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Molten Core Summary - Pt. 1 (Intro & Trash)

Kieryn
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An invaluable reference work describing the overall layout of Molten Core, as well as the trash mobs found therein, and including writeups of the first 3 bosses, is "the original" Molten Core writeup/guide, published by the guild Conquest, on the (PvE) sever Kilrogg. Their guide can be found here.

The above guide is an excellent resource to familiarize yourself with in preparation for venturing into the Molten Core, by introducing concepts such as the random secondary targeting system and the like. Another useful, though brief, summary of the "trash" mobs in Molten Core and the first 8 of 10 bosses there is located at the Molten Core page of the WoWWiki (World of Warcraft Wikipedia).


Instance
Molten Core


Location
There are two entrances to Molten Core, but due to the way that instance player caps work, when raiding with the Leftovers you will always be entering Molten Core from one and not the other. The first entrance you will encounter is located within the Blackrock Depths instance, just beyond the Summoners' Tomb (Tomb of the Seven). As you leave the Tomb on your way to the Lyceum, the green raid instance portal will be visible to your right.

The second entrance, and the one you will be using while raiding with the Leftovers, is special. It is only available once you have completed the appropriate quest, and only while you are already in a raid group. This entrance is located within Blackrock Mountain, just outside the entrance to the Quarry and Blackrock Depths. As you head on your way to the Quarry, you will notice a blood elf NPC named Lothos Riftwalker standing in the alcove on the left, just outside the turn you make into the Quarry. On the left side of his alcove is an open window which overlooks the molten lava at the base of the Molten Span. If you have completed the necessary quest, and are currently in a raid group, then you may jump (or walk, if you're so inclined) though this window and portal directoy into the Molten Core. If you ever zone out of the Core, you will reappear in this alcove, next to Lothos Riftwalker.

Because a maximum of 10 people from a single raid group can zone into the Blackrock Depths instance at any one time, the first entrance to Molten Core will not be a reasonable way to enter when you are raiding with the Leftovers. Not to mention the additional time and effort wasted by clearing the intervening portions of Blackrock Depths to get to the portal. Instead, the alternate, "attuned" portal will be used exclusively.


How to Gain Entry
To be able to raid with the Leftovers in Molten Core, you need to have finished the quest Attunement to the Core, which when completed will allow you to use the alternate "attuned" portal mentioned above.


What You'll Find There
Heat. It's hot. Damn hot.

Apart from the heat, you will be encountering a number of mobs, most of them fire-related or fire-friendly...or just made of fire. There are about 10 types of "trash" mobs in Molten Core, and a total of 10 bosses.
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"Hope is the first step on the road to disappointment." - Anonymous
     
Kieryn
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The Trash Mobs
This post will discuss the various trash mobs you will encounter in the Molten Core instance, in the approximate order you will encounter them as you clear through the 10 bosses of Molten Core, in the order in which you are expected to clear them.


Molten Giants
Molten Giants are level 62+ "raid elite" giants, and are always found in pairs (or in a mixed pair with a Molten Destroyer - see below). As such, whenever dealing with Molten Giants the raid will employ two MTs. MT1 will tank the marked Giant, and MT2 will tank the unmarked Giant.

Molten Giants have the following attacks:
    1) A single target physical melee attack which includes a knockback effect.

    2) A moderate sized physical AoE stomp effect that can affect the MT and other melee attackers.
The approach to taking down Molten Giants is as follows:
    1) The MTs will pull the Giants, or alternately have the giants pulled to them, and establish aggro while the entire rest of the raid holds fire.

    2) Once the MTs have firm aggro control, the entire raid will open fire on the marked Molten Giant with ranged attacks. Melee DPSers can move in to attack the marked target as well, so long as they are extremely careful to back off and bandage themselves when their health is low, as the healers will be primarily focused on keeping the MTs alive.

    3) The entire raid should focus on doing sustained DPS without overnuking or drawing aggro, to bring the marked giant down safely. Once the marked giant is dead, the remaining giant is killed in the same way.
The Molten Giants are tough and have large reserves of HP, but are not particularly difficult to handle with appropriate discipline: attacking only once aggro has been established, and not overnuking to draw aggro from the MTs.

