View Full Version : Healing Need hlp Magmaws munching us

03-11-2011, 10:53 PM
Hi guys need some advice on the magmaw fight the furthest we we have managed to get is 50% our raid set up is

2x holy priests
holy pally

mt http://eu.battle.net/wow/en/character/azuremyst/ironhind/simple
ot http://eu.battle.net/wow/en/character/azuremyst/xastraknight/simple

deathknight or hunter depnding who is on

the tacs we have tried
we have the tank on 1 side and rest of dps and heals on othereside in mdps range and the dps dk out in range for the pillars

tank on 1 oneside mdps and theal on othereside rdps and heals all stacked at ranged area and moving back and two between two point (when the extra hunter is on) and nuking adds down

this is with the dk instead of extra hunter.
tank on 1 oneside mdps and theal on othereside rdps and heals all stacked at ranged area and moving back and two between two points when adds spawn the dk pics aggro up and holds it while we nuke down adds

in all systems we are getting the adds down with time left and all moving on time not getting hit by pillars and not staying in crap longer than it takes to run out of the crap we he covers half the room in fire. but we always end up with 1 or 2 dying is this something were doing wrong tacticaly or bad healing set up we are a bit lost atm would be very grateful for any suggestions pls guys


03-12-2011, 01:01 AM
First question would be, when are people dying?
I've found that the more ranged on the fight the better. We usually run only 1 melee, 1 tank, 2 raid heals and a tank heals the rest are ranged (usually have a chicken and a hunter for the knockback and frost trap). tank on one side, all but the chicken on the other side, chicken is the pillar target. Chicken will stand out to get targetted, the pillar targets him he run back to melee ranged and kills the adds and knocking them back if they get too close. Hunter always lays the frost trap between where the pillar landed and the group. Chicken and the 1 melee will use the chains. Make sure that when magmaw comes up from the chains the tank gets into position before he comes up and that the tank taunts extremely quickly as magmaw will do 1 melee swing on the person with the highest threat/closest to him since he aggro dumps when he comes back up.

03-12-2011, 01:02 AM
Tank should be tanking with back to the spike. Raid mark a spot to the left and to the right. of the tank.

After the tank gets eaten in Mangle one side of the room will start to smoke. If it's the side you started on, run to the other. If not stay in place.

If you switch sides, stay there. Do not move back unless the ground steams under you after the next mangle.

My guess it's right after the mangle that you're having problems with large chunks of people dying.


With a DK on maggot duty, he shouldn't need any help from DPS on Normal. Though a healer keeping an eye on him may not be a bad thing. DnD under the pillar of fire, HB, pass diseases around. Win. Well, frost traps are always appriciated.


If you just DPS maggots you only need 1 tank. You DPS that will jump on the head quickly and bring magmaw down quickly. When the tank is being munched on, he can tab target between the exposed head and magmaw and taunt each one so there isn't the 'free' attack on high DPS-threat after he spit back out.


Do you know what people are dying to? Thtat might help if it's not what I'm guesstimating they're dying to.

03-12-2011, 06:14 AM
hi thx for advice as to where were dying the healers are losing us to magmaw spew ( and yeah good guess mostly after head comes back up) they say were taking massive dam especialy cloth and they lose a mdps every now and then when the head comes up just read above how to sort that bit tyvm. any ideas on rest oh btw same prob wether were all stood in mdps range or if the rdps and heals are moving from point to point in the ranged area
thx for all hlp given guys

03-12-2011, 08:27 AM
The only time AoE damage should be un-tenable, especially with 2 holy priests, is if:
A) People stand on the steaming ground (sounds like it's happening) instead of moving to the other side; or
B) People are slow to move to the other side and get slammed by magmaw's head.

Tank stands with back to the spike, everyone else except the hunter at range stands to magmaws left. They stay there until magmaw munches the tank. If the ground starts steaming, then run to the right, if not, they stay where they are. Rinse and repeat.

Once you get that part down, it really is a fairly straighforward fight as long as you keep the adds under control.

