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 MC guide 
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l33t p0wahz
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Post MC guide
ben da erges tegen gekommen, may be useful?
duidelijk geschreven door allies heh - die die bitches ^^

Lucifron
Impending Doom: This is a 2000 point shadow damage DoT. The damage is all done at the end of the 10 second timer not spread out over the 10 seconds. So you should get a priest to remove it quickly and you wont take any damage.

Pull the two guards to the back/south of the cave. Tank + healers occupy Lucifron while guards are taken down.

The guards can mind control, be ready to dispel the mind controlled player. If a warrior is controlled, intimidating shout will be used and will cause problems. Counter this by using intimidating shout as the fight begins to activate the cool down. The guards can be killed quickly.

Tank party: This will be a tank and priest/druids. They will keep the curses and Impending Doom off their party while healing the tank. The healers need to work out a rotation beforehand. This party's ONLY duty is to stay alive so Lucifron is tanked.

Once the guards are dead, the raid will focus on Lucifron. Priest primary duty will be busy keeping Impending Doom off party members, so use a bandage when you can. Druids primary duty will be curse removal, healing secondary; combat rez if needed (tank party/healers most important, then curse removers).

Most important to de-curse / dispel: Priest/Druid/Tank Secondary de-curse / dispel targets: Paladin/Mage/Warlock Least important: Warrior/Rogue/Hunter

The rest of the party will be attacking Lucifron. Hate control is important, and use of bandages is important - the healers will be busy. If mana becomes low, healers should focus on removing curses from themselves, keeping the tank alive, and allowing the curse to remain on the non healing, non tanking raid members. Impending Doom MUST be removed from any raid member though. The non-healing, non-tanking raid members can wand / auto attack in the worst case.

Hunters: need 3 pullers afterwards damages dealers


Magmadar
Fire Cone: This come of fire shoots straight forward from Magmadar and does only a small amount of damage. It should really only hit the main tank as its range is short.

Fire Spit: During the fight, Magmadar will randomly spit fire around his lair. Touching this fire puts an ever increasing fire DoT on you. Easily avoidable for those who watch for the fire streams.

AE Fear: Every 30 seconds Magmadar shoots out a 30 yard area of effect fear.

Frenzy: Magmadar will go into a “killing frenzy” that increases his attack speed by 150%! This MUST be dealt with if the party is to survive. It can only be dispelled with the Tranquilizing shot, that is learned from a book that drops off Lucifron.

Group composition will need the main tank to be partied with a dwarven priest (alliance) or a shaman (horde) to deal with the Fear effects that Magmadar has. If the main tank bolts it is likely game over. A warlock with an imp is also preferred as it gives the tank even more health.

Apparently the main tank can also do one of two types of "fear dance" to avoid running, I have not seen this done so can not comment on its effectiveness. This needs to be done if you do not have a Dwarf Priest with you for fear ward. The first method involves moving rapidly forward and backwards while in combat. Then when feared instead of running away or forward you will stand there feared. The other method involves having your tank should wait 30 seconds after the previous fear and then switch to berserker stance, use berserker rage, and then swap back. As far as I know the first fear dance has been fixed and no longer works post 1.7 patch, however the berserker stance switch still works.

All the melee DPS and associated healers should be in groups that circles behind so they can engage without worrying about the breath of flame attack (again, only the tank should be hit by this special attack).

Nukers and associated healers should stay away from the boss while keeping within spell/shooting distance. Unlike the main melee DPS group, these groups should be facing Magmadar.

Another groups should be setup with an auxiliary tank; in case Magmadar goes frenzied and the tranq shot misses, which will likely result in the death of the main tank. The “aux tank” should only fight as long as it takes for a druid to battle res the main tank.

Healers just need to keep their respective groups healed, and keep an eye on the main tank. DPS should push as much damage as possible while not trying to overtake the agro of the main tank (always allow the main tank a few seconds to gain proper agro).

Hunters are considered DPS if they do not posses the tranq’ shot, however hunters with the special attack should be placed together so that they can monitor the frenzy status of Magmadar. If one hunter misses with a tranq’ shot then the other can be notified and shoot his shot.

