The Legacy
Would you like to react to this message? Create an account in a few clicks or log in to continue.


The Legacy Website By Imodius AkA Jutty
 
HomeLatest imagesSearchRegisterLog in

 

 Garr's Tactics (Boss: 4 in MC)

Go down 
AuthorMessage
Father
Admin



Posts : 17
Join date : 2010-02-19

Garr's Tactics (Boss: 4 in MC) Empty
PostSubject: Garr's Tactics (Boss: 4 in MC)   Garr's Tactics (Boss: 4 in MC) Icon_minitimeSun Feb 21, 2010 9:50 pm

Garr

Garr is the 4th boss in Molten Core. He is a rock elemental and that has 8 guards that protect him.

Garrs Abilities

Garr has two main abilities and one side effect that happens as you kill his guards. They are as follows:

Antimagic Pulse - Garr can cast an area of effect dispel that removes buffs from characters in the area.

Magma Shackles - Snares all players in AOE, reducing their movement speed to 40%.

Body guard detonation - When Garr's guards die, they explode doing large damage to anyone in the area. It also pushes those players away from the area of the explosion quite a way.

Combat boost - Whenever one of Garrs guards die, he receives a permanent boost to his damage and attack speed. If all of his guards die the combined boost is significant enough to cause problems when dealing with him. The combat boost happens no matter how the guard dies; meaning that even if Garr causes him to detonate, Garr still receives the bonus.

Strategy

To start the Garr fight it is suggested that you have 4 warlocks banish bodyguards and have warriors tank the remaining 4. Declaring targets before the fight is paramount, as they do a “dance” around Garr and cannot be immediately picked out. Using Hunters Marks, Detect Magic, and Mind Vision to mark the bodyguards is needed if you want to start the fight smoothly.

Before Garr is pulled, positioning should be decided and the Main Tank should declare a spot far away from the bodyguards where he will tank Garr. The reason to tank Garr away from the adds is to ensure that they do not explode and damage the tank.

To start the fight, there should be 2 healers assigned to the Main Tank, as Garr does not start out dealing a lot of damage. All the other healers should be keeping a look out for the off-tanks who are fighting the bodyguards. As bodyguards are downed and less tanks are needed to be looked after, healing should begin to shift towards the Main Tank (he should end the fight with 3-4 healers on him).

As the adds go down one by one, the Warlocks should be keeping their 4 banished. Healers needs to prioritize the tanks and Warlocks in this fight, and Warlocks should be soulstoning themselves (what an ironic twist!).

In regards to the antimagic pulse; there are two trains of thought on dealing with it. Some groups feel it is important that throughout the battle you watch players buffs and rebuff them whenever possible after Garr uses his AOE debuff, other groups feel this is a waste of critical mana and will wait until the end of the fight to rebuff. It is up to your group how you want to handle this, however the Garr fight can be long, and you may need the extra mana.

Keep in mind that Garr’s bodyguards DO NOT despawn when you kill him; thus it is important to keep them banished until Garr is downed and then finish them one at a time. Thankfully, Garr will not respawn… so theoretically you could wipe and still get some loot!
Garr's Loot Table
Gar shares loot with the other fire lords and beasts. He carries all Tier 1 helmets along with the extremly rare Windseeker Bindings (half of them). If you get both bindings then you can create a legendary (orange) weapon.
Back to top Go down
 
Garr's Tactics (Boss: 4 in MC)
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
The Legacy :: Raids :: Encounter Requirements and Briefing-
Jump to: