Molten Core Boss Guide Index


Section 1- General

1.1 - General Group makeup and tactics
1.2 - Map of the Molten Core

Section 2 - The Bosses

2.1 - Boss 1- Lucifron
2.2 - Boss 2- Magmadar
2.3 - Boss 3- Gehennas
2.5 - Boss 4- Garr
2.4 - Boss 5- Baron Geddon
2.6 - Boss 6- Shazzrah
2.7 - Boss 7 - Golemagg
2.8 - Boss 7 - Sulfuron Harbinger
2.9 - Boss 9 - Majordomo
2.10 - Boss 10 - Ragnaros

Section 3 - Links to other guides

3.1 - Links to other guides


Majordomo

Majordomo is the second last “boss” of Molten Core. I use this term loosely however as he is not the real MoB that needs to be killed in this fight. Majordomo comes with 4 healers and 4 elite guards, making this a total of a 9 enemy encounter!

Majordomo’s Abilities

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

Teleport – Any enemy near Majordomo can be targeted with this random target spell that teleports its target into the nearby fiery pit. There is nothing to counter this ability aside from running out of the pit. This ussually targets the closest player to Majordomo. When this ability actvates it seems to clear his aggro list as well and he will attack someone nearby. It is important to have a secondary tank ready to pick him up ifhe teleports your main tank.

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.

Fire Blast – Majordomo can also unleash a damaging area of effect flame attack. This attack hits nearby players with moderate fire damage.

Uber Mode - When Majordomo is down to one follower, he and his follower will enter uber mode. While in Uber mode, they hit MUCH harder and every available healer will need to focus on the main tank.

Healer’s Abilities

Heal – Obviously, the healers can do healing spells. These heal any target mob, but can be broken by stuns.

Random Shadowbolts – The Healer’s will also dispense random target shadow bolts at raid members in range.

Purple Shield – While this shield is up, the healer reflects all melee damage back to those inflicting it. This spell lasts for 10 seconds before fading.

White Shield – While this shield is up, the healer reflects all magic damage back to those inflicting it. This spell lasts for 10 seconds before fading.

Elite’s Abilities

Purple Shield – While this shield is up, the Elite reflects all melee damage back to those inflicting it. This spell lasts for 10 seconds before fading.

White Shield – While this shield is up, the Elite reflects all magic damage back to those inflicting it. This spell lasts for 10 seconds before fading.

Fire Blast – Elites can also unleash a damaging area of effect flame attack. This attack hits nearby players with moderate fire damage.

Strategy

The first thing to know about Majordomo is that he does not need to die. In fact you must not 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 guards, however you can only keep them “chain-sheeped” for half the battle (until 4 are dead), after which the Majordomo will do an emote and they will become immune to sheeping. Also note; that you can stun the guards. This is important for stopping spell casting (the healers). Note also that you can not sheep the elites, only the healers.

First off, make sure to have the Main Tank on the Majordomo, and then distribute offtanks to all the other unsheeped mobs. A second offtank should also join the Main Tank to pick up agro from the Main Tank when he gets teleported to the fiery pit.

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).

There are numerous “successful” strategies on which order to go at the guards in. However the two that seems to work best are the following:

1-4-3 Method
-Kill an elite
-Kill a healer
-Kill a healer
-Kill a healer
-Kill a healer
-Kill an elite
-Kill an elite
-Kill an elite

2-4-2 Method
-Kill an elite
-Kill an elite
-Kill a healer
-Kill a healer
-Kill a healer
-Kill a healer
-Kill an elite
-Kill an elite

Of course I highly suggest that you practice, and find your own ways of dealing with this interesting encounter. There is no “right” way to do it, but we want to avoid the wrong ways (the ones that end with 10 minutes worth of ressing).

Once the 7th guard is dead, the 8th and final will enter "Uber" mode. In this mode he grows roughly 50% in size and hits far harder, so be careful. Once all the guards are dead, the Majordomo submits. On to Rangaros!

Majordomo's Loot Table

When Majordomo is "defeated", you will gain access to the Cache of the Firlord. It will contain about three items inside. Generally two of his regular purple items and then the quest items "Ancient Petrified Leaf" for Hunters and "The Eye of Divinity" for Priests.

Tier 1 Armor Pieces

  • Majordomo drops none.

Loot Drops

 Weapons

Name Slot Type Bonuses
Core Hound Tooth One-Hand Dagger

51.2 DPS
57-107 Damage
1.60 Speed

+9 Stamina

Equip: Improves your chance to get a critical strike by 1%
Equip: +20 Attack Power

Finkle's Lava Dredger Two-Hand Mace

67.1 DPS
155-234 Damage
2.90 Speed

+25 Stamina
+24 Intellect
+15 Fire Resistance

Equip: Restores 9 mana per 5 sec

 Armor

Name Slot Type Armor and Bonuses
Core Forged Greaves Feet Plate

634 Armor

+28 Stamina
+12 Fire Resistance
+8 Shadow Resistance

Equip: Increased Defense +4

Fireguard Shoulders Shoulder Leather

159 Armor

+28 Stamina
+22 Fire Resistance

Fireproof Cloak Back Cloth

54 Armor

+12 Stamina
+9 Intellect
+8 Spirit
+18 Fire Resistance

Gloves of the Hypnotic Flame Hands Cloth

67 Armor

+18 Stamina
+19 Intellect
+8 Spirit

Equip: Increases damage done by Fire spells and effects by up to 23
Equip: Increases damage and healing done by magic spells and effects by up to 9

Sash of Whispered Secrets Waist Cloth

61 Armor

+20 Stamina

Equip: Increases damage caused by Shadow spells and effects by up to 33
Equip: Restores 6 health per 5 sec

Wild Growth Spaulders Shoulder Leather

159 Armor

+11 Stamina
+12 Intellect
+10 Spirit

Equip: Increases healing done by spells and effects by up to 62

Wristguards of the True Flight Wrist Leather

198 Armor

+19 Agility
+11 Stamina
+6 Intellect

Equip: Increases your chance to hit by 1%

 Miscellaneous

Name Type Bonuses
Cauterizing Band Finger

+9 Stamina
+12 Intellect

Equip: Increases healing done by spells and effects by up to 46

 

Have comments or suggestions? Thought of something that has been missed? Found another tactic that can be used? Found an error? We would love to hear from you! Please post in our Molten Core forum, or email us at [email protected] or [email protected].




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Last Updated: Mar 13, 2016

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