Druid MC Guide Druids guide to Molten Core This document is intended to serve as a guide specific to druid s in Molten Core . There are several general guides already around ( which will be linked to many times in this document ) , but this is meant to serve as a repository for druid hints and tricks to make the trip smoother . References . Before delving into this , if you aren ' t familiar with MC I ' d suggest taking a look at some of these general guides first : Feel free to add useful documents here at any time . Preparation . Probably the most important thing a druid can do for Molten Core is come prepared . It ' s a well known fact that druids are one of the most gear dependent classes in Warcraft - bring everything you need to be able to fill just about any role . You can leave the Catform set in the vault if you like , but it ' s not uncommon at all for a Druid to have to swap in the tank gear from time to time . At a minimum , I ' d suggest bringing your best gear for the following roles : Also remember to bring plenty of potion s along , you never know when you might need them . Here is a list of consumable s that a lot of druids pack with them : Of course there are other consumables you can bring for a bit more of an edge ( Shadow protection for Gehennas , Arcane Protection for Shazzarah , Arcane Elixir for Balance druids ) , but they aren ' t nearly as useful throughout the entire run as the ones listed above . Also , don ' t forget to bring your Reagants ( lots of em ) : And last but not least - DON ' T FORGET TO REPAIR Healing Gear . Before I go any further , I want to say something first - Stamina is Key ! You need a lot of Hitpoint s to live through even the trash mobs looking your way for a few seconds , and you ' re no good if you ' re dead . Do NOT neglect your Stamina in favor of anything else listed here . Anyways , I ' m only putting this section here to keep this document continuous . Most druids know how to gear up for healing , but there are a few things different during a full raid that the uninitiated druid might benefit from knowing about . First of all - up until full on raid encounters , mana regeneration doesn ' t play that big a roll . Fights don ' t last that long , and a larger manapool is plenty to get you through things . When you start fighting bosses in MC , this changes - Spirit and Mana Regen become key . I ' m not going to make a list here - check or for Spirit and Mana Regen items . The Wildheart gear has very high spirit - for PvP and 5 man instances this kinda sucks , but for a 5 + minute fight it becomes darn nice . Tanking Gear . Being the 2nd best tank in WoW , Feral Druid s will often be called up for tanking . This is a short list of tanking gear to get you started . Mostly , we ' re looking for non - armor pieces that have unusual amounts of Armor and Stamina . When tanking also Stamina and Armor are the most important . Don ' t worry too much about defense , since it is not as important for a Druid tanking since you cannot get enough of it . You need stamina more than Defense . Stamina and Armor are the top two stats for druids . Fire Resistance Gear . Ahh , the FR gear . There are a few times in MC that Fire Resistance is very helpful ( and one that it ' s absolutely necessary ) . Therefore , you should save all your fire resist items you run across . For this set , don ' t be afraid to toss in a few pieces of cloth - when you ' re wearing it , you won ' t be getting hit anyways . If you ' re just getting started collecting , here are a few easier ones to shoot for : Trinkets : Necklace : Rings : Not much here . Pick up the quest from Duke Hydraxis as soon as possible though - there ' s an FR ring at the end of the questline . Weapons : Not much here either . However , for the offhand : Back : Armor : See below for when to wear this stuff . The down and dirty version : Lava Pack s , Baron Geddon , and Ragnaros . General Hints . Hmm , general hints . Nothing in this section that isn ' t going to be common sense . Trash Mobs . FYI - this isn ' t going to get into how your raid handles these encounters . Only to help what could be done with healing druids . Feral Druids will have different roles if healing is covered and they are not needed for healing . Molten Giant s / Molten Destroyer s . For Giants , just keep your distance . Don ' t get aggro , keep your tanks up , and toss a few nuke s . No biggie at all . For Destroyers , same deal except you ' ll need to heal a lot of splash damage as well . Make sure you stay out of range , the AE stun they do sucks . Lava Annihilator s . Total pansies . Do what you want with these guys , just try not to grab aggro . Firelord s . Make sure that your cleansers are doing their job . Heal when necessary , feel free to nuke these guys down . Easy fights . If you get 2 at once , you ' ll mostly be on healing duty . Lava Surger s . Ug , surgers . If your raid wants everyone in melee range , then by god stay in melee range ( might as well melee too ) . Keep rejuvs ticking on everyone in your group if you