03-12-2011, 02:02 PM
Thank you very much were are going again sunday will let you know how we get on thx again


03-14-2011, 09:16 AM
right we went and still not managed to down him were getting the adds down no problem and getting out of the steam straight away but were lossing 1 or 2 dps to the spew aoe and the spit this may happen at start or after the head has gone down and come back seems a bit random from what our healers are telling me 1 is dropping aoe heals and the othere is single target healing i have never played a healing class so have no idea if this is right or wrong any advice would be appreciated. and thx for the rest of the advice guys


03-14-2011, 09:24 AM
Is your pally running fire resist? Even so, spew should not be taking people out. What other damage are they taking (have you /combatlog it and uploaded it World of Logs)?

http://www.wowhead.com/spell=77690 should not be taking you out. Without logs it's probably going to be hard to get much more specific help, but when DPSing the fight, I don't remember any crazy damage being taken.

03-14-2011, 09:40 AM
Are you ever failing to chain him? Any delay in chaining him down extends the time you are taking AoE damage from him while he is being pulled down. Make sure your chains team is getting him chained immediately, even before the head lifts back into the air they can get the chains down.

Definately need to see a combat log for this.

03-14-2011, 10:18 AM
I know in the first couple of tries, we had issues at the end of the constricting chains sequence, as Magmaw lifts his head, we were taking heavy damage, losing one or two in the process. DBM will warn you when the phase is ending, step back momentarily then restack onto magmaw.

Worked like a charm and we've put him down twice in the last week or so.

03-14-2011, 10:18 AM
thx for input guys not got combat log not sure how to go about getting that for you to look at will look into it though were going again tomoz (tuesday) as for the chains the heads definitly going up before being chained i take it this needs to be done a lot quicker so will get on that straight away once again thx for hlp really appreciate it


03-14-2011, 12:17 PM
The head will still go up, however the chains can be cast before it does. While the head is down on a side you should actually see the chains appear already because the people chaining him should do it as soon as possible. The head goes up regardless because that's just part of the animation, it needs to go up in order for it to go back down onto the spike. How long it is up though before being impaled though varies a little and if you're slow to get him impaled you are taking additional damage.

03-14-2011, 02:29 PM
type /combatlog at the start of the raid and then /combatlog again to turn it off.

Then, find the combat log file in your wow/logs folder and, after creating a free account on Worldoflogs.com, use the tool there to parse the log and post the link here.

03-14-2011, 03:11 PM
thx guys will defo link if were still having probs tomoz


03-16-2011, 04:18 AM
I believe its typical for magmaw to melee someone for a large amount if they are standing too close to him when his head goes back up. This might be why you are loosing a melee dps or two that is standing too close and might not occur all the time. We tend to have melee make sure to stand a few steps back from their normal up close position when magmaw is about to come up from being chained down. I dont pay too much attention if the tank is currently in magmaw's mouth still at that point but it might be why he will melee someone else besides the tank.

03-16-2011, 05:23 AM
to be honest the only large damage in this fight is mangle.

if you're healers are failing to keep people up from spew your dps are either standing in fire / steam and then saying they wern't to not get yelled at.

or your healers are slacking.

raid damage is the most inconsequential part of this fight, especially with 2 holy priests who are beastly for raid healing.

03-16-2011, 08:01 AM
didnt get to go last night due to 1 of team not feeling well going again friday will let you know how we get on and thx again for all teh hep guys


03-16-2011, 08:14 AM
to be honest the only large damage in this fight is mangle.

if you're healers are failing to keep people up from spew your dps are either standing in fire / steam and then saying they wern't to not get yelled at.

or your healers are slacking.

raid damage is the most inconsequential part of this fight, especially with 2 holy priests who are beastly for raid healing.

For a 10 man normal raid...

So a tank that takes 25-30% of the total damage on the fight when properly executed using a single tank method is more important than the raid that takes the 70-75% of the total damage.

Just because you're top of the meter, does not mean you're greater than everyone else combined. As far as healing priorities are concerned you will find even in the groups you likely run with, healers are only healing the tank between 20-35% of their total healing and the majority of their healing is going to the raid.

Inconsequential? If Magmaw hits you for 100,000. Magmaw hits the raid for 300,000. Just because he hits you harder, doesn't mean you're harder to heal than everyone else combined.

I'm not saying healing this fight is particular hard. But your comment seems to portray a severe lack of understanding of how healing functions today in Cataclysm.