Magmadar CAN be done with only 1 hunter armed with tranq’ shot, but it is not advised. It is best to fight him with 2 hunters with the shot, as if you only have one hunter and he misses with his shot, there is no way the tank can survive against the damage Magmadar will do.

Hunters: damges dealers + tranq shot as statet above


Gehannas
Gehennas Curse: This is an AoE spell. This curse reduces heals by 75% and is a major nuisance. It is curable, so de-cursing will be a big part of the druid and mages job in this encounter.

Shadow Bolt: This spell does 2000+ damage, and Gehennas uses it often. It is random so a player could get hit a couple of times in a row.

Rain of Fire: This is an AOE spell that looks similar to the warlock’s version. It does 700+ damage per second. Raid members should remember to evacuate the area, when Rain of Fire does go off.

Note The guards have a cleave attack which also stuns, which might be a surprise to first timers.

First have the raid group split into six smaller groups. One five man tank group for each guard, one five man tank group for Gehennas, two five man heal groups, and the rest of the raid in a larger group at max range to stay out of Gehennas’s range.

The tank groups should be composed of one tank, one priest, one druid, one mage, and one of paladin, shaman, or warlock, they’d be responsible for keeping their tank alive and de-cursed.

The heal groups should have healers, mages and ranged abilities. The job for these two groups would be to heal the main tanks groups.

The rest of the raid should be mostly ranged and high DPS. These guys should help clear the adds first then jump in to help out with Gehennas.

When the main group pulls Gehennas, each guard group should have its hunter pull their guard away from Gehennas and finish him off. The hunters should do their pulls as soon as Gehennas is aggroed but not before. If the guards cleave the main tank for Gehennas things can turn ugly fast, so timing is important.

As the first guard is finished off, their group splits up. This group should help out the others with their tasks, with the only the high damage dealing players, helping to kill Gehennas. This is because staying bunched up in this fight is not a good idea. Gehennas’s AoE will cause major annoyance and difficulties for your healers and decursers if you are all bunched up, so try to stay out of large groups.

There should be dedicated de-cursers / healers for each group as well as de-cursers dedicated to the main tank who’s sole responsibilities are to de-curse and stay alive.

It would be good to have shadow protection potions for most raid members, and for the casters not to use fire spells as they have minimal effect on Gehennas.

Hunters: need 2 pullers - afterwards damage dealers


Garrs
Antimagic Pulse - Garr can cast an area of effect dispel that removes buffs from characters in the area.

Magma Shackles - Snares all players in AOE, reducing their movement speed to 40%.

Body guard detonation - At any time Garr can cause one of his guards to explode doing large damage to anyone in the area. It also pushes those players away from the area of the explosion quite a way.

Combat boost - Whenever one of Garrs guards die, he receives a permanent boost to his damage and attack speed. If all of his guards die the combined boost is significant enough to cause problems when dealing with him. The combat boost happens no matter how the guard dies; meaning that even if Garr causes him to detonate, Garr still receives the bonus.

To start the Garr fight it is suggested that you have 4 warlocks banish bodyguards and have warriors tank the remaining 4. Declaring targets before the fight is paramount, as they do a “dance” around Garr and cannot be immediately picked out. Using Hunters Marks, Detect Magic, and Mind Vision to mark the bodyguards is needed if you want to start the fight smoothly.

Before Garr is pulled, positioning should be decided and the Main Tank should declare a spot far away from the bodyguards where he will tank Garr. The reason to tank Garr away from the adds is to ensure that they do not explode and damage the tank.

To start the fight, there should be 2 healers assigned to the Main Tank, as Garr does not start out dealing a lot of damage. All the other healers should be keeping a look out for the off-tanks who are fighting the bodyguards. As bodyguards are downed and less tanks are needed to be looked after, healing should begin to shift towards the Main Tank (he should end the fight with 3-4 healers on him).

As the adds go down one by one, the Warlocks should be keeping their 4 banished. Healers needs to prioritize the tanks and Warlocks in this fight, and Warlocks should be soulstoning themselves (what an ironic twist!).

