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Thread: Ragnaros

  1. #1
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    Ragnaros



    Quote Originally Posted by Aliena
    Hello and welcome to the Firelands Raid Guide! My name is Aliena, and in this video I'll show you all you have to know about Ragnaros, the last boss in this new raid instance. We defeated this fight with 2 tanks, 6 healers and 17 DPS, but similar raid configurations may work just as well. Since tank damage is significant, at least 3 of your healers should be dedicated to the tanks.

    The Ragnaros encounter consists of three phases and two transitions, making it the longest encounter in this instance and also the one with the steepest learning curve. In his 25-man version, Ragnaros has 201 million health, and in his 10-man version he sports 52 million.

    Phase 1 lasts from 100 to 70% of his health, then the first transition happens where Ragnaros himself submerges and you're faced with 8 adds. Phase 2 lasts from 70 to 40% of his health, then the second transition happens where you're again faced with adds (although more this time); and Phase 3 starts at 40% and ends when Ragnaros hits 10% health, at which point you won the game. For now, at least.

    When you engage Ragnaros, your tanks should be positioned at the far right side of the room, whereas melee should be on the left, and ranged DPS as well as healers should spread out over the rest of the room. The reason you need to bring two tanks to this is an ability called Burning Wound, which is a stacking dot debuff placed on Ragnaros' current target that starts out dealing about 6k damage every 2 seconds but grows quickly. When the stacks grow too large - after about 20-30 seconds - your tanks should taunt off each other so the first tank can reset his debuff. This ability persists throughout the whole fight.

    Ragnaros has several abilities in this phase, all of which are fairly easy to deal with. The first is Hand of Ragnaros, which will deal some damage to everyone in melee range and knock them back several yards. His second ability is Wrath of Ragnaros, which will randomly pick 3 targets, deal some damage and knock them back.

    Minding the knockback is important for two reasons: For one, if you're too far at the back of the room and get knocked back by Wrath of Ragnaros, there's a chance you'll drop off the platform and will not be able to receive a res. Secondly, phase 1 has a mechanic called Magma Trap. This is a slow missile that will be launched at a random raid member, and when it hits, it'll leave a Magma Trap on the ground that will persist until someone steps on it and detonates it.

    You do want to detonate these Magma Traps since otherwise they'll just keep piling up and someone's eventually gonna run over one accidentally, but you want to do this in a controlled fashion. Stepping on a Magma Trap will launch the player doing it up into the air, so the designated detonators should have a form of slowfall available. Also, detonating one will inflict 80k damage to everyone in the raid, so don't step on a trap unless everyone is healed up. We found a few seconds after Hand of Ragnaros to be a good time for trap detonations.

    The last phase 1 ability is called Sulfuras Smash and will actually persist throughout the whole fight, so you'd better get used to it quickly. Ragnaros will prepare to smash his hammer on the location of a random raid member which is illustrated by 3 small firepools on the ground. Obviously, you don't want to stand in this. When his hammer hits the ground, 3 lava waves will spawn - one from each little pool - and will move over the whole platform.

    Standing in a lava wave will not outright kill anyone, but will inflict a very damaging dot that can and should be dispelled by healers. Ideally though, no one should get hit by the lava waves at all. They're not hard to avoid once you realize how to handle them. The lava waves will always originate from one of the little pools and move straight outwards, so you can pretty accurately predict where not to stand ahead of time.

    After a little while of this, Ragnaros should hit 70% health and trigger the first intermission. He'll pick a spot to throw his hammer on the ground and he himself will submerge in the lava for 45 seconds. Again, you NEVER ever want to stand in the hammer. Once it hits the ground, 8 sparks will fly from it that illuminate the spots where the 8 Sons of Flame adds will spawn. Each of them will have 830k health on 25-man difficulty.

    Once spawned, they'll slowly move towards the hammer. Should ANY of them reach it, you wipe, simple as that. It's absolutely necessary that you assign stuns, slows and DPS to each Son of Flame ahead of time. They can also be death gripped, but try to reserve that for an emergency. Any Son of Flame that has more than 50% health will move incredibly fast, so an immediate stun will be required on pretty much all of them. There's some raid damage going out in this phase, but it's pretty trivial.

    After 45 seconds or when all Sons of Flame have been defeated, Ragnaros will re-emerge and trigger phase 2. Again you'll have to contend with Sulfuras Smash, but Ragnaros has also learned some new tricks.

    At the start of the phase, your entire raid should spread out 6 yards apart from each other - even melee. However, the entire middle area of the room should be completely left empty without anyone standing in it. This is because shortly into the phase Ragnaros will use an ability called Molten Seed and Fire Bubbles will spawn on 20 random players. Being within 6 yards of a fire bubble will hurt, so you absolutely want to mind your distance.

    Once they spawn, everyone has 10 seconds before they explode to get to a designated stack-spot which should be the front middle of the room, still in range for Ragnaros to melee your tank. Put a raid marker for good measure. The further away you are from the seeds, the less damage you'll take when they explode - and that's exactly the reason why no one should be anywhere near the stack spot when the seeds spawn.