03-17-2011, 12:17 PM
You only really need one tank for this fight. Here's how we do it:

Tank: Me (feral druid)
Heals: rdruid, hpriest, hpally
DPS: Hunter, Mage, War, Rogue, Spriest, Ele Shaman

Hunter at max range (toward middle of room)
I tank boss by the wall to the right of the spike
Rest of the raid (heals, melee and rdps) stack on the ledge opposite me

Since the pillar only spawns on the range stack, the hunter gets it every time. When it's going off he drops a freezing trap to slow the worms, and makes a beeline for the rest of the group. Range dps (and sometimes the rogue if necessary) aoe down the worms, hunter returns to his position, and we repeat the entire fight.

The heal/dps group moves out of the steam if it's on their side (although sometimes someone eats a slam, it's usually not fatal).

Rogue and warrior are on chain duty.

Hero on the first spike.

Win (and usually easy "Parasite-free" achievement for anyone who doesn't have it yet).

If you'd like to see the strat in action, check the Yoggscast video guide for Magmaw. We got the idea from them, and it works TONS better than anything else we've ever tried.

03-17-2011, 12:45 PM
The original poster stated that they are not having problems with the adds and are in fact killing them (in several of his posts). The problems they are having relate to different aspects of their execution, not necessarily add management. As for what their particular issues are, we won't know until we can see some logs. Simply restating the one of several basic approaches to the encounter does not address the issues this person is having, particularlly when you are blindly focusing on adds being the issue when repeatedly they have stated adds are not a problem.

Adds could still very well be part of the problem, however that won't be apparent until we see the logs.

03-19-2011, 01:31 AM
Hi guys unfortunatly after using /combatlog i cant find the log in my wow/logs got no idea why we go again sunday will try to do it again then. in general the fight seemed to go a lot better last night and just seemed to lose guys to silly mistakes the healers are going flat out and keeping all up a lot better but complaining about mana issuse but think this is normal not 100% though will link logs as soon as i can.

would like to say thx to all and there advice and soz for being such a pain

03-19-2011, 02:19 AM
For a 10 man normal raid...

So a tank that takes 25-30% of the total damage on the fight when properly executed using a single tank method is more important than the raid that takes the 70-75% of the total damage.

Just because you're top of the meter, does not mean you're greater than everyone else combined. As far as healing priorities are concerned you will find even in the groups you likely run with, healers are only healing the tank between 20-35% of their total healing and the majority of their healing is going to the raid.

Inconsequential? If Magmaw hits you for 100,000. Magmaw hits the raid for 300,000. Just because he hits you harder, doesn't mean you're harder to heal than everyone else combined.

I'm not saying healing this fight is particular hard. But your comment seems to portray a severe lack of understanding of how healing functions today in Cataclysm.

what i meant by my post, was that if anyone is going to die, it is most likely the tank during mangle.

obviously theres is raid damage going around.

actually i have a holy paladin a tank a mage and a hunter and have a firm grasp of what healing is like.


another issue may be that the healers are attemtping to keep all 10 people on 100% all the time, which would oom them like crazy.

03-19-2011, 02:43 AM
yeah they have laid off trying to keep all fully healed and working much better now cant belive were having this many probs i have mage main and a pally tank so not really got any idea with healing side have started a druid up now to learn a bit at lvl 50 now so hopefully soon will have a better understanding of the healing. i suggested to them going flat out healing and just keeping all up then figuring out where they can cut back is that a good idea?

03-19-2011, 03:39 PM
We still need to see some actual logs if you want more specific advice on what is going wrong.

03-20-2011, 03:27 AM
yea sorry about that dont know what happened cant find them in wow/logs for some reason will try again tonight

03-20-2011, 04:16 AM
While nobody can really say exactly what's going wrong without logs there is really only 2 possibilities, either people are getting hit by unnecessary damage, ie lava pillars or head smashes, or your healers are really bad. Possibly a combination of the two, but there really isn't any other way lava spew should be killing people. Especially on normal mode.

03-21-2011, 01:24 PM
soz for not linking logs yet guys we have not been able to go due to ill team member soz for delay

03-25-2011, 06:54 AM
HI Ishamaelazure,

I was reading your post and you mentioned that you have your healers and ranged moving around. Hopefully the following is helpful.