In regards to the antimagic pulse; there are two trains of thought on dealing with it. Some groups feel it is important that throughout the battle you watch players buffs and rebuff them whenever possible after Garr uses his AOE debuff, other groups feel this is a waste of critical mana and will wait until the end of the fight to rebuff. It is up to your group how you want to handle this, however the Garr fight can be long, and you may need the extra mana.

Keep in mind that Garr’s bodyguards DO NOT despawn when you kill him; thus it is important to keep them banished until Garr is downed and then finish them one at a time. Thankfully, Garr will not respawn… so theoretically you could wipe and still get some loot!

Hunters: need 1 puller to pull garr - afterwards damge dealers


Baron Geddon
Inferno - He will occasionally stop moving and attacking to ignite an inferno. This inferno goes out in pulses to everything nearby. He does roughly 6 pulses. The first 2 pulses for 500 damage the next 2 pulses for 1000 damage and the ..... IK BEN EEN MIETJE ... 2 pulses fo 2000 damage each. These pulses occur over roughly 10-15 seconds. No character can survive the damage given out. Players must learn to recognize Geddon going into Inferno mode and runaway from him before the large damage waves start.

Ignite mana - Is a DOT that does as its name suggests, it burns players mana causing them damage. It does a large amount of damage, converting 400 mana into 400 damage caused per tick. It will not do damage to characters that do not have mana, so Warriors and Rogues are uneffected. It is triggered as an AOE spell, so it is critical that characters that use mana do not approach too close to Geddon. If they do, and are effected it is critical to dispel this as soon as it lands on a mana using player.

Living Bomb - Again this ability is very much like the name implies. When this ability is placed on a player it turns them into a living AOE bomb. The ability is on a player for roughly 10 seconds before they detonate. When they do explode they cause 3200 damage to themselves and everyone nearby. Worse the effect can critical for up to 4800 damage! If you become the "bomb" you must run as fast as possible away from the rest of the group before you explode and take several players with you. The target for this ability is chosen at random. Many groups use a mod to track the timing of the living bomb cast, such as CQBaron. It's much harder to ignore a big gong sound, and raid chat spam, and a tell spam.

The first thing to do while fighting Baron Geddon is to pull him properly. He spawns in the same room as Shazzrah so it is best to pull him out. You must clear as many of the lava packs as possible before fighting the Baron. Usually you can only pull two packs. At this point you should pull Baron Geddon back to the room you fought Garr in.

Once you have pulled Baron Geddon into Garr's room the fight can begin. The main tank should pull him to the center of the room. The rest of the group should all be standing on the room in Garr’s room (all clustered together), aside from one paladin/shaman to act as an Out of Combat Resser for those who die from the bomb.

The Main Tank should be fighting Geddon in front of the rest of the raid (just inside spell range, but far enough for the raid to avoid the pulses). Melee DPS should only come in while Geddon is not pulsing, and pull off when he starts to pulse or they will all die.

Baron Geddons damage is heavily fire based and as such your main tank should be in his fire resist gear. He should have at least 250FR. All of your melee DPS players should also put their FR gear on and should have at least 150. He can be completed with far less FR, but with Ragnaros levels of FR he becomes a very easy fight.

Once Geddon casts the “Living Bomb” curse on someone, that person needs to run away from the raid, at a mid point between them and the OOC resser. A good strategy for those who are the bomb is to navigate so they are right under the wall and are stopped from taking large amounts of falling damage. Also, chugging back a greater Fire Resistance Potion before exploding will save you!

Make sure that magic dispellers are aware of their role in removing the “Ignite Mana” effect that gets laid down during the fight. This will wreak havoc with casters and can kill large amounts of party members in no short order. Be sure to dispel the casters ASAP once they get this effect on them!

With this sequence in mind, the Geddon fight is fairly straight forward. Some guilds spread out to minimize the bomb damage, however the “clustered” method works better in most cases, as long as the raid members are paying attention and checking if they are the bomb. If not… then one bomb could wipe the raid, so pay attention!

Hunters: need 1 main puller and 1 for back up - pulling will be done with pet (dive/dash) - afterwards damagedealers


Shazzrah
Deaden Magic: Protection spell that reduces magic damage dealt to Shazzrah. Can be dispelled / purged as it is a “magic” effect.

