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Ramiraz
Tuesday, 24th May 2005, 08:29
I found this thread about what group setups some people have been using, perhaps it might of use to us when we start realy aiming for MC

http://www.tweak.dk/forum/thread.php?threadid=43850&boardid=1&styleid=1

Dojun
Tuesday, 24th May 2005, 08:35
From what i have read before it is the rogues that does the most dmg down there. IS uses 7+ priests for their runs from what i have seen.

Daymare
Tuesday, 24th May 2005, 08:39
actually.. it's very easy to set up a group for MC, because you don't have a choice =)

you need atleast 2-3 hunters
atleast 5-8 warlocks
atleast 5-6 warriors
atleast one priest for each group
atleast one mage for each group
atleast three shamen (any number of palladins really, shamen got another role)
and sprinkle the rest with druids and rogues.
Tbh I saw no need for tons of rogues when we were down there, we had tons of mages, and the rogue were.. well... prone to die very often

Dojun
Tuesday, 24th May 2005, 08:43
actually.. it's very easy to set up a group for MC, because you don't have a choice =)

you need atleast 2-3 hunters
atleast 5-8 warlocks
atleast 5-6 warriors
atleast one priest for each group
atleast one mage for each group



What are all the warlocks for? They cant all uses curses on the mob since its caped at 8 debuffs. And warrior MT need to use his skills to keep the aggro. And i will contineu to point at IS since they have killed Rag look at them when they are down in MC.

Daymare
Tuesday, 24th May 2005, 08:48
this is right from forak, which is one of the leading characters in Heartless, one of the best guilds on Bloodscalp.

Anyway the main point here is that the boss after gehennas come with 10 adds, but they can all be banished.. hence the 8 warlocks =)

Dojun
Tuesday, 24th May 2005, 09:02
this is right from forak, which is one of the leading characters in Heartless, one of the best guilds on Bloodscalp.

Anyway the main point here is that the boss after gehennas come with 10 adds, but they can all be banished.. hence the 8 warlocks =)


They can also be feared. No use to banish them all just use fear, warriors priests (warlocks if they have)

TheIcon
Tuesday, 24th May 2005, 09:22
Banish > Fear in Molten Core, you do not want to enter then without banish :)

Rogues are little tiny dudes in paper armour with paper hitpoints that do a lot of damage, however vs. Ancient Corehounds with AoE beather is hurts, vs. the groups of 12 Imps AoE'ing you ... it hurts. Vs. the frist boss ... the salamander dude forgot his name ... it hurts alot. It is possible to tank as a rogue if you got some healing focused on you, seeing as I ended up tanking one of the guards at somepoint as all the warrior where either mindcontrolled or already dead.

Should I make a MC team I'd rather bring hunters then rogues ... could bring a single rogue just incase some stuff drops for the set :P that way you can outfit a rogue at a time ;)

Banadan
Tuesday, 24th May 2005, 10:20
Banish beats Fear by far. With Banish you control those mobs, with Fear things can get tricky if there are many of them. Not to mention that Banish, generally, lasts for more certain duration, while Fear at times works well and another time doesn't work at all.

Shinigami
Tuesday, 24th May 2005, 10:53
Generally, MC is geared for 5 of each class + stragglers, and will probably continue to be balanced around this in the future. Hunters might be better than rogues generally, but for ragnaros rogues really shine. It generally depends on the skill/gear of the players, if you are having a hard time keeping just the tanks up, don't put rogues into melee as well, but if things are more relaxed and the healers have time, rogues are able to outdamage all other DPS classes.

And you don't NEED 8 warlocks for Garr, most tactics I've read involve banishing 4 adds and tanking + killing 4, then killing Garr, then the last 4 adds.

Tapja
Tuesday, 24th May 2005, 10:56
Generally, MC is geared for 5 of each class + stragglers, and will probably continue to be balanced around this in the future. Hunters might be better than rogues generally, but for ragnaros rogues really shine. It generally depends on the skill/gear of the players, if you are having a hard time keeping just the tanks up, don't put rogues into melee as well, but if things are more relaxed and the healers have time, rogues are able to outdamage all other DPS classes.

And you don't NEED 8 warlocks for Garr, most tactics I've read involve banishing 4 adds and tanking + killing 4, then killing Garr, then the last 4 adds.

Thats most likely cause there are less than 8 warlocks on any one server per side :)

Nyana
Tuesday, 24th May 2005, 13:14
reading all the stuff about rogues make me a very happy panda that I rolled for a druid healer :D If you play your rogue well and retreat fast enough you should be fine, but some damage minded rogues just keep hitting the eviscerate and sinister strikes.. and mobs dont really like that

Twen
Wednesday, 25th May 2005, 01:53
actually.. it's very easy to set up a group for MC, because you don't have a choice =)

you need atleast 2-3 hunters
atleast 5-8 warlocks
atleast 5-6 warriors
atleast one priest for each group
atleast one mage for each group
atleast three shamen (any number of palladins really, shamen got another role)
and sprinkle the rest with druids and rogues.
Tbh I saw no need for tons of rogues when we were down there, we had tons of mages, and the rogue were.. well... prone to die very often

I know Im no Renegade, but that was a bit heavy-handed (or whatever is the proper english expression). It's preferable with a priest in each group, 5-6 warriors and a mage for each group, however it's not absolutely needed. You can go there with another raid then that. We did Garr and Gehennas with 4 warriors and 6 priests. So don't get disencouraged if you don't think you have enough of the each class, go down there and get some serious fun! :)