Molten Core Instance Guide by Lord Settite
- Instance: Molten Core
- Location: Inside Blackrock Depths
- Level: 60
- Player Limit: 40
The Molten Core lies at the very bottom of Blackrock Depths. It is the heart of Blackrock Mountain and the exact spot where, long ago in a desperate bid to turn the tide of the dwarven civil war, Emperor Thaurissan summoned the elemental Firelord, Ragnaros, into the world. Though the fire lord is incapable of straying far from the blazing Core, it is believed that his elemental minions command the Dark Iron dwarves, who are in the midst of creating armies out of living stone. The burning lake where Ragnaros lies sleeping acts as a rift connecting to the plane of fire, allowing the malicious elementals to pass through. Chief among Ragnaros' agents is Majordomo Executus - for this cunning elemental is the only one capable of calling the Firelord from his slumber.
In order to gain access to this turbulent place of fire you must first speak with Lothos Riftwaker who can be found right before Black Rock Depth. Through him you gain the quest "Attunement to the Core", to complete this quest you must go through Black Rock Depths and find the entrance to Molten Core, retrieve a core fragment and return it to him. With this quest completed you can now enter Molten Core through the window beside him.
Recommended Group Set-up:
- 6 Warriors - Tanking & DPS
- 5 Priests - Healing
- 4 Druids - Healing, Innverate, Decursing and Battle Rezzing
- 6 Mages - DPS, Decursing, Polymorphing for Majordomo
- 6 Paladins/Shamans - Healing, DPS, Offtanking, Cleansing (Paladins), & Buffs/Totems
- 6 Rogues - DPS
- 3 Hunters - Pulling, DPS, and Tranq Shot for Magmadar
- 3 Warlocks - Wipe Prevention/Recovery, Banish, and DPS
Bolded is to notate their main use in the raid but is not restricted to such.
These are just the basic core amount you might need, you can fill in the rest of the raid with more DPS or more Healing whichever you choose. As long as you have a some what balanced raid you are fine.
Also, the UI mod CT_RaidAssist is highly recommended. It has boss mods, which give warnings for major abilities used, such as Lucifron's AoE curses or Baron Geddon's Living Bomb. All members should have this mod. Even if you're against using UI m, this is one mod that is almost required (especially for the raid leader).
Boss Strategies:
Lucifron Strategy
The first boss you will find in Molten Core is a Humanoid by the name of Lucifron, who has two adds with him that roam up and down Magmadars Cave.
Major Spells of Lucifron:- Impending Doom: AoE Magic De-buff much like call of the grave. 10 seconds to dispell everyone possible, or they receive an instant 2000~ damage.
- Lucifron's Curse: This curse will increase mana/rage/energy cost of all abilitys by 100%
- Lucifron's adds also have a spell called Dominate Mind, much like a Priest version of Mind control. This can be dispelled by a Priests dispell, but CANNOT be dispelled by a Paladins cleanse since it only works on friendly targets. For Horde, Shamans are able to Purge this if a Priest is not able to.
Lucifron Setup:
Main tank will take position at the upper right side of the small spikes in the ground, with a small group of supporting casters who can decurse/dispell/heal and support the main tank till the two adds are taken care of. You should designate a mage to decurse all members of the Main Tanking party.
The two adds should be pulled by two Hunters with distract shot, followed up by two Warriors pulling agro from the hunters, and off tanking them back in the very very back of the cave. Priests should be dispelling the Dominate Mind, and have everyone focus fire on one add, take it down, then the next.
Once Lucifron's two adds are down the raid party should focus on Lucifron. All paladins and mages should be using the CTraid Auto-Decurse to remove the Impending Doom and Lucifron's Curse so that it does not affect the raid.
More Information:
Magmadar Strategy
Magmadar Abilities:
- Magmadar has a frontal cone shaped ae much like onyxia. It doesn't do as much damage as onyxias, but it should still only be hitting the tank.
- Magma Spit: Magmadar spits out "globs" of fire at random people throughout the fight. The glob of fire stays at that spot on the ground for some time. Everyone runs out of the fire if it's spit at them, and then avoids it as much as possible afterwards. If you touch the fire you will get a nasty dot on you.
- A weak DOT that hits for about 250 every few seconds. The main disadvantage is that melees cannot bandage with this on.
- AE Fear: Magmadar has a 30 second cooldown AE fear. Once his cooldown is up, he has to "decide" to use it so really it's done every 30-36 seconds. A Dwarf Priest (if you are Alliance) needs to keep Fear Ward up on the tank constantly. If you are Horde, Tremor Totem can be used (or the tank can switch to Berseker Stance to use Berserker Rage).