Blink: At roughly 45 second intervals Shazzrah will blink in a random direction AND reset all agro to zero. When the blink positions Shazzrah in the middle of a group of soon to be dead/fleeing players you can expect to see the next ability...


Large radius Instant Arcane Explosion: This will hurt. Arcane resistance helps (and Greater Arcane Resistance Pot’s), as does higher maximum hit points. This Arcane Explosion has an extended range of 20 yards.

Shazzrah's Curse: Increases magic damage on players. This is a curse and can be dispelled by mages as per normal.

Area Counterspell: Just like Counterspell, but more than one player will be affected by it.

For the first (and other) times when Shazzrah blinks to a group, the person with agro needs to immediately run to the middle and allow the Main Tank to gain agro. Everyone else in the raid needs to stop attacking until the Main Tank has agro, and then the fight continues as per normal.

A mage/druid needs to be nominated to decurse the Main Tank during the fight to minimize the damage he is being dealt. Make sure that only the Main Tank is being decursed as he is the only one who should be taking damage from the AE’s (aside from post blink situations). It is a good idea to have this as a druid who can heal themselves, or a mage that has a greater arcane resistance potion.

Also a Mage needs to be chosen to keep up a “detect magic” spell on Shazzrah, so that you know when his anti magic self buff is active. This buff needs to be dispelled by a priest/shaman once it pops up so that magic DPS will work as normal.

Since rogues and warriors are not going to be in melee range, they should be centering on ranged attacks as well as bandaging those in need. As another note, a paladin should be left far out of combat to do O.O.C. resurrections if needed; this will make the fight a lot easier.

Hunters: at this boss u are main damge dealer - be carefull on agro

Sulfuron
Demoralizing Shout – Shout attack that reduces the attack power of those in range by 300.

Inspire – An effect that can be dispelled; that doubles attack speed and increases his damage dealt by 25%.

AoE Knock Down – During the fight Sulfuron can do an AoE Knockdown to all those in range (10 yards).

-adds
Heal – The Flamewakers can heal all those in range (other Flamewakers, and Sulfuron). This heal is about 15-20% but can be interrupted as per any normal spell being cast (shield bash, kicks, etc, etc).

Power Word: Pain – As like any priest, the Flamewakers can cast a Shadow Word DoT on random Raid members. This can be dispelled by any effect that removes magic.

Immolate –Exactly the same as the Warlock ability of the same name, this immolate spell deals 380-420 damage every 3 seconds. It can be dispelled like a normal magic effect.

To start the fight, there need to be 4 off tanks assigned to the 4 Flamewakers around Sulfuron. After the tanking is decided, the positioning needs to be declared as with this fight (like many others in MC, positioning is key). First off; Shazzrah and alle the Flamewakers save one, need to be tanked just in front of where they are standing, at the base of the large upward slope that leads to them. The remaining Flamewaker needs to be brought higher up the slope and tanked there away from the others.

For the fight one or two priests needs to be strictly on dispelling the power words and immolates that pop up. Rogues and others need to be aware of the casting abilities of the Flamewakers and be ready to interrupt when heals are being cast. Also, priests need to be aware when Sulfuron buffs himself, and must be ready to take it off.

The pull should be easy enough with hunters pulling any stray mobs into position to be tanked. The lone Flamewaker at the top of the slope will need to be downed first, all DPS needs to be pumped into him while the off tanks are kept alive and healed.

Once the first Flamewaker is down, the next tank in the rotation will pull his up the slope into position for the raid to kill. This cycle needs to repeat for the next two adds as well, so that all the Flamewakers are dead and just Sulfuron remains.

With just Sulfuron remaining, the raid should move into position to engage, keeping in mind the AoE knock down and buff that Sulfuron places on himself. The key to this fight however is downing the adds, and once they are downed Sulfuron himself is nothing exceptional to fight against and should be easily handled by a raid.

