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(Changed the sheep break from "4 elites" to "4 adds" since you can kill a healer first and have elite(s) standing when the sheeps all pop.)
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The 4 elites are killed first, while the mages chain-sheep the healers. When the 4th elite is almost dead the paladins and unoccupied tanks need to move to the sheep to be ready to grab them.
 
The 4 elites are killed first, while the mages chain-sheep the healers. When the 4th elite is almost dead the paladins and unoccupied tanks need to move to the sheep to be ready to grab them.
   
When the last elite dies all the healers will become unsheeped. When it is time to kill the healers, the targeted one is pulled down the ramp and killed out of range of his buddies' heal spells.
+
When a 4 adds have been killed all the healers will become unsheeped. When it is time to kill the healers, the targeted one is pulled down the ramp and killed out of range of his buddies' heal spells.
   
 
This battle is a test of the mana efficiency of the healers, who should bring as many major mana potions as possible. Other raid members should be liberal in their use of fire protection potions, healing potions, and bandages.
 
This battle is a test of the mana efficiency of the healers, who should bring as many major mana potions as possible. Other raid members should be liberal in their use of fire protection potions, healing potions, and bandages.

Revision as of 06:28, 13 January 2006

Majordomo Executus

Majordomo and His Guards

Executus

Close-up

Note: The Majordomo will only be spawned after you have defeated all the other bosses in Molten Core and doused the runes using Inv potion 76 [Aqual Quintessence]. You obtain the Aqual Quintessence by gaining Honored status with the Hydraxian Waterlords, and completing the quest chain ending with N [60R] Hands of the Enemy.

Strategy

MMajordomo comes with 4 healers and 4 elite guards, making this a total of a 9 enemy encounter. Domo will "submit" and the fight is won when all the adds are dead.

Majordomo’s Abilities: Majordomo has several abilities that he uses in the fight. They are as follows:

  • Teleport – Any enemy Majordomo is engaged with can be targeted with this random spell that teleports its target into the nearby fiery pit of Molten Core. There is nothing to counter this ability aside from running back.
  • Purple Shield – While this shield is up, Majordomo reflects melee damage back to those inflicting it. It reflects up to a set amount of 100 dmg per hit back at the attacker. This spell lasts for 10 seconds before fading.
  • White Shield – While this shield is up, Majordomo reflects magic damage back to those inflicting it. Each magic attack has a 50% chance to reflect back to the attacker. This spell lasts for 10 seconds before fading.
  • Blast Wave – Majordomo can also unleash a damaging area of effect flame attack. This attack hits nearby players with moderate fire damage.

Healers' Abilities

  • Random Shadowbolts – The Healer’s will also RSTS shadow bolts at raid members in range.
  • Purple Shield – While this shield is up, all damage is reflected back to those inflicting it. This spell lasts for 10 seconds before fading.
  • White Shield – While this shield is up, all magic is reflected back to those inflicting it. This spell lasts for 10 seconds before fading.

Elites' Abilities

  • Purple Shield – While this shield is up, all damage is reflected back to those inflicting it. This spell lasts for 10 seconds before fading.
  • White Shield – While this shield is up, all magic is reflected back to those inflicting it. This spell lasts for 10 seconds before fading.
  • Blast Wave – a damaging area of effect flame attack. This attack hits nearby players with moderate fire damage.

The first thing to know about Majordomo is that he does not need to die. Infact you are not to kill Majordomo, it’s his retinue of guards that must die for you to win this encounter. Once all the guards are killed, the ‘Domo will submit and the battle will end.

Knowing that the guards are the target, a few things are critical to winning this battle. You can sheep the healers, however you can only keep them “chain-sheeped�? for the beginning of the battle, but sheeping is disabled after 4 of the adds die.

Use stun and counterspell when bringing down the healers. This is important for stopping spell casting and bringing them down fast.

The MT, a hunter, and a paladin will engage Majordomo. The paladin will pull with divine shield. This paladin will attempt to stand closer to domo than the MT throughout the fight; domo usually teleports the closest player to him to the fire pit. The hunter distracting shots domo whenever he charges off so that the tank can regain aggro. Domo is immune to taunt and likes to randomly wander away from the MT.

Mages will pull their adds with counterspell and then sheep them. Hunters will pull their adds to the tanks. From a mage point of view, while sheeping, it is critical to drink a Fire pot prior to the fight. As well, while sheeping, you should ALWAYS have mana shield/fire ward up, as well as detect magic on the sheep. Never lose your target unless you are far away from all other sheeps and you keep your eye on it. Bandage right after casting a new polymorph. Do NOT polymorph while magic reflection is up. Sheeping is fine with damage reflection. At the pull, mages should have fire ward/mana shield up. Get within max distance of Counterspell and use it to pull aggro, and immediately sheep.

Be sure to keep notice of which shields are up on the mobs. White means that casters should take a break from hurling DPS, and purple means that melee classes should stay back (aside from the tank, who should be keeping agro). We have mods which will give notification when the shields go up and down.

Each paladin, except the portal bitch, is assigned to a mage. If the healer unsheeps while shield is up or the mage dies, pally needs to stun or off tank till shield is down.

The 4 elites are killed first, while the mages chain-sheep the healers. When the 4th elite is almost dead the paladins and unoccupied tanks need to move to the sheep to be ready to grab them.

When a 4 adds have been killed all the healers will become unsheeped. When it is time to kill the healers, the targeted one is pulled down the ramp and killed out of range of his buddies' heal spells.

This battle is a test of the mana efficiency of the healers, who should bring as many major mana potions as possible. Other raid members should be liberal in their use of fire protection potions, healing potions, and bandages.

See other Molten Core Bosses.