    Once they explode, a Molten Inferno add will spawn from every seed. They have 250k health each and need to be defeated quickly, so assign all your AoE DPS to the task. Once defeated, everyone needs to spread back out to be 6 yards apart from each other for the next wave of Seeds.

    The last ability Ragnaros uses is called Engulfing Flame, and that's kinda exactly what it does. Periodically, Ragnaros will cover a third of the room in Flames and you shouldn't stand in it.

    It's worth noting that stacking up for the Seeds will always coincide with either Engulfing Flame or Sulfurus Smash. If it's Engulfing Flame and affecting the stack spot, everyone needs to move slightly to ensure they're out of it. If it's Sulfuras Smash, everyone should move up a tad to the edge of the lava, since the Smash will never send a lava wave into that direction.

    You should only have to deal with about three Seeds before Ragnaros drops to 40% health and triggers the second Intermission. This works much like the last intermission and again you'll have to contend with 8 Sons of Flame, but this time you'll also have to deal with two adds called Lava Scions that have 6 million health each. One will spawn on each side of the platform.

    One of your tanks should pick up both and hold them while the rest of the raid disposes of all 8 Sons of Flame. The Scions will randomly debuff a raid member with Blazing Heat, which will make him pop out lava puddles wherever he goes for a few seconds. If any add touches those lava puddles, they regen 10% of their health, so try to kite Blazing Heat away from the adds.

    Once all 8 Sons of Flame are dead, your DPS should work on taking out both Lava Scions while your other tank gets ready to pick Ragnaros up when he re-emerges from the lava. The scions can't be alive for too long as your tank needs to be available to taunt Ragnaros off the other tank when his debuff gets too high.

    No matter how much health the adds have left though, phase 3 triggers as soon as Ragnaros re-emerges. He'll still use Sulfuras Smash and Engulfing Flames, so mind your feet at all times. His new trick is called Summon Living Meteor. He'll start out by spawning just one, but over the course of the phase more meteors will spawn at an increasing rate, making the phase harder the longer it lasts.

    The impending impact point of a meteor will be shown by fire on the ground, and once landed they'll start chasing a random raid member. This is indicated by a faint line going from meteor to target. If anyone at all touches a meteor - whether it be the meteor's targeted person or any other raid member - the meteor will explode and kill anyone within 8 yards of it.

    Attacking a meteor will knock it into the opposite direction of the attacking player, and when a Meteor gets close to its target, either the target or another raid member should attack it to trigger the knockback, always minding not to knock it into another raid member. Once knocked back, the meteor will pick a different target and start chasing it. It's worth noting that meteors can only be knocked back once every 5 seconds.

    Everyone should keep their distance to meteors at all times as best as they can. Ranged raid members should keep an eye out and help attack a meteor if it gets too close to the person it chases. Ideally, you'll want to defeat Ragnaros before the amount of meteors becomes overwhelming, so any kind of Bloodlust effect is useful in this phase.

    When you get Ragnaros to 10% health, he'll fall to the ground and a loot chest will spawn. That's all the tips I have for Ragnaros. I've attached footage of the whole encounter, so if you want to see how we dealt with the various mechanics in detail, have a look at that. Good luck and have fun as always!

  2. #2
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    So... Ragnaros doesn't die... Well that's a shocker. See you in the next expansion Ragnaros. :/

  3. #3
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    so, 7 bosses down already? GG blizz...

  4. #4
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    In 10man we all stood on one side before Molten Seeds came and then all moved to the other side and stacked up. Easy to heal, just stun the adds that spawned. The last phase is definately the hardest phase. Edit: There is also a good picture on where to move and stand in 10man/25man at http://25man.com/firelands/ragnaros . I hope this helps out for people that do this boss on 10man!
    Last edited by Yoakie; 07-07-2011 at 01:17 PM.

  5. #5
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    Quote Originally Posted by Yoakie View Post
    In 10man we all stood on one side before Molten Seeds came and then all moved to the other side and stacked up. Easy to heal, just stun the adds that spawned. The last phase is definately the hardest phase.
    We tried that, but in 25-man moving from side to side is not such a good idea, as people far away will likely need the full 10 seconds to make it to the other side.

  6. #6
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    Aliena, you sound so chirpy and happy nowadays! Me like ^__^

  7. #7
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    Despite the fact that we managed to deal with the Sons of Flame during the intermission yesterday i felt that 8 sons in 10 man is a bit too much. If you don't have the right comp i can see it being very hard. Anyone else had the same feeling? IMO it should have been 6 Sons for 10 man instead of 8.

  8. #8
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    Quote Originally Posted by Hnetto View Post
    Despite the fact that we managed to deal with the Sons of Flame during the intermission yesterday i felt that 8 sons in 10 man is a bit too much. If you don't have the right comp i can see it being very hard. Anyone else had the same feeling? IMO it should have been 6 Sons for 10 man instead of 8.
    At first few tries, we were frustrated too. We really thought transitions needed a nerf.. but once we got used to it, it became much much more easier. We stopped trying to use slowing abilites. Instead we nuked them directly which really slows their movement speed. Now we have absolutely no problem with those
    The closest two adds needs attention. Any melee class can take these down easily (sometimes when we have only 1 melee, we make our druid tank handle one with berserk Rest is pretty easy..

