Magmadar


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


Magmadar is the second boss in Molten Core. He is a giant core hound similar to the Beast found in Upper Blackrock Spire. He is a lone MOB and has no guards that pull with him.

Magmadar’s Abilities

Magmadar has four abilities of note.

Fire Cone: This come of fire shoots straight forward from Magmadar and does only a small amount of damage. It should really only hit the main tank as its range is short.

Fire Spit: During the fight, Magmadar will randomly spit fire around his lair. Touching this fire puts an ever increasing fire DoT on you. Easily avoidable for those who watch for the fire streams.

AE Fear: Every 30 seconds Magmadar shoots out a 30 yard area of effect fear.

Frenzy: Magmadar will go into a “killing frenzy” that increases his attack speed by 150%! This MUST be dealt with if the party is to survive. It can only be dispelled with the Tranquilizing shot, that is learned from a book that drops off Lucifron.

Strategy

Group composition will need the main tank to be partied with a dwarven priest (alliance) or a shaman (horde) to deal with the Fear effects that Magmadar has. If the main tank bolts it is likely game over. A warlock with an imp is also preferred as it gives the tank even more health.

Apparently the main tank can also do one of two types of "fear dance" to avoid running, I have not seen this done so can not comment on its effectiveness. This needs to be done if you do not have a Dwarf Priest with you for fear ward. The first method involves moving rapidly forward and backwards while in combat. Then when feared instead of running away or forward you will stand there feared. The other method involves having your tank should wait 30 seconds after the previous fear and then switch to berserker stance, use berserker rage, and then swap back. As far as I know the first fear dance has been fixed and no longer works post 1.7 patch, however the berserker stance switch still works.

All the melee DPS and associated healers should be in groups that circles behind so they can engage without worrying about the breath of flame attack (again, only the tank should be hit by this special attack).

Nukers and associated healers should stay away from the boss while keeping within spell/shooting distance. Unlike the main melee DPS group, these groups should be facing Magmadar.

Another groups should be setup with an auxiliary tank; in case Magmadar goes frenzied and the tranq shot misses, which will likely result in the death of the main tank. The “aux tank” should only fight as long as it takes for a druid to battle res the main tank.

Healers just need to keep their respective groups healed, and keep an eye on the main tank. DPS should push as much damage as possible while not trying to overtake the agro of the main tank (always allow the main tank a few seconds to gain proper agro).

Hunters are considered DPS if they do not posses the tranq’ shot, however hunters with the special attack should be placed together so that they can monitor the frenzy status of Magmadar. If one hunter misses with a tranq’ shot then the other can be notified and shoot his shot.

Magmadar CAN be done with only 1 hunter armed with tranq’ shot, but it is not advised. It is best to fight him with 2 hunters with the shot, as if you only have one hunter and he misses with his shot, there is no way the tank can survive against the damage Magmadar will do.

Magmadar's Loot Table

Magmadar shares loot with the other fire lords and beasts. He carries all Tier 1 legs along with several unique pieces of gear.

Tier 1 Armor Pieces

  • Drops ALL Tier 1 legs. See your class guide for more details.

Loot Drops

 Weapons

Name Slot Type Bonuses
Fire Runed Grimoire Off-Hand Book

+12 Stamina
+21 Intellect

Equip: Increases damage and healing done by magical spells and effects by up to 11.

Obsidian Edged Blade Two-Hand Sword

64.7 DPS
176-264 Damage
3.40 Speed

+42 Strength

Equip: Increased Two-handed Swords +8

Earthshaker

Unique to Magmadar

Two-Hand Mace

62.6 DPS
175-263 Damage
3.50 Speed

Chance on hit: Knocks down all nearby enemies for 3sec:
Equip: +22 Attack Power

Eskhandar's Right Claw

Unique to Magmadar

Main-Hand Fist

48 DPS
50-94 Damage
1.50 Speed

+4 Agility

Chance on hiit: Increases your attack speed by 30% for 5 sec

Striker's Mark

Unique to Magmadar

Ranged Bow

39.6 DPS
69-129 Damage
2.50 Speed

Equip: +22 Attack Power
Equip: Improves your chance to hit by 1%

 Armor

Name Slot Type Armor and Bonuses
Flameguard Gauntlets Hands Plate

488 Armor

+13 Stamina

Equip: Improves your chance to get a critical strike by 1%.
Equip: +54 Attack Power

Flamewalker Legplates Legs Plate

748 Armor

+18 Strength
+22 Stamina
+11 Fire Resistance
+11 Shadow Resistance

Equip: Increases your chance to dodge an attack by 1%

Aged Core Leather Gloves Hands Leather

138 Armor

+15 Strength
+15 Stamina
+8 Fire Resistance
+5 Shadow Resistance

Equip: Improves your chance to get a critical strike by 1%
Equip: Imcreased Daggers +5

Deep Earth Spaulders Shoulder Mail

399 Armor

+11 Stamina
+12 Intellect
+7 Spirit

Equip: Increases damage done by Nature spells and effects by up to 40

Magma Tempered Boots Feet Plate

544 Armor

+19 Stamina
+18 Intellect
+12 Spirit
+8 Fire Resistance

Equip: Increases healing done by spells and effects by up to 18.

Mana Igniting Cord Waist Cloth

61 Armor

+12 Stamina
+16 Intellect

Equip: Increases damage and healing done by magical spells and effects by up to 25
Equip: Improves your chance to get a critical strike with spells by 1%

Sabatons of the Flamewalker Feet Mail

298 Armor

+27 Stamina
+11 Intellect

Equip: +30 Attack Power

 Miscellaneous

Name Type Bonuses
Quick Strike Ring Finger

+8 Stamina
+5 Strength

Equip: Improves your chance to get a critical strike by 1%
Equip: +30 Attack Power

Talisman of Ephemeral Power Trinket Use: Increases damage and healing done by magical spells and effects by up to 175 for 15sec. (1.5min cooldown)

Medallion of Steadfast Might

Unique to Magmadar

Necklace

+13 Stamina
+9 Strength

Equip: Increases your chance to dodge an attack by 1%
Equip: Increased Defense +8

 

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

About The Author

Byron has been playing and writing about World of Warcraft for the past ten years. He also plays pretty much ever other Blizzard game, currently focusing on Heroes of the Storm and Hearthstone, while still finding time to jump into Diablo III with his son.

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