[Ascended] Magtheridon’s Lair

The Hellfire Channeler

The Hellfire Channelers are what seal Magtheridon away and must be defeated before you can challenge the former master of Hellfire. Each of the Channelers will not attack Players, allowing Players to start the encounter when they choose.

Once attacked, all 5 Hellfire Channelers will stop casting and attack the nearest raid member and the Countdown will start for Magtheridon to break free from his bonds.

Hellfire Channeler abilities:

  1. Each Hellfire Channeler may cast an instant spell that spawns a Burning Abyssal that aids them in battle. Tanks must pick up the Burning Abyssals as they hit hard and attack the closest raid member or have Members of the Raid pick up the « Banish » Warlock spell to swiftly deal with them. Slaying the Hellfire Channeler despawns the Burning Abyssal.
  1. Soul Transfer: Each time a Hellfire Channeler dies, it will empower the nearby Channelers. This buff gives each Channeler 100% Increased Damage. Resulting in the last Channeler having 400% Damage Increase! This will be the best point to burst before they quickly overwhelm your Raid party.
  1. Burning Abyssal: The Burning Abyssal will be periodically summoned throughout the fight with the Hellfire Channelers. They will inflict Area of Effect fire damage to the Players. They are most easily dealt with by using the « Banish » Warlock spell on them

Magtheridon[h2]

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Once the Hellfire Channelers are dead or 2 minutes have elapsed since the fight started, Magtheridon will break from his bonds, and the real fight begins!

Magtheridon abilities:

Mortal Cleave – Periodically, Magtheridon cast « Mortal Cleave » on the tank and anyone in the front of Magtheridon, the cleave will deal damage and leave them with a debuff which will reduce the amount of Healing Received by 5%, stacking. This will pose a problem for Tanks and requires Tank-swapping once the Debuff gets too high, recommended at 6, however, if comfortable, can be done later. Ensure that your tank remains out of Cleave range or they too will be hit.

Wrath of the Pit Lord – Magtheridon’s rage cannot so easily be contained, and as soon as the fight with Magtheridon starts, all Players will be inflicted with this debuff, initially dealing 140 Shadow damage every second, but will steadily increase over time, serving as a natural Enrage timer on top of the True rage timer.

Quake – Magtheridon will blast back all Players away from him with his powerful wings, this will commonly be used before Blast Nova, and therefore, all Players must be able to quickly reach their assigned location or it may lead to a wipe.

Blast Nova – Magtheridon’s most powerful ability, You will need five raiders to take control of the 5 floating cubes when Magtheridon casts Blast Nova and time them all together, so all 5 are channelling before Magtheridon completes his powerful spell. However, the same person cannot use them again within 60 seconds, and therefore, you will have to assign a backup in case Magtheridon chooses to cast again too soon.
Conflageration

Conflagration – Magtheridon will ignite the ground around the Players, players that run in the fire will gain a debuff called Conflagration that deals 700 fire damage every 1 seconds stacking in intervals of 700, 1400, 2100. The damage can quickly kill any Player not paying attention and therefore should be high priority for Players not to stand in the fire!
Ascension icon

ASCENDED MECHANICS

Spread on Fingers, Stack for Hand

1.) Fingers of Death – On Ascended Difficulty Magtheridon may cast « Fingers of Death » on a random raid member, doing 1% of Mag’s Max HP to all targets in a 8yard radius of the selected person. Make sure your healers are ready to top the players that are targeted with Finger of Death to ensure that the raid members do not die from the Wrath of the Pit Lord

2.) Hand of Death – On Ascended Difficulty, Magtheridon will cast « Hand of Death » on a random raid member, doing 1% of Mag’s Max HP, DIVIDED, amongst all targets in a 8 yard radius of the selected person. Use AoE heals, bubbles, etc, and a designated marker for where to stack on hand,

OR if your raid can traverse fast enough, have target of target on, and stack on the Hand of Death victim.

3.) Fel Portal Flames or something – Not sure. It applies to people in an aoe as a debuff and does some damage.

Mag’s skill order

Quake happens, then hand of death, then Blast Nova ALWAYS for phase 1.

Adapted from a guide by WipesOnBots published on db.ascension.gg.