Hunters: need 1 puller - afterwards u will be damage dealer

Golemagg
Magma Splash: A melee range ability that attaches onto anyone attacking and will stack with itself. It does fire damage over time and reduces armor of the target. Magma Splash will start by doing 50 damage every 3 seconds with 250 armor reduction. If allowed to continue stacking it will go up to at least 1000 damage per 3 seconds plus 5000 armor reduction.

Pyrobolt: Golemagg casts a 2000 damage pyrobolt on random members of the raid. The pyrobolt includes a 200 damage per 3 second DOT component and lasts for 12 seconds.

Golemagg's Trust: This is a buff from Golemagg on the core ragers. The buff increases physical damage by 500 and increases attack speed by 50 %.

Core Ragers abilities

Mangle : A debuff and damage over time ability which reduces movement by 50% and deals 300 physical damage every 2 seconds.

Regeneration : If the Ragers health is reduced to below 50% they will emote a message 'Core Rager refuses to die while its master is in trouble' and regenerate to full health.

The main concern when fighting Golemagg is to separate him from the Core Ragers that are with him. The Main Tank should fight Golemagg around the area he is standing, while two hunters pull the Ragers off to the far back of the cavern. At the back of the Cavern there should be two off tanks and a small amount (3-4) healers to keep the Ragers dealt with. The Ragers needs to be kept back from Golemagg or they will be buffed as the fight goes on.

The Main Tank and all other members of the raid who are not fighting the Ragers should be engaged with Golemagg. Healers should be rotated in and out as mana needs dictate, but the Main Tank should always have 2 healers on him during this fight. At this point, the battle becomes a grind similar to that of the encounter with Magmadar (only this time with adds).

As the fight continues, healers need to be on top of the random 2000 damage Pyroblast that Golemagg shoots out. It is essential (I really mean it) that these be healed by any healers with available mana, as one shot teamed with the DoT the shot comes with, can easily kill a caster.
Once Golemagg reaches the 10% mark of his health, he will begin attacking much faster and using an AoE Earthquake on all party members. He also casts “attract rager” onto every member of the Raid. Attract rager will add aggro to every one except the tanks on the ragers, making aggro management a real pain.

At the 10% “stadium run”, the raid needs to be certain to concentrate all attacks on Golemagg. Once Golemagg is downed, the Ragers immediately die, so make sure to down the big giant first.

Hunters: Need 3 pullers: 2 to adds 1 to pull boss back to his original position - afterwards u are damgedealer

Majordomo
Teleport – Any enemy near Majordomo can be targeted with this random target spell that teleports its target into the nearby fiery pit. There is nothing to counter this ability aside from running out of the pit. This ussually targets the closest player to Majordomo. When this ability actvates it seems to clear his aggro list as well and he will attack someone nearby. It is important to have a secondary tank ready to pick him up ifhe teleports your main tank.

Purple Shield – While this shield is up, Majordomo reflects melee damage back to those inflicting it. It reflects up to a set amount of 100 dmg per hit back at the attacker. This spell lasts for 10 seconds before fading.

White Shield – While this shield is up, Majordomo reflects magic damage back to those inflicting it. Each magic attack has a 50% chance to reflect back to the attacker. This spell lasts for 10 seconds before fading.

Fire Blast – Majordomo can also unleash a damaging area of effect flame attack. This attack hits nearby players with moderate fire damage.

Uber Mode - When Majordomo is down to one follower, he and his follower will enter uber mode. While in Uber mode, they hit MUCH harder and every available healer will need to focus on the main tank.

-healer adds
Heal – Obviously, the healers can do healing spells. These heal any target mob, but can be broken by stuns.

Random Shadowbolts – The Healer’s will also dispense random target shadow bolts at raid members in range.

Purple Shield – While this shield is up, the healer reflects all melee damage back to those inflicting it. This spell lasts for 10 seconds before fading.

White Shield – While this shield is up, the healer reflects all magic damage back to those inflicting it. This spell lasts for 10 seconds before fading.

-melee ads
Purple Shield – While this shield is up, the Elite reflects all melee damage back to those inflicting it. This spell lasts for 10 seconds before fading.

White Shield – While this shield is up, the Elite reflects all magic damage back to those inflicting it. This spell lasts for 10 seconds before fading.

