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
Garr
Garr is the 4th boss in Molten Core. He is a rock elemental and that has 8 guards that protect him.
Garrs Abilities
Garr has two main abilities and one side effect that happens as you kill his guards. They are as follows:
Antimagic Pulse - Garr can cast an area of effect dispel that removes buffs from characters in the area.
Magma Shackles - Snares all players in AOE, reducing their movement speed to 40%.
Body guard detonation - When Garr's guards die, they explode doing large damage to anyone in the area. It also pushes those players away from the area of the explosion quite a way.
Combat boost - Whenever one of Garrs guards die, he receives a permanent boost to his damage and attack speed. If all of his guards die the combined boost is significant enough to cause problems when dealing with him. The combat boost happens no matter how the guard dies; meaning that even if Garr causes him to detonate, Garr still receives the bonus.
Strategy
To start the Garr fight it is suggested that you have 4 warlocks banish bodyguards and have warriors tank the remaining 4. Declaring targets before the fight is paramount, as they do a dance around Garr and cannot be immediately picked out. Using Hunters Marks, Detect Magic, and Mind Vision to mark the bodyguards is needed if you want to start the fight smoothly.
Before Garr is pulled, positioning should be decided and the Main Tank should declare a spot far away from the bodyguards where he will tank Garr. The reason to tank Garr away from the adds is to ensure that they do not explode and damage the tank.
To start the fight, there should be 2 healers assigned to the Main Tank, as Garr does not start out dealing a lot of damage. All the other healers should be keeping a look out for the off-tanks who are fighting the bodyguards. As bodyguards are downed and less tanks are needed to be looked after, healing should begin to shift towards the Main Tank (he should end the fight with 3-4 healers on him).
As the adds go down one by one, the Warlocks should be keeping their 4 banished. Healers needs to prioritize the tanks and Warlocks in this fight, and Warlocks should be soulstoning themselves (what an ironic twist!).
In regards to the antimagic pulse; there are two trains of thought on dealing with it. Some groups feel it is important that throughout the battle you watch players buffs and rebuff them whenever possible after Garr uses his AOE debuff, other groups feel this is a waste of critical mana and will wait until the end of the fight to rebuff. It is up to your group how you want to handle this, however the Garr fight can be long, and you may need the extra mana.
Keep in mind that Garrs bodyguards DO NOT despawn when you kill him; thus it is important to keep them banished until Garr is downed and then finish them one at a time. Thankfully, Garr will not respawn
so theoretically you could wipe and still get some loot!
Garr's Loot Table
Gar shares loot with the other fire lords and beasts. He carries all Tier 1 helmets along with the extremly rare Windseeker Bindings (half of them). If you get both bindings then you can create a legendary (orange) weapon.
Garr's Loot Table
Garr shares loot with the other fire lords and beasts. He carries all Tier 1 helmets along with the extremly rare Bindings of the Windseeker (half of them). If you get both bindings then you can create a legendary (orange) weapon.
Tier 1 Armor Pieces
Drops ALL tier 1 helmets. 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
Aurastone Hammer
Unique to Garr
One-Hand
Mace
44.6 DPS
78-161 Damage
2.70 Speed
+10 Stamina
+10 Intellect
Equip: Restores 5 mana per 5 sec
Equip: Increases damage and healing done by magical spells and effects by up to 25
Brutality Blade
Unique to Garr
One-Hand
Sword
51.6 DPS
90-168 Damage
2.50 Speed
+9 Strength
+9 Agility
Equip: Improves your chance to get a critical strike by 1%
Drillborer Disk
Unique to Garr
Off Hand
Shield
2539 Armor
46 Block
+10 Stamina
Equip: When struck in combat inflicts 3 Arcane damage to the attacker
Equip: Increases your cahnce to block attacks with a shield by 2%
Equip: Increases the block value of your shield by 23
Gutgore Ripper
Unique to Garr
One-Hand
Dagger
50.6 DPS
63-119 Damage
1.80 Speed
Chance on hit: Sends a shadowy bolt at the enemy causing 75 Shadow damage and lowering all stats by 25 for 30 sec
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)
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
messiah@tentonhammer.com or
ratboy@tentonhammer.com.