Molten Giants respawn only once the entire raid group has zoned out...or possibly just a really really long time (say, 12 hours), though we've never verified this directly (or care to).


Firelords
Firelords are level 61+ or 62+ "raid elite" fire elementals, and are spread throughout the zone leading up to and including Garr's chamber. Each spawn point where a Firelord can be found may also spawn a Lava Annihilator instead, randomly. Most Firelords can be single pulled, but occasionally linked pairs will be encountered, including two Firelords or a Firelord and Lava Annihilator. Firelords are immune to banishment.

Firelords have the following attacks and special abilities:
    1) A single target melee attack, including fire damage and possibly physical as well.

    2) Incinerate - a single target debuff that increases the amount of fire damage taken by the target by a predetermined amount, which can be stacked upon itself multiple times to increase the amount of additional damage taken as a result. This debuff lasts 60 seconds from the last time it is applied, and cannot be dispelled, cleansed, or otherwise removed.

    3) A single target magic debuff applied to a random target on the Firelord's aggro list, which causes 4000 damage over 32 seconds (250 damage per 2-second tick). As this is a magic effect, it can be cleansed or dispelled (by paladins or priests, respectively).

    4) Lava Spawns - periodically, the Firelord will summon a Lava Spawn minion, a level 60+ "raid elite" fire elemental with a ranged fireball attack doing moderate damage to a single target on its aggro list. Any Lava Spawn which itself survives a sufficient amount of time will split into an additional Lava Spawn, and this process will result in a geometric progression of the number of Lava Spawns (1, 2, 4, 8, etc.) unless they are quickly killed. This is fondly known of as a "raid wiper" ability.
The approach to taking down Firelords is as follows:
    1) The designated Firelord will be pulled to the MT, who will engage it and establish aggro while the raid holds fire. Firelords are not difficult for the MT to keep stationary once initial aggro has been gained.

    2) Once the MTs have firm aggro control, the entire raid begins to attack. Rogues, hunters, mages, and warlocks all initially focus on the Firelord.

    3) Each time the Firelord summons a Lava Spawn, all rogues and hunters should immediately switch targets to the Lava Spawn to bring it down as quickly as possible, to prevent additional Spawns from being summoned. Other ranged DPS players will continue to attack the Firelord, and once each Spawn is dead rogues and hunters switch back to the Firelord until the next Lava Spawn is summoned.
The most difficult aspect of each Firelord pull is correctly handling of their Lava Spawns to bring them down quickly and efficiently without them spawning out of control.

Whenever a series of Firelords will be single pulled in quick succession, the active MT on each subsequent pull will be switched back and forth from MT1 to MT2, to ensure that the raid does not need to wait the full amount of time for the Incinerate debuff lingering on the MT from the previous pull to run out, before pulling the next Firelord.

NOTE: As mentioned above, Firelords will occasionally be found in linked pairs, either with a Lava Annihilator or with another Firelord. In a mixed Firelord/Annihilator pull, the Annihilator should be banished by a warlock (see below) while the Firelord is killed first, and the Annihilator killed once the Firelord has been dispatched. However, a dual Firelord pull can be tricky, and must be handled with additional care. When dual Firelords are pulled, MT1 and MT2 must tank the individual Firelords as near to one another as possible. This allows mages (and possibly warlocks as well) to utilize ranged AoE effects against both the Firelords and their Lava Spawns, for greatest possible effect against all the mobs. It is of paramount importance that the rogues and hunters be on the ball when taking down Lava Spawns in this case, as otherwise additional spawns can quickly get out of control.

Firelords respawn after 2 hours.


Lava Annihilators
Lava Annihilators are level 61+ or 62+ "raid elite" stone elementals, and are spread throughout the zone leading up to and including Garr's chamber. Each spawn point where a Lava Annihilator can be found may also spawn a Firelord instead, randomly. Most Lava Annihilators can be single pulled, but occasionally linked pairs will be encountered, including two Lava Annihilators or a Lava Annihilator and Firelord. Lava Annihilators are susceptible to banishment.

Lava Annihilators have only a single type of direct physical melee attack, which they will employ on the MT, or frankly just about anybody in the raid they want to. The reason for this is simple: the Lava Annihilators seem to have a very "shallow" aggro list, which clears or otherwise "forgets" periodically and often. As a result, it is very hard for the MT to maintain aggro control on an Annihilator, and the Annihilators tend to run around almost at random, attacking different targets every few seconds.

