stood in the Fire Blacksen's Avatar
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    We had this happen as well for Constructs this past week.

    We don't have a definitive cause yet, but I *think* it's that Magmaw's melee range is larger than the "construct safe" range. The constructs are actually spawned by Nefarian, which would lead me to believe that the minimum range for the ability is actually based on him, not Magmaw.

    In short: just have your tanks stand closer to the ledge, possibly more to the left as well (rather than against the wall) in order to be closer to Nefarian.


  3. #3
    From experience, you're all viable targets.

    Quote Originally Posted by un_known View Post
    a DK tanking the parasites
    Why tank the parasites? Unless this is a tactic I don't know of?
    Last edited by Shaniii; 2011-04-18 at 08:54 AM.

  4. #4
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    We saw this to it's supposed to get fixed in the patch.
    Stop nerfing every character I play! I want to be Op....

  5. #5
    Quote Originally Posted by Blacksen View Post
    We had this happen as well for Constructs this past week.

    We don't have a definitive cause yet, but I *think* it's that Magmaw's melee range is larger than the "construct safe" range. The constructs are actually spawned by Nefarian, which would lead me to believe that the minimum range for the ability is actually based on him, not Magmaw.

    In short: just have your tanks stand closer to the ledge, possibly more to the left as well (rather than against the wall) in order to be closer to Nefarian.
    cheers for the quick response will say this to my GM/RL When i'm next online

    Quote Originally Posted by Shaniii View Post
    From experience, you're all viable targets.



    Why tank the parasites? Unless this is a tactic I don't know of?
    we use the DK to take care of them so the other dps can just focus on magmaw and the construct, the parasites die well before the next lot are inc

  6. #6
    Quote Originally Posted by un_known View Post
    cheers for the quick response will say this to my GM/RL When i'm next online



    we use the DK to take care of them so the other dps can just focus on magmaw and the construct, the parasites die well before the next lot are inc
    Well as long as he isn't getting eaten by them. ;P

    We found it a lot easier to have a MM hunter kite the adds while everyone else just ignores them, but hey, whatever works for you.

  7. #7
    I think this is kinda buggy.... I do believe that if your MT is too far away from the melee group, one of the 2 groups (either the tank, or the melee group) will be counted as "ranged" and is likely to have a construct spawn on it.

    We were in the same place than you are currently some weeks ago, and in the end, since Construct's spawn seemed rather unpredictable (1/5 of the time, spawning on melee range) we just decided to adjust, stack up nice and clean in melee range where there is no fire, so we have a good vision of our feets.
    Then, just monitor closely your bossmod's construct timer, and move accordingly if it spaws on you, just go to the other side, all of you. It should do the trick, it did for us.
    Dont hesitate to do this little dance , right and left in melee range, it will only cripple your melee healers for 2 or 3 seconds (they probably should save their instants / hots / shield for this just in case), but its not a big deal, really.

  8. #8
    "Nefarian will hurl meteors at your raid at roughly 35 second intervals. When the meteors hit, they will knock back any players within the impact radius--roughly 5 yards--and create a twisting line of fire that will slowly move back and forth. As of a recent patch, this mechanic will prefer players at range"

    So u only have only the DK kiter and the 1 supposed dps "bait".

    If you getting the constructs spawned in mele I would assume thats because u dont have like a minimum number of people at range. Common tactic some healers took advantage of previous expansion so that they could heal in mele while avoiding range mechanic's. I could be wrong though..

    You really take out all the fun of raiding when u make people avoid mechanics. Nothing better than having a little mobility especially as range.
    Last edited by Snuff.20; 2011-04-18 at 12:40 PM.

  9. #9
    I am Murloc! Grym's Avatar
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    I have done the fight in both 25 and 10 HC.

    In 25 HC we find having a frost DK kiting the add (and ignore them) seems easier, while in 10 HC killing the small adds too seems easier, but then may be that is just us, things works differently depends on your group and set up.