My guild is executing it as follows :

My as MT(Atamosk) : Just to the right of the spike.
Melee : everyone except, the Frost DK, to the right of the spike hugging Magmaw.
Ranged : DK standing on ranged to get pillars and kite.

The only time the Melee group moves is when I am being mangled and Magmaw does his bodyslam, and if the 'body slam' is on the melee group. Else they will just stand there. Reducing the movement helps with AoE heals on floor not being wasted. We also put a Lightwell between MT and Melee group(round about where the spike is).

After each mangle, I found that the 1st hit after Magmaw was pinned down(besides that you have to taunt it off the top DPS in pinned phase) does hit for a considerable amount. So I normally safe my CD's for it to help healers. ie Shield Block and Dwarf Racial. During mangle I also use one CD to assist healers so they dont have to focus that much on me. Self heals that people in your group can use will help too. Healthstones, pots etc.

Hope this advice helps you a bit, this is working for our guild currently.

03-26-2011, 02:07 PM
It appears from all the replies and posts that you have the right set up and mechanics going. I would make one suggestion. Dps in the 1st phase is trivial, Worms are the number one priority. Once there down you can go back to DPSing the boss. But usually as soon as the worms are down another pillar follows right after it. As long as your doing the mechanics right, when his head gets impaled is the only time you should be concerned about the DPS focusing on magmaw. That bieng said, as to the person getting one shotted after the impale phase, its simple to fix. AIf you have DBM it will let you know when the "point of Vulnerability" (DPS Phase ) is almost over. When his head goes up it is very important that noone except the MT or OT is close to him. It has nothing to do with aggro, he will randomly target a raid member when u are running back to position. To avoid this make sure your team is not running back directly to their spots but instead, giving it a few seconds to let magmaw make his attack, which usually only takes 3 seconds, then go to your spots. DO NOT be close to him when his head goes up.

Hope this helps and good luck

03-27-2011, 04:28 AM
My guild has this boss on farm...

but you might want to take a look at (Recount healing done) during the fight...

We take / holy preist / Restro Druid / Holy palatin.... and we all heal between 12-13k Hps on recount and never oom so.. next time u face him just see if ur healer are pulling there fingers out or slacking....i know its not much advice, but can u post back the healer's Recount numbers....Also Not sure but are your healers using the Impale time to Heal raid to full then the rest of the time to Regen mana..

04-03-2011, 02:59 PM
hi guys soz this took so long we been trying a few different ways will let you look heres the log http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/
thx for all the hlp guys


04-03-2011, 06:08 PM
Looks like the parasites are not being dealt with effectively. The person that is the pillar of flame target should not be getting hit by the pillar. Whoever is the pillar of flame target needs to be able to get out of the lava on the ground asafp. From the looks of it your hunter is the pillar target. That hunter should be able to set down his frost trap before the pillar comes and then also help kill the parasites BEFORE the next pillar comes out. We call out about 2 or 3 seconds before the pillar comes out for everyone to switch and the dps start laying down their AOE where the pillar has been designated to land. Make sure that the target for pillar is at max distance or close to it when the pillar comes.
Remember the parasites are far more important than the boss. Every single ranged dps is going to have to aoe dps those adds hard.

04-04-2011, 04:35 AM
400k damage from being hit by magmaw when he slams hsi head down.

521k from parasitic infection - beign hit by parasites.

240k from the vomit by those infected.

566k damage from being hit by parasites

130k from pilalr of flame.

as i said before.

if you're healers are failing to keep people up from spew your dps are either standing in fire / steam and then saying they wern't to not get yelled at.

your raid aren't moving from things and are lying about it.


the head slam :
Damage taken

Actor Totals Hits Misses Total
Cesaria (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/1/) 260898 53.1 % 4 65224.5 260898 0
Yourpal (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/3/) 94014 19.1 % 2 47007.0 94014 0
Mtheadz (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/7/) 56803 11.6 % 1 56803.0 56803 0
Bloodworm (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/15/) 45557 9.3 % 6 7592.8 45557 0
Noobz (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/13/) 17800 3.6 % 3 5933.3 17800 0
Cat (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/14/) 16590 3.4 % 3 5530.0 16590 0
491662 100.0 % 19 25876.9 491662 0
cesria needs to move more.
yourpal too.
mtheadz isnt good but its passable.