Because their physical melee attack is not particularly powerful, however, this turns out to be not as worrisome as you might think. The MTs can attempt to maintain aggro control on an Annihilator, but they are not too difficult to defeat through straightforward DPS output.

In the case where a Lava Annihilator must be pulled as part of a linked pair, one Lava Annihilator should be banished while the other one is destroyed. If a Lava Annihilator and Firelord are pulled as a pair, the Lava Annihilator should be banished while the Firelord is destroyed first.

Lava Annihilators respawn after 2 hours.


Lava Surgers
Lava Surgers are level 61+ or 62+ "raid elite" stone elementals, and patrol rapidly along set courses throughout the area leading up to and beyond Garr's chamber. Lava Surgers are susceptible to banishment.

Lava Surgers have the following attacks / special abilities:
    1) A direct physical melee attack, which they will employ on the MT.

    2) Surge - Periodically the Lava Surger will charge away from the MT directly towards a randomly targeted player on its aggro list, inflicting ~1000pts of damage to the target and those in a direct line along the path of the surge, as well as knocking all those who take damage back and away from the surge. Once the surge is complete, the Lava Surger will return immediately to the MT. This ability is very similar to the random charge/knockdown ability used by Crimson Guards in the Scarlet side of Stratholme, and some of the orcs near the Hall of Rend in UBRS.
Lava Surgers are dealt with similarly to Lava Annihilators, except that the MT does not need to chase after the Surger in hopes of re-establishing or keeping aggro control as much. The only special care needed is for all members of the raid to ensure while fighting a Surger that they are not so near to the edge of a bridge, ledge, etc. that they will be knocked back into lava when they are subject to a surge attack.

Lava Surgers respawn after 28 minutes. Once Garr is killed, Lava Surgers will no longer respawn for the remainder of the instance.


Ancient Core Hounds
Ancient Core Hounds are level 62+ "raid elite" beasts, and patrol along set courses throughout Molten Core. They have, by far, the largest aggro radii of any of the trash mobs in Molten Core, and additionally have very good stealth perception.

Ancient Core Hounds have the following attacks / special abilities:
    1) A frontal physical AoE "cleave"-type melee attack, which they will employ on the MT and other melee attackers in their frontal arc.

    2) A frontal cone AoE fire attack, which has a large radius (30ish yards).

    3) A randomly determined AoE which affects all people within approximately 40 yards. The effect of this AoE varies from one Ancient Core Hound to the next, but includes stun and confusion, as well as a fire resist debuff, stamina reduction, and slowing effects. Most of these effects will not be overly worrisome, but the fire resist debuff should be removed from the MT.
Ancient Core Hounds are dealt with as follows:
    1) The MT engages the Ancient Core Hound, establishes aggro control, and positions the Ancient Core Hound facing away from the body of the raid group. This ensures that only the MT is subject to the Ancient Core Hound's frontal cone fire breath.

    2) Once the MT has good control over the Ancient Core Hound's aggro, the rest of the raid is given an attack order. Melee DPS classes can attack the mob's hindquarters, while ranged DPS classes should maintain maximum range to avoid the Hound's randomly determined AoE debuff attack.
Because of the large aggro and stealth detection radii of the Ancient Core Hounds, as well as their quick respawn time, they provide the greatest danger of becoming an add during another trash mob encounter while the instance is cleared up through Magmadar and beyond.

Ancient Core Hounds respawn after 18 minutes. Once Magmadar is killed, Ancient Core Hounds will no longer respawn for the remainder of the instance.


Fire Imps
Fire Imps are level 60+ "raid elite" elementals, which come in groups of approximately 8-10 mobs. They are only found in 3 or 4 groups within the chambers leading into Magmadar Cavern.

Fire Imps have the following attacks / special abilities:
    1) A physical attack, directed at their current melee target.

    2) A small radius fire-based AoE attack, that while not individually powerful can stack up and become devastating.
The approach used to handle Fire Imps is as follows:
    1) The warriors and paladins will aggro the Fire Imps, using taunts, shouts, and Consecration in order to get and retain the aggro of the Fire Imp group.