Fire Blast – Elites can also unleash a damaging area of effect flame attack. This attack hits nearby players with moderate fire damage.

The first thing to know about Majordomo is that he does not need to die. In fact you must not kill Majordomo, it’s his retinue of guards that must die for you to win this encounter. Once all the guards are killed, the ‘Domo will submit and the battle will end.

Knowing that the guards are the target, a few things are critical to winning this battle. You can sheep the guards, however you can only keep them “chain-sheeped” for half the battle (until 4 are dead), after which the Majordomo will do an emote and they will become immune to sheeping. Also note; that you can stun the guards. This is important for stopping spell casting (the healers). Note also that you can not sheep the elites, only the healers.

First off, make sure to have the Main Tank on the Majordomo, and then distribute offtanks to all the other unsheeped mobs. A second offtank should also join the Main Tank to pick up agro from the Main Tank when he gets teleported to the fiery pit.

Be sure to keep notice of which shields are up on the mobs. White means that casters should take a break from hurling DPS, and purple means that melee classes should stay back (aside from the tank, who should be keeping agro).

Once the 7th guard is dead, the 8th and final will enter "Uber" mode. In this mode he grows roughly 50% in size and hits far harder, so be careful. Once all the guards are dead, the Majordomo submits. On to Rangaros!

we will kill the adds in the following order:
2 elites dead
2 elites to 20%
2 healers dead
2 elites on 20% dead
2 healers dead

Hunters: Damge dealer - non of the shields will effect u so keep the dmage up


Ragnaros
Wrath of Ragnaros - Melee Knock back - When this ability is used characters in melee range are sent flying and knocked down, Ragnaros will call out "Taste the Flames of Sulfuron!". It will take a several seconds to get back up from this ability and you then need to run back into melee range as you can be sent flying very far and end up in awkward positions. Very often you will come down in lava and have to find a way out fast or die due to the lava damage. It is resistable and your tanks should have high fire resistance stats (250+) so they can resist it most of the time. It hits for 1000 damage and is on a 25 second cool down timer. The melee DPS characters (rogues) should back away before the timer goes off to avoid the damage and thowback.

Ranged Knock back - Ragnaros can effect a player that is at a distance with a ranged knock back. This will knock them back as well as knocking down and damaging other players around the player. The area of effect is fairly small so with proper spacing no more than one player should be knocked down. The target is picked by random. This attack happens every 20-30 seconds and will be announced by Ragnaros saying "By fire be purged!"

Lava Splash - At various times a lava splash will be triggered which cause large damage to all those hit. It will effect anyone within close proximity to a lava flow. With decent fire resist (150+) it should be resisted most of the time. Damage is reduced by fire resist and normal damages related to fire resist are: 0FR/800, 100FR/400 and 200FR/200.

Elemental Fire - This is a debuff that Ragnaros puts on whoever has aggro. This should always be seen on the main tank, if its not someone is doing too much aggro and should slow down. This does several thousand damage over a period of time, so the main tank must be healed constantly to prevent this from killing him.

Magma Blast - If no one is engaged in melee with Ragnaros he will start throwing magma blasts at random characters. This ability hits for 4000-6000 damage so can kill most non tank players in 1 hit. It is easy to avoid though, always have someone in melee range of Ragnaros!

Melt Weapon - A very nice gold sink that Blizzard implimented is that every time you hit Ragnaros your weapon is damaged. The only way around this is to be prepared, if you are melee bring spare weapons and ensure the raid has a repair-bot for between every few attempts.

Summon Sons of Flame - After 3 minutes of combat Ragnaros will summon 8 Sons of Flame. After 1 1/2 minutes or once they are defeated Ragnaros will reappear. If you or Ragnaros is not dead after a further 3 minutes this process will repeat until your group or Ragnaros is dead.

Sons of Flames Abilities

Mana Burn Aura - This has a fairly small radius but still covers 5 - 10 yards. It converts mana to damage for everyone in the area at a very fast rate. Casters and players with mana need to clear the area FAST

Ragnaros is fought by himself other than when his Sons of Flame are summoned. While they are summoned, he retreats and is not involved with the fight.