- Frenzy: This is the important ability that needs to be countered. Magmadar will often go "into a killing frenzy" (there is an emote for it that everyone can see). He then does much more melee DPS to the tank. Hunters can "cancel out" the frenzy with the spell Tranquilizing Shot (which drops from Lucifron).
- Immolate: Melee classes fighting Magmadar will experience minor immolation damage.
Magmadar Set-up:
- Have the main tank stand in the spot shown in the diagram (at bottom of this page). The healers should find max range (the maximum range at which they can heal the main tank).
- The ranged DPS should be spread out at max range also.
- Melees will run behind Magmadar once he is pulled. It is recommended that they run in once the first AoE fear is used.
- A Paladin should be throwing spot heals to the melees, since often they will not be able to bandage.
Below is a picture of where the recommended placement spots are for the Magmadar fight. These are not required and just showing which areas are safe and most commonly used. As long as you stay out of the fire, avoid the fears, and keep heals and tranq shots up you will be fine. Also, All casters, healers, and ranged should be at max range which is ~35 yards to avoid fears. You should be able to complete this encounter with the raid setup mentioned here.
Magmadar Layout:
More Information:
Gehennas Strategy
Gehennas Abilities:
- Wrath of Ragnaros (or of the Firelord?): A short AoE stun.
- Gehennas's Curse: AE cureable curse from Gehennas. Fires off every 30 seconds. This curse reduces heals by 75%. Obviously, we don't want to heal anyone with the curse so it needs to be cured.
- Shadow Bolt: Gehennas's shadow bolt can do 2000+ Damage, and he does it often. It is a huge source of his dps. He picks a random target in the raid for this spell.
- Rain of Fire: Gehennas casts a targetted AE rain (looks like the warlock version). Anyone getting rained on should immediatly run and get out of the rain.
Gehennas Set-Up:
- A Paladin should pull Gehennas with Divine Shield to the MT. Hunters should use Distracting Shot to pull the adds to the offtanks.
- The Healers should use healing rotations for the Main Tank to avoid the Rain of Fire and Shadow Bolts. Healers not healing should be out of max range.
- The adds should be killed first. After they are dead, Gehennas should be killed. No more than 2-3 melees should be attacking Gehennas at any given moment. Once he is at 20%, have all Warriors step in to execute.
Gehennas Layout:
More Information:
Garr Strategy
Garr Abilities:
- Each time an add dies, Garr gets a buff to his attack speed and damage.
- Garr has an AOE that dispells all the raid's buffs and also slows movement speed.
- Whenever one of the adds is about to die, it explodes, causes massive AOE damage to everyone around it, and sends them all flying.
- Eventually Garr starts sacrificing the adds, causing them to explode even if you aren't killing them.
- Garr's a Shaman. He snares, he purges, he bloodlusts when his friends die.
Garr Set-Up:
- Have a Paladin pull Garr with Divine Shield or have the Warrior use a bow pull.
- Four of Garr's adds should be banished by Warlocks. Assign targets beforehand. You may find that having a Warlock only banish the adds is better than trying to have them multi-tasking (DPS and banish).
- The remaining four adds need to be tanked and killed. Kill them one by one, making sure that the melees step away before they die, as each explodes upon death. They must be tanked relatively close to Garr, as they deal more damage if they are far away
- Kill Garr after the four adds. After Garr is killed, the other adds must be killed.
- Shazzrah's Curse: Increases the magical damage taken by nearby enemies by 100%. This needs to be decursed immediately.
- Arcane Explosion: Shazzrah will cast an Arcane Explosion that hits for a whole lot more than a Mage's. This makes the fight a ranged-only battle.
- Blink: Shazzrah will blink to other players and reset all aggro. This is why you spread out.
- Deaden Magic: Shazzrah will cast a buff on himself reducing magic damage taken. This needs to be dispelled immediately. Keep detect magic up on him to see when he casts the buff.
- AoE Counterspell: Yup. Apparently, Shazz is Arcane specced :P.
- Shazzrah will be tanked in Garr's room. Have a Hunter pull.
- Groups will need to be spread out in a semi-circle around Shazzrah. When he blinks to you, you (whoever has aggro) need to run to the middle (where he is tanked) so the MT can taunt him.
- Melees cannot engage Shazzrah. They should just sit back and bandage their group.
- Don't attack Shazzrah when he blinks. Wait until the MT has aggro to begin attacking again.
Garr Layout:
More Information:
Shazzrah Strategy
Shazzrah Abilities:
Shazzrah Set-Up:
Shazzrah Layout:
More Information:


Language