    2) Once aggro is being held by the warriors and paladins of the raid, the remainder of the raid group is given an attack order and attacks the Fire Imps. Casters will employ ranged AoE attacks on the entire group of Fire Imps, if possible. Single-target DPS classes should attempt to bring down the Fire Imps as quickly as possible.
Because Lava Surgers patrol quickly through the chambers in which the Fire Imps spawn, it will occasionally be unavoidable to engage both a group of Fire Imps and a Lava Surger simultaneously. When this occurs, the Imps should be killed while the Lava Surger is kept banished, and the Lava Surger should be handled after all the Imps have been killed. While in the chambers where Fire Imps spawn, speed is of the essence due to the rapid respawn time of the Fire Imp groups.

Because of the proximity of one of the Fire Imp spawn points to the entrance to Magmadar Cavern, the entire raid group should take extra care when fighting Lucifron to keep a significant distance between this entrance and themselves. If even one raid member is Mind Controlled by one of Lucifron's guards, and aggro's a group of Fire Imps and/or a Lava Surger, this will almost certainly wipe the raid.

Fire Imps respawn after ~8 minutes.


Core Hound Packs
Core Hound Packs are groups of 5 level 60+ "raid elite" beasts, similar to but smaller than the Ancient Core Hounds. They are found within Magmadar Cavern, the spawn area shared by Lucifron and Magmadar.

The Core Hounds that make up a Core Hound pack only the following attacks / special abilities:
    1) A directed physical attack.

    2) A high-damage physical DoT that they will place on their current melee target, which cannot be removed before it expires naturally.

    3) Ignite - If any Core Hound is brought to zero health, it will emote "Core Hound collapses and begins to smolder." It will smolder for the next 10 seconds, and if any other Core Hound from the pack is alive and within a certain range when that 10 second window expires, the dead Core Hound will re-ignite, resurrecting back to full health. To avoid this, all 5 Core Hounds within a single Pack MUST be killed within the same 10-second window of one another.
Each Core Hound pack is handled in the following manner:
    1) 5 MTs are designated, and each of these MTs is assigned to a separate Core Hound within the pack. These MTs should not allow their target to change or be lost until that target is dead, even if an MT falls in battle himself.

    2) The Pack is aggro'd by one of the MTs, and all 5 MTs attack and gain aggro on their corresponding Core Hound. The MTs position the Core Hounds together with one another, "stacked up".

    3) The remainder of the raid is given an attack order. Single-target DPS classes should focus on doing their damage to whichever Core Hound currently has the highest health, to ensure that all 5 Core Hounds are killed within the desired 10-second window of one another. To speed up the process, casters should use their ranged AoE attacks on the Core Hound Pack that has been stacked up by the MTs, doing damage evenly across all the Hounds in the Pack.

    4) If any Core Hound ever escapes aggro control from its corresponding MT and begins attacking other members of the raid or otherwise leaves the Pack, whomever gains aggro from the loose Hound must immediately run the Hound back to the remainder of the Pack, dying in the process if need be to ensure that the Hounds are stacked up when they are killed.
The key to handling Core Hound Packs correctly is simply to take them down quickly and evenly, so that the deaths of all five members of the Pack are synchronized with one another and fall within the same 10-second window, to ensure no Hounds re-ignite.

If a Hound ever re-ignites, all AoE attacks must immediately be stopped and all members of the raid group except the MTs and MT healers must focus their single-target DPS on the resurrected Core Hound, to bring its health down quickly and re-synchronixe the health levels across all members of the Pack.

Core Hound Packs respawn after 1 hour. Once Magmadar is killed, Core Hound Packs will no longer respawn for the remainder of the instance.


Molten Destroyers
Molten Destroyers are level 63+ "raid elite" giants. As you travel deeper into Molten Core, Molten Destroyers will begin to take the place of Molten Giants singly or in pairs. The two pairs inside Garr's chamber are always both Molten Destroyers.

Molten Destroyers are identical to Molten Giants, except that they have increased health and toughness, put out increased DPS, and have a much larger physical AoE stomp attack that affects all raid members within a moderate distance.