  10. #10
    You need 3 people on ranged to get all constructs to spawn at rangeds, so, the DK, the bait and another bait. If you have only two, meteors can drop on melee and the fire will make things pretty chaotic.

    Be warned that the heal on those two that are in ranged will be pretty heavy as they won't be on healing rains/efflo/holy radiance/PW:B/HW:S.

    My guild downed Magmaw this week, with our Warrior tank getting the adds, we'd AoE the adds while focusing the Construct (multi-shot, chain lightning), while the melee were fulltime on the boss.

  11. #11
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    Quote Originally Posted by Argg0 View Post
    You need 3 people on ranged to get all constructs to spawn at ranged
    This is correct, we had several wipes on our progression attempts (10man HC) due to the construct spawning on me (MT) and pretty much covering my area in fire.

    We soon realised that it was due to us only having our kiter (frost DK) and a healer standing at range.

    After having 1 of our ranged DPS move out aswell (warlock) the adds stopped spawning on me and made the fight a lot easier.

    The hardest part of this fight is getting the "STOP ALL DPS" call right to wait for the next mangle for the phase push - dots tick a lot during head phase, and once we got this right, we killed it within 1 or 2 attempts.

    Be aware though, there are still a lot of bugs in this fight that you'd have expected to be fixed by now, but it's definitely doable without too much trouble.

  12. #12
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    Bugs appear when you use unintended ways to counter boss mechanics.

    We use a sort of a "every man for himself" tactic. Everyone spreads out and dodges pillars and constructs. The add kiter picks up the constructs/adds.

    Works fine for us.

  13. #13
    Also happened to me, usually the melee spreads too much to attack the constructs from behind and that's why that happens. Try switching people around with the groups maybe. Also possible that range are going to close to melee.


    Quote Originally Posted by Shaniii View Post
    From experience, you're all viable targets.



    Why tank the parasites? Unless this is a tactic I don't know of?
    Most popular tactic nowadays

  14. #14
    Deleted
    Quote Originally Posted by Aiushtha View Post
    Bugs appear when you use unintended ways to counter boss mechanics.
    So, the fact our 2 assigned melee were getting kicked off Magmaws back at random while attempting to chain, or 1 of the 2 clearly visible chains wasn't registering and we were receiving the "Magmaw breaks free from the single chain holding him" message means that jumping on his back and chaining him to the spike is an unintended way to counter boss mechanics? Rightttt....

  15. #15
    Last time i looked into it its only the parasite pillar that prefer ranged targets and not the construct ones. Have had a load of constructs drop onto melee players, even with 10+ players standing out at range, unless theyre just not quite close enough as someone mentioned above.

  16. #16
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    All these guilds are just shooting themselves in the feet with this tactic.

    I mean essentially your just catering to the idiots, ah you suck at dodging stuff, you just go stand in a "safe" zone, in our raid the only person standing near the MT is the MT healer, the rest just moves as one big pack on the outside. Best learn your people to move now, before some fight wont have this safety net and you will get screwed over majorly.

  17. #17
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    Quote Originally Posted by Lorune View Post
    in our raid the only person standing near the MT is the MT healer, the rest just moves as one big pack on the outside
    This is by far the worst tact, i don't care if you manage to kill it this way, gratz to you, but still you used the worst tactic and you probably would have killed him a lot earlier if you RLers weren't braindead

  18. #18
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    Considering it took us 8 pulls to kill it on heroic, i disagree, besides the fact i am the RL

    Its great if u think u got the best tactic, never mind you turn your raiders into mindless goons right ?

  19. #19
    We had several attempts last night, and this is what happened on our last try...

  20. #20
    This usually happens when the add tank steps out just a lil too far to taunt or bring in the skeleton. The easiest way to fix this is for him/her to watch the timer for both the skeleton and flame pillar spawn. Either he needs to step out a few seconds early before the timers are up or stay close to the ledge and let the hunters MD it to him if it spawns way out. We have been taking this approach and have completely nullified a single spawn on the raid camp since that time.
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