  9. #9
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    Anyone else reminded of another Platform based 3 phase 2 transition fight in the last expansion?

  10. #10
    We tried that, but in 25-man moving from side to side is not such a good idea, as people far away will likely need the full 10 seconds to make it to the other side.
    Paragon did it this way in their heroic kill, but I'm not sure if that was for other reasons that are only extant on heroic.
    Last edited by Zellviren; 08-07-2011 at 03:28 AM. Reason: Tag issues.
    Unwavering Sentinel: Tales of a Protection Warrior Running Wild.
    http://unwaveringsentinel.blogspot.co.uk

  11. #11
    Quote Originally Posted by Pug View Post
    So... Ragnaros doesn't die... Well that's a shocker. See you in the next expansion Ragnaros. :/
    He dies on heroic... which I actually think is kind of cool that they set it up that way...

  12. #12
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    A moonkin makes this fight much easier in 10m since the hardest parts require adds control; and don't ever try it w/o a mage if you're learning it.
    When you are courting a nice girl an hour seems like a second. When you sit on a red-hot cinder a second seems like an hour. That's relativity. - Albert Einstein

  13. #13
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    Quote Originally Posted by Daimon View Post
    A moonkin makes this fight much easier in 10m since the hardest parts require adds control; and don't ever try it w/o a mage if you're learning it.
    I dont like posts like this tbh.
    Could you perhaps explain the part about not trying without a mage?

  14. #14
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    If you try the fight you'd realize why, a mage makes trivial the activation of the magma trap, even a full health player would die by the fall dmg and levitate won't work preactivation, and sending up a healer priest would make healing a bit harder, and the traps come too often to use a different class, like locks with portals or hunters with deterrence, having 1 player dealing with that makes the learning easier. Another choice is a SP.
    Last edited by Daimon; 08-07-2011 at 01:34 PM.
    When you are courting a nice girl an hour seems like a second. When you sit on a red-hot cinder a second seems like an hour. That's relativity. - Albert Einstein

  15. #15
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    Quote Originally Posted by Daimon View Post
    If you try the fight you'd realize why, a mage makes trivial the activation of the magma trap, even a full health player would die by the fall dmg and levitate won't work preactivation, and sending up a healer priest would make healing a bit harder, and the traps come too often to use a different class, like locks with portals or hunters with deterrence, having 1 player dealing with that makes the learning easier. Another choice is a SP.
    Well we are working on the fight, and we have a lock doing it with no problems at all.
    And as you said, a SP can also do it with no issues at all.

    And if you have 3 healers in the fight you can easily send a holy/disc priest flying without it causing any healing issues at all.

  16. #16
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    Where can melee stand in 10 man to not get parried but still be in range of healing?

  17. #17
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    Well if you manage with a lock is fine, but we tried and sometimes the traps come too fast to have the portal CD up, and as i said, if you're learning it you don't want to send a healer, a mage makes it much easier. But the real deal is with a moonkin or an ele sham, it makes the adds part a joke over any other setup. Paragon ideal 10m config is with 2 moonkins.

    As for melee, they just stand in the middle, the dps lost is not that much and the room is a little big for 10m as to place them out of reach of healers in the opposite side of the tanks, 25m is another story.
    When you are courting a nice girl an hour seems like a second. When you sit on a red-hot cinder a second seems like an hour. That's relativity. - Albert Einstein

  18. #18
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    I dont understand why a moomkin is very usefull for the transition ?

  19. #19
    Quote Originally Posted by hotshot100 View Post
    I dont understand why a moomkin is very usefull for the transition ?
    The Sons of Flame (the adds running towards the hammer) can be stunned, pushed back with Typhoon and Thunderstorm, as well as pulled with Death Grip. It isn't NEEDED, but its nice to have if you're having trouble bursting down the Sons. Just don't push them TOWARDS the hammer
    Quote Originally Posted by Aggathon View Post
    Sounds like the guy who ran in front of the train had an even worse week than you guys did.

  20. #20
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    Quote Originally Posted by Daimon View Post
    If you try the fight you'd realize why, a mage makes trivial the activation of the magma trap, even a full health player would die by the fall dmg and levitate won't work preactivation, and sending up a healer priest would make healing a bit harder, and the traps come too often to use a different class, like locks with portals or hunters with deterrence, having 1 player dealing with that makes the learning easier. Another choice is a SP.
    I've detonated all the traps on my hunter using disengage during our guild's attempt last night. Only downside to this (I suspect this affect's mages as well) is the dependancy on your ping - at 250+ms I had trouble timing it consistently to 'jump out' during the blast off, so I had to disengage during the fall and take roughly 15 - 30k fall damage while losing serious dps time.

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