They are handled in the same way as Molten Giants, but it is more important that the MTs position Molten Destroyers both apart from the raid group and apart from one another while they are being tanked, to ensure that only the individual MTs are affected by the Molten Destroyers' stomp attacks.

As with Molten Giants, Molten Destroyers only respawn once the entire raid group has zoned out, or possibly after some very very long time.


Lava Packs (2 varieties)
Lava Packs come in 2 varieties, and each variety contains a selection of 4 unique mob types. Lava Packs make up the great majority of the trash mobs encountered deeper into Molten Core, beyond Garr's chamber. The mob types are as follows:
  • Firewalker - Firewalkers are level 61/62+ "raid elite" fire elementals. They are immune to banishment. Firewalkers have a modest single-target melee attack, a moderate radius AoE fire resist debuff, and a devastatingly powerful fireball attack (doing 3000+ damage each) which can be cast against a random target on the Firewalker's aggro list, and can be multiply chain cast in rapid succession. Firewalkers are, by far, the most dangerous of the Lava Pack mob types. Both varieties of Lava Packs will contain a single Firewalker.

  • Flameguard - Flameguards are level 61/62+ "raid elite" fire elementals. They are immune to banishment. Flameguards have a modest single-target melee attack, a long-range frontal cone AoE fire attack, and a large radius AoE armor reduction debuff. Both varieties of Lava Packs will contain a single Flameguard.

  • Lava Elemental - Lava Elementals are level 61/62+ "raid elite" stone elementals. They are susceptible to banishment. Lava Elementals have a modest single-target melee attack, and a long-range frontal cone AoE fireball attack called "Pyroclast Barrage" which inflicts a combination stun/DoT debuff. Because this debuff consist of both a stun and a DoT effect, any item which can remove a stun (such as certain class varieties of the Alliance PvP trinket) can be used to escape both effects simultaneously. The first variety of Lava Pack (we call it "Type A") will contain a pair of Lava Elementals.

  • Lava Reaver - Lava Reavers are level 62/63+ "raid elite" stone elementals. They are susceptible to banishment. Lava Reavers have a powerful single-target melee attack, and a frontal cleave-type melee AoE attack. The second variety of Lava Pack (we call it "Type B") will contain a single Lava Reaver
From the above descriptions, you can see that Type A Lava Packs consist of a Firewalker, a Flameguard, and 2 Lava Elementals. Type A Lava Packs are handled as follows:
    1) MT1 and MT2 will take up positions at the front of the raid group. Hunters should summon their pets, and leave them near the MT1/MT2 positions for the initial pull, while the hunters move to the rear of the raid group. Warlocks should summon Voidwalkers, and the warlocks should aquire pre-targets on the 2 separate Lava Elementals.

    2) A designated paladin will move forward to aggro the Lava Pack, bubbling up and consecrating to maintain aggro. At this point, all hunters should send their pets to attack the Firewalker and warlocks should move forward as needed to apply curse of shadows and banish the 2 Lava Elementals. The hunter pets will be the amongst the first things on the Firewalker's aggro list, and will likely die rapidly in a fast succession of 3000+ dmg fireballs.

    3) MT1 moves forward to gain aggro on the Firewalker, dragging the Firewalker into position so that it is facing away from the main body of the raid group if possible. MT2 moves forward to gain aggro on the Flameguard, similarly tanking the Flameguard so that it is facing away from the main body of the raid group. The warlocks send their voidwalkers to taunt the banished Lava Elementals in case one escapes banishment and/or resists being rebanished later on.

    4) Once both MTs have aggro on their targets, the attack order is given and the entire raid attacks the Firewalker, bringing it down first. Once the Firewalker has been killed, the Flameguard is next.

    5) Finally, the warlocks release the first banished Lava Elemental. The MT1 gains aggro on it, and subsequently the entire raid group kills it when the attack order is given. This is repeated for the second banished Lava Elemental.
On the other hand, Type B Lava Packs consist of a Firewalker, a Flameguard, and a Lava Reaver. They are handled identically to the Type A Lava Pack as described above, except that only a single stone elemental (the Lava Reaver) must be kept banished while the Firewalker and Flameguard are killed, and will afterwards be handled alone when it is released from banishement.

Lava Packs respawn after 2 hours.
-- 
"Hope is the first step on the road to disappointment." - Anonymous
     

 
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