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 Bloodlord Mandokir strategy ( missing at the site)

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tiroli
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PostSubject: Bloodlord Mandokir strategy ( missing at the site)   Bloodlord Mandokir strategy ( missing at the site) Icon_minitimeTue Nov 28, 2006 8:48 am

Bloodlord Mandokir (Raptor Boss)

This We Know Wiki space has been made possible through the contributions of Toon and Sabocat

The 2nd easiest boss in ZG. There are 2 strategy to it (1) kill his mount then boss (2) kill boss then his mount. As the fight is very long, (1) is generally preferred as it free up OT and healers to focus on MT.

There are 3 popular positioning for the fight. (1) all stand behind the fence except MT (2) stand in a circle and tank at the center and (3) caster on latch, melee below and hunters at door.

(1) is extremely popular because of a path finding bug which prevent the boss to charge to the rest of group. But this was declared as an exploit and the bug fixed in 1.9, ie, the old easy fight where MT can hold the boss forever no longer works. (2) is also a very good strategy but hard to execute with an inexperience team who has to constantly move around while keeping the circle formation. Personally, I used (3).

Few things to note: (a) stop all dps, healing when the boss watch you or else he will come 1-2 shot you. (b) he has a secondary targetting charge which always charge the farest member and may do a fear upon so (c) he has an AOE cleave so melee watch out (d) if you die, he will gain xp and may gain level. after 3-4 level, he become impossible so dont die (e) if spirit comes to rez you, take it unless raid leader call for a wipe

Other then this, it is a straight forward DPS fight. MT tank boss and OT tank mount. All assist OT to kill mount then kill boss. As it is a very very long fight, healers should conservate mana and maybe a good idea to coordinate healing rotation. Focus on keeping MT alive (others can bandage themselves) and this is an easy fight.

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Bloodlord Mandokir

Mandokir is the third boss located in the Zul Gurrub Instance. His aspect is that of the "raptor" and his area is just past that of Venoxis, and up a large series of stairs.

Mobs Surrounding Mandokir

There are two different types of special MOBs in the room of Mandokir, raptors and troll Blooddrinkers. The raptors are easy mobs to handle and much like any other mob in the zone, they need to be tanked an brought down with standard DPS.

The Blooddrinkers pose a bit more of a problem, as they have a special AoE attack that deals 200-400 damage to all those in 20 yard range. The thing to worry about this AoE attack, is that it heals the Blooddrinker for all the damage done! It is essential to keep just the main tank within the 20 yard range, or you will be fighting this mob for quite some time.

There is also an ambassador in this room at the base of the temple. It is important to not aggro him or kill him until the room is cleaned. When he dies, the boss aggros from the top of the temple.

Before attacking the ambassadour it is critical that you allow all MOB bodies in the room to decay and disapear from the floor. Once the Boss is aggroed, ghosts will appear around the edge of the room. The ghosts ressurect anyone that is dead on the ground. This is why it is critical to not have bodies on the ground. They will resurect the mobs, just as redily as you and this fight is hard enough as it is.

Mandokir's Abilities

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

Enrage: Whe Mandokir's Raptor dies, Mandokir himself will become enraged and hit for large chunks of damage (2000 damage) and has his normal attack speed increased by 80%. This will last for about 10-15 seconds.

AOE Fear: He has fear that effects up to 20 targets. If you let him get lose in the group this can cause serious issues.

Watching: Mandokir "watches" people, he announces this by saying "XXX I'm keeping my eye on you". While he is watching you you can not do anything (heal, attack, buff, etc) or he will break aggro and charge the person he's watching. When he does charge he attacks twice for about 2500 damage! Even worse is the fact that if the person dies when he does this he gets buffed (levels) and grows in size!

DING: At a certain point (about 10%) he yells "DING!!!", perhaps to sybilize the start of the real fight and he hits for even more damage (I have seen over 14,000 damage!).

Strategy

First off, be sure to clear all the bodies in the room to prevent any ressurecting mobs. Next off, be sure to save the ambassador for last, as his death will aggro Mandokir. Once all these conditions are met, you are "safe" to engage.

It is nearly impossible to keep agro on this boss as he will randomly break and charge raid member, thus deployment is important. If you get all ranged DPS and healers behind the spears in the area and have Mandokir tanked just in front of them, you will not get break charges. Make sure to kill the raptor first and then move on to Mandokir himself. Basically if you have everyone behind the spears, you have an easy fight. You should also keep the groups off tank sitting at the north end of the spears, as that is where Mandokir will come if he does aggro on the non-MT players.

When Mandokir starts to "watch" someone (as per his ability) they should stop doing anything and just wait for the ability to end. If a caster is hit by this "watch" attack, they will drop as the DPS is far too much to handle.

Once Mandokir hits the 10% health mark and "DINGS", everyone in the raid needs to switch to DPS and take him down as quickly as possible. There is no way to "stand" against him in this form, and he needs to be brought down by damage ASAP! Sometimes he will "DING" depending on players dying as well and not just 10% (it seems to be random). However he apparently does not always DING -- if you keep the dps steady and allow the tank to keep aggro, and never lose a player to death, he will not level up, and will never actually DING.

With all this in mind, Mandokir should be easy enough to down.
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