don ' t have a priest spamming Prayer , maybe get a few Ticks of Tranquility off between surges . Basically , do what you can to keep everyone alive . Ancient Core Hound s . Ahh , the big Core Hounds . These guys have several different special attacks , only a couple of which are really a pain . WARNING : if you are a feral druid , you ' ve probably been meleeing everything else in the instance . With these guys , try not to - they have a tendency to turn around and bite you for huge damage . Besides the hounds that confuse and stun , these are cake . Heal / nuke , avoid melee range if you can . Fire Imp s . There ' s only one spot that you have to fight Imps - right before Lucifron . They have random AEs they cast , so keep your distance . These really don ' t hit hard , just don ' t stand in the middle of them . Keep everyone healed , and toss out a Hurricane when they ' re all stacked up . No biggie really . Core hound Packs . If you aren ' t tanking a hound , this is easy . Just keep the tanks standing , and toss out a Hurricane sometime . Make sure you continue healing even after the dogs die , since the bleed they use HURTS . If you end up tanking , suit up with your best AF / Stamina gear . Make sure that you have the right Dog targeted ( usually someone sets up which tank is responsible for which dog ) . Use Enrage right before the pull , and use your taunt when it ' s running by . Use your Maul / Swipe whenever up , and don ' t be afraid to use your Frenzied Regen halfway through the fight if you have a lot of bleeds on you . Most importantly , just keep aggro . Lava Pack s . Oh god , the lava packs . Biggest pain in the butt in the core . Load up on your FR gear - try to hit 100 unbuffed if you can . It helps A LOT . A dead Druid isn ' t helping anyone . . . Make no mistakes - these fights , you ' ll be healing . Try not to heal too much if you can - if you do , one of the Rocks will b - line right at you when it becomes un - banished . Keep your tanks and warlocks standing - if they go down , bad things start to happen in a hurry . Don ' t be afraid to go bearform if you have one of the rocks looking at you funny . Sure people might give you crap for standing around in Bear , but as soon as the rock comes unbanished and heads over to smack you , they ' ll understand : ) Boss es . Lucifron . Lucifron is the first fight in Molten Core , though this does not necessarily mean he ' s the easiest ( magmadar has been nerf ed somewhat recently and I happen to think he ' s easier than Luci now ) . The Lucifron pull involves two guards plus the boss himself . Most guilds use a strategy wherein the boss is pulled to the top of the ramp on the right side , near the stalagmite / stalagtite formation , while the two adds are pulled further down the ramp , nearer to the camp , where they are quickly annihilated . Thus at the beginning of the fight there will be 3 main tanks , each with a designated hunter puller , at the top of the ramp , and everybody else ( including druids ) will be down the ramp ( with the possible exception of a pally to heal the main tank while Luci is pounding on him at the beginning of the fight ) . This fact doesn ' t matter much to a druid , since druids will , for the most part , not be healing during this fight ( see below ) . Abilities and Positioning . Lucifron ' s main abilities include a magic effect called Impending Doom that deals 2000 shadow damage after 10 sec ( during which time it had better get removed by somebody who can remove magic effects ; druids can ' t , so I hope you ' ve made friends with a paladin ) and Lucifron ' s Curse , which doubles the cost of all abilities ( skills , spells , whatever , whether they use mana , energy , or rage ) . There are a couple others as well ( mind control , usually cast on the main tank , an aoe shadow shock , and cleave ) , but basically all these mean to a druid is " don ' t stand too close to the boss . " While we ' re on positioning , you want to stay at the bottom of the ramp at first , then move up to where Luci is being tanked . Under no circumstances should you go near the door of Magmadar ' s cavern , since you can easily aggro several imp groups from there , which will do nasty things to your raid . A Druid ' s Role . From a druid ' s perspective , this fight is all about decursing , to remove Lucifron ' s curse . This fight becomes a LOT harder when everything you do takes twice as much mana ( or energy , or rage ) . . . even a guild with full BWL equipment might have trouble completing this fight if the curse never got removed . As such , the most important thing a druid can be doing in this fight is decursing . Leave healing to the priests unless you see somebody who is truly in trouble . Decursive . There is a mod called " Decursive " out there which basically allows you to remove whatever debuffs your class is capable of removing ( for druids , poisons and curses ) by spamming a button , without having to switch targets . This mod lets you set priority lists for who gets decursed first . . . in this