being hit by parasites:
Damage taken

Actor Totals Ticks Absorbed Resisted Misses Ab Total
Xastraknight (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/5/) 375700 76.2 % 49 7667.3 375700 4 5158 38 217602 3 3
Yourpal (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/3/) 54027 11.0 % 9 6003.0 54027 1 1160 9 65944 1 1
Grafripeer (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/0/) 33675 6.8 % 5 6735.0 33675 0 0 4 33675 0 0
Cesaria (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/1/) 19668 4.0 % 3 6556.0 19668 0 0 2 17210 0 0
Ishamael (http://www.worldoflogs.com/reports/mqu3xr3aop52c77t/details/8/) 9737 2.0 % 1 9737.0 9737 0 0 1 2590 0 0
492807 100.0 % 67 7355.3 492807 5 6318 54 337021 4 4
either xastra is kiting badly.
or he needs to not be attacking the parasites to look pro on recount.
yourpal shoudl be no where near them and shouldnt be taking threat from them atall unless hes using RF.

04-04-2011, 08:01 AM
Ok... so there are five attempts in that report.

Your Mage did a total of 424 damage to Lava Parasites on all five attempts. There isn't even a Mage spell that does that low of damage, that was caused by Retribution Aura. Your mage never once cast any spell on the Lava Parasites.

You also had a Shadow Priest that did a grand total of 1904 damage to Lava Parasites. Again, there isn't a spell in the Shadow Priests arsenal that would do this low of damage. This damage was caused by Retribution Aura. Your Shadow Priest never once cast any spell on the Lava Parasites.

Your Rogue did a total of 4648 damage to Lava Parasites. Now normally a melee DPS shouldn't help with parasites, however a Rogue in particular has the luxury of Tricks of the Trade and can do considerable damage to the parasites spamming Fan of Knives while using tricks on a ranged DPS like a Hunter. For that matter, Fan of Knives can hit them from outside of melee range.

It's no wonder you can't kill the adds. Two of your ranged DPS aren't even helping at all and the one melee DPS that would be the most useful helping is not. The Paladin and Death Knight should not be on the adds if you're killing them.

You really need to use Recount I think. If nothing else it helps you weed out these situations in game. For example, you can view what people attacked in your last attempt very easily and determine right away that your Mage and Shadow Priest aren't helping on the adds at all. It's a simple matter of doing your job. Recount lists the top three things you attacked, there are only three things in this encounter... Magmaw, Lava Parasite, and Exposed Head of Magmaw.

04-04-2011, 10:26 AM
Ok right thx guys we were trying a different system due to players not being avalible the idea was the dk kite the adds i read it was possible for a dk to solo this postion while we stay on boss is this way possible? the dk was having trouble with adds so the 2 hunters switch to hlp him using miss direct onto the dk take it this was not a good idea?
Oh between the grp was stacked in mdps area to make use of the healers aoe heals.
Our normal system is the way they do it on the tank spot video with the healers and rdps moving as a group when pillars come having a dk kite and all rdps nuke them down which worked very well on the adds but healers were really struggling to keep us all up best attempt we got that way was got magmaw to 13% normally get him to around 50% due to a team member not being avalible we not been able to use this system lately. do you think were just better off waiting for the full team or carry on trying diiferent systems? soz for being a complete pain guys and thx again for all the help and advice


04-04-2011, 10:38 AM
If the DK can't generate threat on their own, it won't work. Misdirect is only a temporary threat transfer. Keep that in mind. While it may help them initially, eventually that threat simply goes back to the hunter and the DK loses that threat and potentially aggro on the Lava Parasites to perhaps a healer. If they can't generate sufficient threat on their own, then they shouldn't be kiting.

Your DK wasn't doing a very good job of kiting. Kiting requires a bit of skill and honestly if you don't have it you're better off just killing the adds. If he's being hit by adds, then he isn't kiting well. There is a difference between kiting and tanking on the move. Kiting in its true form you should never be hit at all.

In all honesty if your group is having this many problems with the adds you should kill them. This shouldn't even be a second thought. A dead problem is no longer a problem once its dead. While killing them will be slower, if you get rid of your problem you don't have to deal with it as long. That or recruit a protection warrior to solo them by tanking them and spamming Victory Rush each time they kill one.

