Garr Molten Core Raid Strategy Guide
This guide provides tips and strategies for defeating the Garr encounter in Molten Core. One of the Lieutenants that served Ragnaros as far as the Elemental Sundering, Garr serves as the fourth encounter for the Molten Core raid.
Looking for more information about Molten Core? Then check our
Classic Molten Core Raid Guide
In addition to loot, Garr awards 100 Reputation with the
, up to 20999/21000 Revered. Killing Garr also stops all Lava Elemental mobs from respawning once they're killed in Molten Core.
Tier 1 Set Helms
Shared Loot Drops (Shared with Magmadar, Baron Geddon and Golemagg the Incinerator):
s are able to completely CC Garr's adds with
. The fight becomes significantly easier the more Warlocks you have in the raid.
Before the Pull
Although Garr's area is relatively away from trash mobs, it is still advised to clear the Molten Giants and Elementals that are close to Garr's area - As adds explode when they die, someone might be knocked back onto uncleared trash mobs.
Garr should be tanked at around 15 yards away from the raid, and his adds should be killed one by one.
Garr Abilities and Strategy
Garr has few mechanics by himself, and the fight mostly revolves around controlling his adds.
Garr lets out anti-magic pulses, removing a beneficial effect from players in the raid.
Not much that can be done against this ability - As Garr constantly uses Antimagic Pulse, renewing buffs will be a waste of Mana.
Garr reduces the movement speed of nearby enemies by 60% for 15 seconds.
This ability can be dangerous if a melee is nearby an exploding Firesworn. This can be stopped by tanking Garr's adds away from Garr, but be careful to not trigger
s can be used in a pinch if you happen to be shackled near an exploding Firesworn.
Garr is accompanied by 8 Firesworns. As their abilities are a lot worse than Garr's, they must be controlled and dealt with.
Garr's adds will deal 300% additional damage if tanked too far away from Garr.
Separation Anxiety triggers when the Firesworns are 15 yards or further away from Garr. Firesworns must be tanked close to Garr, but not too close as to not endanger the raid with
Firesworns immolate their target, dealing Fire damage instantly and more Fire damage over 21 seconds.
As Firesworns should be mostly controlled by the raid's Warlocks, this ability should not pose too much of a threat for the add tank.
In any case, the DOT component of the spell can be dispelled by
On death, Firesworns will explode, dealing massive Fire damage and knocking players back.
Eruption has a 15 yard range - Melee players should move away as they're about to die, and let the Ranged finish the adds.
s can help save players who might be too close to an exploding Firesworn while affected with
The Firesworn tank won't be able to avoid the explosion - Make sure you're being knocked back to a safe position!
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Should recommend Living Action Potions instead of Free Action Potions b/c LAPs remove existing debuffs while &*!s do not.
Garr gains 9% attack speed for every Firesworn slain:
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
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