fight , my recommendation would be to get it off mana - using healers first , then worry about tanks , and finally get it off the DPS . I personally don ' t use this mod because I can switch targets manually before the global cooldown on my decurse spell is done anyway . . . but some people absolutely swear by Decursive for this fight . Outside of the decursing , keep your main tank alive , and you will win . Loot . Loot of interest for druids includes the Cenarion Boots , the Choker of Enlightenment ( though you may have to step on the toes of a few DPS casters to get that one ) , and perhaps most impressive ( and certainly most rare ) , Salamander Scale Pants . Magmadar . Magmadar is the second fight in Molten Core . He lives right behind Luci in the big cavern , so after Lucifron he ' s quite easy to get to . Depending on who you ask , the Magmadar fight is either a bit easier or a bit harder than Luci , but still not too hard by comparison to what you ' ll be seeing later . Abilities and Positioning . Magmadar has some rather nasty abilities and as such , positioning is important in this fight . First off , he enrages every so often and must be shot by a hunter with " Tranquilizing Shot " ( a skill learned from a book dropped by Luci ) . Second , his Lava Breath ability will hit people in front of him who are standing too close , so melee people tend to like to sneak around behind him ( near the back of the cavern ) and attack from there . Third , he will spit lava at people , inflicting large amounts of fire damage over a few seconds . He will also lava bomb people , which not only inflicts damage on them , but also leaves a fire burning on the ground . Don ' t stand in the fire , it hurts a lot . Finally , his most annoying ( and potentially wipe - generating ) ability : every 30 seconds he will fear anybody within range of him , for a few seconds . . . usually just long enough for him to kill the main tank . The usual positioning for this fight has caster s in a half - circle around the front of the boss , just outside of his fear range , and melee folks behind the boss , along with a few healer s at the very back of the cavern to take care of the melee . If you have a range - extending skill that lengthens the range on your heals / damage spells by 10 yards ( to 40 ) , you can stand in one place for the whole fight without getting feared . If not , it ' s a pretty simple matter to run back , out of range of his fear , every 30 seconds . . . especially if someone in your raid has the CTRaid mod that warns you 5 seconds before a fear attack is incoming . The value of spreading out is that if he lava - bombs one person , the person next them will not also be hit . A Note Regarding Magmadar Tanking . If you have a dwarf priest , he can fear ward your main tank so that Magmadar ' s fear doesn ' t work on the MT . If not , " stance dancing " is the only option . I am informed by many folks who play tanks that stance dancing is somewhat complicated and requires a little practice . Therefore , do not be impatient with your main tank - - keeping Magmadar ' s aggro in this fight is one of the greatest tanking challenges in Molten Core . As such , expect your main tank to screw it up a few times . It may cause a wipe , or it may not . . . but either way , just think of it as a challenge in healing , and enjoy trying to keep as many people alive as you can , if it happens . A Druid ' s Role . For the Magmadar fight , a resto druids ' primary role is healing . A Feral Druid will normally DPS and backup heal when needed . The boss doesn ' t do any nasty curses , and he doesn ' t poison , so what else is there to do ? Just keep the main tank up , heal casters and melee DPS who get lava spat at them , or lava bombed , or feared into a lava bomb fire . Be aware that most fire damage in this fight is of the damage - over - time persuasion , so heal - over - time spells like rejuvenation are quite valuable here . Unless somebody screws up , most healing will be on a single individual who is hurt relatively badly by one of magmadar ' s single - target offensive spells . Thus heals need to land on the main tank and whoever is hurt . If everybody is avoiding fear , and the main tank is holding aggro so Magmadar can ' t spin around and breathe fire on people , healing this fight is relatively laid back and easy . Loot . Cenarion Leggings are the main thing you ' re interested in off Magmadar , as a healing druid . Salamander Scale Pants strike me as being better stat - wise ( mana regen and + heal gear is , in my opinion , better than int and whatever else you get from these pants ) , but since only druids can wear the Cenarion Leggings , and since they ' re a much more common drop than the Sally Scale Pants , you ' ll probably wind up with a pair of the Cenarion ones , even if you don ' t want them . Magmadar also drops the Medallion of Steadfast might , which is very nice for bear form , and the Aged Core Leather Gloves , which are great for cat form and bear form FR tanking gear . Gehennas . The Gehennas