04-04-2011, 10:43 AM
ah kk tyvm will defo get them nuked down then were going again thursday are we better off stacking in mdps and nuking down from there? our healers are finding it easier from that postion or go back to our original moving ranged grp?


04-04-2011, 11:00 AM
You only need one person at range to be the bait for the Pillar of Flame, usually a hunter since they want to be ranged anyway. They can also lay a frost trap where they stand and should be well away from where the rest of the raid is. Ranged DPS (and potentially the Rogue using Tricks) can then AoE the adds down before they reach the raid.

All other advice still applies, such as having them aggroed onto a hunter/warlock pet to keep them in one place for longer. Also knockbacks like Typhoon can be used on them to knock them back into the frost trap once they are out of it, extending the duration of the snare though you should be careful not to split the adds up otherwise AoE will be less effective.

04-04-2011, 11:28 AM
A 1 tank strat on this fight helps loads as our guild struggled also with adds and excess damage going out. Prott warrior or pally ideal as they both self heal freeing up mana for your tank dps. Have the add tank eat all the worms leaving you dps and healers fo kill boss avoid ignite and heal MT up from mangle. Seriously it makes this fight trivial and as soon as we swapped to this way we got him. The healers and dps have no excuse not to move as they arnt dodging worms. Dps goes up on boss massively as you arnt killing any worms and you will prop find that you get one less spike phase this way shortening fight and helping mana pools.
Try it. I add tank now and always top recount 28-30k dps as hitting 10worms with shockwave and rend and thundershock = pretty yellow numbers. :-)


04-07-2011, 02:48 PM
http://www.worldoflogs.com/reports/sxh0kobxpuf97tgf/ thx guys getting stressed a bit

04-07-2011, 02:57 PM
Vong I assume you meant a 2-Tank strat based on context. I agree. 1 Tank for Magmaw, 1 for Adds will help if your guild is struggling.

Add tank at range.
Main tank on Magmaw's right.
Everyone else stacked on Magmaw's left. Then just:

1. Move out of ignition if it starts on raid side.
2. Execute spike properly.
3. DPS cooldowns for head-down phase.
4. Everyone out of melee range except tank for transition as he lifts his head up to avoid getting 1-shot.
5. Reposition, rinse, repeat.

If your tank isn't putting out the DPS necessary to keep adds under control, use one (only one) DPS to help occasionally. Mage/Hunter works good.

04-07-2011, 03:13 PM
cool tyvm our warror tried but was only hitting around 10k dps think the dk was pulling around 15-18k just wondering would a pally tank be better? i have one http://eu.battle.net/wow/en/character/azuremyst/tayschrenn/simple is he geared to handle the adds i use mastery food and the elixer when tanking

thx yet again guuys for all the help

04-07-2011, 05:10 PM
just wondering would a pally tank be better?

If he's better geared or a better tank, sure. Class-wise no. Warriors are very well suited to this job.

If you're tank is doing 10k DPS he's not properly AoE tanking. He needs to rend, thunderclap to spread the rend, shockwave, and most importantly use Inner Rage + Cleave for incredible cleave damage. Glyph of Revenge helps too, assume he has it. Prot tank DPS on this fight should be 15k minimum as high as 25k.

I usually only shockwave once per worm pack so I'm sure it's off CD for the next spawn.

04-10-2011, 12:17 PM
Ive try to tank the adds, and im not hitting the dps mentioned above , so im guessing its got to do with my stance/spec/gear set up ?
im also clueless bout a good solid rotation that offers hi dps + threat


all and any insight will be most appreciated, thank you :)

04-14-2011, 01:45 PM
got him down guys tyvm for all the help you been great

04-14-2011, 02:01 PM
congrats on your kill

04-16-2011, 06:13 PM
I think the issue he's having is Magmaw is 1 shotting players when he spits the tank out. That's because the Tank is removed from the threat table when he's grabbed. Your tank can still attack while being munched on, he should taunt while he's in his mouth and again when he gets spit out to avoid Magmaw slapping one of your DPS.

04-17-2011, 07:59 AM
cool thx for advice we been running out and tank being there ready straight away to pick him up worked well
thx all again