There are a few basic strategies to use with Ragnaros before dealing with the major ones. The first is to make sure you are spread out so that his ranged knock backs do not take out large groups of players. The second is to not fight too close to the edges of the walkways in the area. You can be knocked over into the lava flows and killed. Some lava flows are very difficult to get out of as they have few access points. Also while fighting Ragnaros as with most bosses in the Molten Core it is critical to be buffed for fire resistance. A lot of the damage caused is fire based and can really be cut down on if you have the proper buffs and auras up.

On the topic of fire resists, all members of the raid should have at least 100 fire resist. The ideal mix seems to be 100-150 for casters and ranged support (Hunters and healers), and 200+ for melee and close support (Paladins). Also your main tanks that will be holding aggro should have at least 250 and ideally over 300 to have a reasonable chance to resist the knockback attack. A tank with 300+ fire resist would be able to resist the knockback at least 75% of the time.

For Ragnaros you will need the main tank and an alt holding aggro with several healers healing them. You will also need a 3rd tank waiting just outside of melee range so that when Ragnaros uses his melee knockdown ability they can step in and grab agro while the main tanks recover (if they are not lucky enough to resist the knockback).

After the 3 minute point in the fight with Ragnaros, he will disengage and summon 8 Sons of Flame. These are mobs that must be dealt with before Ragnaros will re-appear. Please see the following strategy section on them. Once they are killed you return to using Ragnaros strategy.

The sons spawn from around the spiral that Ragnaros is along the west, north and east side, and then rush south to meet the raid. The sons damage is entirely fire based, so with decent fire resistance you will take very little damage from them.

The Sons should be tanked and banished while one is being dealt with. It is important to always have at least one that is not banished at a time, as sometimes when all the remaining live sons are banished they count as being dead and Ragnaros will re-appear. If this happens you are very likely looking at a wipe. Also you must deal with the Sons quickly as Ragnaros will surface after 1 1/2 minutes if they are dead or not. To accomplish this every MUST be assisting one person that is picking targets. If attacks are spread out they will take to long to kill. With all DPS on one Son you should be aiming to drop one every 10 seconds or less.

When you are nearing the 90 second point in the fight it is critical that you send the main tank, secondary tank and their healers back to engage Ragnaros when he re-enters combat. If the tank is not there Ragnaros will start throwing Magma blasts. Once the rest of the group has killed any remaining sons they should re-enter combat with Ragnaros.

Setup is very important in the fight. All melee and close support need to be on the inner ring engaging Ragnaros while he is up. All the healers and ranged support should be on the secondary ring away from Ragnaros. They must also stay away from the lava flows or they will be affected by the lava splashes. Also all players should spread out so that they are not knocked back and damaged when Ragnaros uses his ranged knock back ability. This means that melee should be around Ragnaros generally on the south, west and north parts of the inner ring, and the ranged is on the south and west portions of the outer ring.

When the Sons are about to spawn it is important the the ranged collapse and set up back from the lip of the southern outer ring. This is where the Sons of flame will rush to. Just before Ragnaros submerges melee should collapse to the center of the outer southern ridge, to be ready to engage the Sons. Once Ragnaros submerges the main tank and his healers can head there to help as well.

In general you need to get Ragnaros down to roughly 30-40% before the first wave of Sons to have a legitimate chance of defeating him before a second wave spawns. This is the ideal way to defeat him. If a second wave spawn it is much harder to survive as you have likely lost many players by this point. If a second wave does spawn and you had gotten Ragnaros down to less than 5% health your main strategy should be to delay the spawns (trap, banish, kite, etc) for the 1 1/2 minutes and then kill Ragnaros when he resurfaces. Over all though your best plan is get enough DPS on him in the first 3 minutes to drop him below 40%. Two waves of sons is an excellent recipie for a wipe.

Lastly, from the time you get Domo to summon Ragnaros you have 2 hours to defeat him. If you do not he will submerge and you will have to go and defeatl Domo again to summon him.

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Carve hard! ... or die trying


Tue Dec 20, 2005 3:48 pm
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