Magtheridon
Magtheridon is being held captive by five Hellfire Channeler orcs. One would think he would be grateful by the raid killing the orcs and freeing him. Instead of being thankful and handing over rewards, he goes on a mad killing spree instead. Incredibly rude!
Magtheridon is being held in a circular room. From the entrance, follow the path down to his room. Make sure that all of the warders are cleared throughout the zone since they will aggro to assist the orcs when the event is triggered. Magtheridon enrages about 20 minutes after the fight begins.
Hellfire Channeler Abilities
There are five channelers keeping Magtheridon. As many of these mobs as possible must be dead before Magtheridon engages. Each channeler has 250,000 hit points. To mitigate the damage their spells do, keep debuffs such as Curse of Tongues or Mind-numbing Poisons on them.
Dark Mending: This spell can heal the casting channeler or another channeler within 60 yards for roughly 30,000 hit points. It takes 2 seconds to cast and can be interrupted.
Fear: This single target spell casts a fear on a target within 40 yards of the channeler.
Shadow Volley: This AoE spell does up to 2,000 shadow damage to everyone within 30 yards and can be interrupted.
Soul Transfer: Once a channeler dies, the remaining channelers gain a buff that increase their casting speed and damage by 30 percent and size by 20 percent. This buff stacks on the surviving channelers as each one dies. The last channeler has 4 stacks of the debuff so the orc’s casting speed and damage done is increased by 120 percent.
Summon Burning Abyssal: The channelers summon these infernals that despawn after 1 minute being active. They can be banished and feared, as well as immobilized using stuns, frost novas, or traps. Each one does between 2,500 and 3,500 damage points initially to the person the abyssal lands on when summoned.
Fire Blast – This spell does 3,500 damage points to players within 20 yards of the elemental.
Magtheridon Abilities
Magtheridon has about 5,000,000 hit points and activates while the raid is finishing the hellfire channelers. He requires a tank to pick him up immediately.
Blast Nova: This spell does roughly 2,500 damage points every 2 seconds to every raid member for 10 seconds unless interrupted by the Manticron Cubes. After the initial cast, Magtheridon casts it every 60 seconds. Only the successful cast of the Manticron Cubes can interrupt the Blast Nova spell.
Manticron Cubes – There are five cubes in Magtheridon’s room. They are located on each platform where the channelers were standing. Each cube must be active to interrupt the Blast Nova spell. Each cube also does 800 damage points to players every 2 seconds for as long as they are channeling the spell. Players receive a 90 second debuff that prevents them from clicking a cube again until the debuff ticks off of them.
Cleave: This ability does about 8,000 damage points to those players that stand in front of Magtheridon. His cleave damage is done in a frontal arc pattern.
Collapse: The roof crashes down once Magtheridon’s health drops down to 30 percent. The first time it is cast it does 6,000 physical damage points to every raid member and stuns them for 2 seconds. For the rest of fight, the roof randomly collapses on players. Players need to move once they see the cave-in animation to avoid taking damage or being one-shotted.
Conflagration: This AoE spell creates fire patches on the floor that do 300 fire damage to players every second they remain in the patches.
Quake: This spell does a knock back to every player in the raid for 7 seconds. It interrupts spells during the 7 seconds so instant spells should be used. Magtheridon first casts the spell after being active for 40 seconds and then every 50 seconds.
The Pull and Position
Five tanks are needed for this fight to tank the channelers. Place the main tank at the first channeler the raid will kill and another tank, other than the main tank, with the best gear suited to handle increased damage at the last channeler. Fill in the other spots with the other three tanks.
The fight simply begins by doing damage to a channeler.
Battle
Channeler Phase
The raid has 2 minutes to kill the channelers before Magtheridon becomes active. Normally a raid can kill three or four channelers before Magtheridon engages. Each channeler should be tanked where they spawn so that their AoE spells do not overlap. Have one or two healers on all of the channeler tanks when the fight begins. As the channelers die, have the healers join other healers on tanks with channelers still active.
Damage dealers start out at the entrance and kill the channelers in a clockwise or counter clockwise motion around the room. Another strategy is to bring the channelers to the damage dealers. This means that the
damage dealers stay near the entrance and the tanks move the channelers to the raid. If this is the strategy the raid chooses, remember that it is more efficient to kill channelers that are close in proximity to the entrance so the tanks will need to drag the channelers alternatively instead of just pulling the channelers from one side of the room to the other in a clockwise or counter clockwise rotation. Many raids find it easier just to move the damage dealers to the tanks. Whatever strategy the raid decides to use, players will appreciate this trick. Place debuffs that increase casting speed times onto the channelers so that their spells can be interrupted.
Channelers summon elementals during this phase. These can be crowd controlled by hunters, priests, and warlocks. Use banishes, fears, and traps to keep them controlled. If they are able to run loose, they will target healers and eventually wipe the raid.
Magtheridon Activation Phase
Magtheridon breaks his banish after 2 minutes. He registers threat generation after he targets a player, which is important for both tanks and hunters to realize. If aggro generation abilities are performed too early, they will have no effect on Magtheridon.
The tank should pull Magtheridon to a designated spot that is clear of channelers. The tank’s healers should be staggered so that the tank is always healed while Magtheridon is being pulled to the designated spot. Magtheridon uses his abilities during this stage of the fight. He begins using his Collapse ability once his health drops below 30 percent.
Blast Nova and Manticron Cubes
Blast Novas usually cause raid wipes. The only way to stop a Blast Nova is to use the manticron cubes simultaneously. There are 5 cubes and one player needs to be assigned to each cube so they can be activated at the same time. Because players receive a debuff preventing them from clicking a cube for 90 seconds, create two or three cube groups. Every 60 seconds, Magtheridon casts a Blast Nova so one player needs to be at each cube before he begins to cast it.
Now we should discuss clicking the cubes before continuing. Click the Manticron Cube to channel the cube spell by clicking it once. Do not double-click or move because it will stop the channeling. If necessary, have a person designated to call out when to click the cubes. When the Quakes occur, it can be
difficult to get into range. Manticron Cube clickers should stand with their backs to walls so they are not knocked backwards too far away from the cube.
Players that are clicking the cubes take damage over time so throw heals on them, especially if they need to channel the cubes because someone is slow to click.
Magtheridon is an easy fight once the raid learns how to do it. Positioning is largely up to the individual raid. The only definite positions are that of the channelers’ original positions and the cube positions. Discuss what strategy you wish to use before the fight and use common sense. Place the main tank on the first channeler so that the tank is absolutely free when Magtheridon activates. Split healers to cover the main tank when Magtheridon activates and to cover the remaining channeler tanks. This fight is not difficult, it just requires organization.