encounter is very similar to Lucifron Abilities and Positioning . Gehennas ' main abilities include a rain of fire , a random Shadow Bolt , and a curse called ( surprise ! ) " Gehennas ' Curse " that causes healing on the target to be reduced by 75 % . A Druid ' s Role . Coordinate with your fellow mages to decurse the MT and melee , heal as needed ( or DPS as you like ) . Depending on the group makeup , the mage ' s DPS might be better use of their mana , so pick up the slack in decursing . Garr . Abilities and Positioning . Garr ' s little rock friends explode so keep your distance . Garr clears the buffs on the raid . A Druid ' s Role . Because Garr clears buffs , it ' s pretty much a waste of mana to keep buffs on anyone . The only exception is the MT which may have loaded up on a few buffs of his own . Any MotW / Thorns will take up a slot . Therefore , it may help to toss on a Rank 1 MotW & Thorns to let those get eaten instead of the better buffs . Healing is a standard fight . Be sure to keep the warlock s ' VoidWalker s alive too . DPS and tanking is standard for Feral Druids . Just run away before the little ones explode . Baron Geddon . Baron Geddon is arguably one of the funnest fights in MC for a druid . Abilities and Positioning . Baron Geddon ' s abilities include Inferno ( AoE pulse wave ) , Ignite Mana , and his signature Living Bomb where the player becomes a bomb and explodes for 3200 dmg . If anyone ' s not paying attention , that person can easily wipe the raid by being the bomb in close proxmitiy to others . Positioning for healing is to just stay out of range from the Inferno pulses . No FR is required for this fight for healing duty . Positioning for DPS is to run away when Inferno pulses , and do not reengage until the MT has aggro . FR is helpful for this fight if DPSing to resist the initial Inferno pulses . Finally , know where to go if you ' re the bomb , and keep an eye out to whoever is the bomb ( and run away from them ! ) A Druid ' s Role . For DPS , remember to run away when Inferno pulses , and do not reengage until the MT has aggro . Put on your FR gear . For Healing , if you ' re high on your decurser ' s list , then you have nothing to fear from Ignite Mana . If you ' re not top priority , then shapeshift so that you have no mana , and wait for the DoT to be cleared from you . If you ' re the Living Bomb , run to your designated area ! ! Do not sit there and blow up the raid ! While running , toss yourself a Rejuvenation and switch to Bear Form . This gives you an extra padding of HP for when the bomb goes off . When it does , you ' ll be tossed in the air . Shapeshift out and back into Cat Form to mitigate falling damage . Land , bandage , and you ' re back in business . This " shape dancing " should allow you to stay alive no matter how many times you become the bomb . Shazzrah . Almost everyone considers this a ranged fight because of Shazzrah ' s Arcane Explosion s A Druid ' s Role . Heal / Decurse shall be your duties . DPS if mana allows , but no DoTs ( that means no Moonfire spam ! ) Feral Charge helps when tanking this as well . Sulfuron Harbringer . A Druid ' s Role . Heal / DPS / Tank . Nothing special for a druid . Golemaag the Incinerator . A Druid ' s Role . Heal / DPS / Tank . Nothing special for a druid . Majordomo Executus . A Druid ' s Role . Heal / DPS / Tank . Nothing special for a druid . Druids tank Domo especially well . Ragnaros . Ragnaros the Firelord is the final boss in Molten Core . This is an extremely FR intensive fight . Abilities and Positioning . There are numerous strategies available . I will mention the Sons of Flame though , as this part is important for druids . After 3 minutes of combat Ragnaros will summon 8 Sons of Flame . They do purely fire - based damage and have an AoE mana burn , so you need to keep them away from your mana - users . A Druid ' s Role . Melee : Do what other melee ' s do . Ranged DPS : Do what other ranged DPS do . Healer : Do what other healers do . Ragnaros can be engaged from ranged as soon as he is targable , so even if you are healing , be the fastest to draw first blood with that lightning quick Moonfire as soon as the MT steps into range ! During Phase 2 when the Sons of Flame come out , toss off your last few Rejuvinations and go Bear Form . Your job is to taunt the Sons off of the casters and hand them off to the tanks . Once the tank has taken aggro away from you , be ready to taunt the next Son that runs toward the casters . The tanks objective is to hold them in place away from the mana - users . " Your " main objective is to pull them away from the mana - users and give it to the tanks . Once you ' re sure all sons are taken care of , then help DPS them down . After the Sons are down , your mana regen while in bear form should allow you to have a lot more mana than the other healers who were just healing through the Sons . Pickup the healing until the other healing classes can spirit - regen some mana . All regular Druidish duties apply : Innervate s , Chain Battle Res ses , etc .