I DO NOT CLAIM THESE ARE MINE I JUST FOUND THEM JUST TRYING TO HELP....
Lucifron is a large naga mage, the first boss in Molten Core. This is also the easiest boss in the Molten Core.
Lucifron's Abilities
Lucifron has several abilities that he uses in the fight. They are as follows:
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.
Area Effect Curse: Doubles the cost of abilities before talents are considered. Mage/Druid should remove.
Strategy
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.
Magmadar has four abilities of note.
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 âkilling frenzyâ 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.
Strategy
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 âaux tankâ 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 tranqâ 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 tranqâ shot then the other can be notified and shoot his shot.
Magmadar CAN be done with only 1 hunter armed with tranqâ 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.
Gehennasâs Abilities
Gehannas has three abilities of note.
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 warlockâs 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.
Strategy
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 Gehennasâs range.
The tank groups should be composed of one tank, one priest, one druid, one mage, and one of paladin, shaman, or warlock, theyâd 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. Gehennasâs 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 whoâs 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.
Garr has two main abilities and one side effect that happens as you kill his guards. They are as follows:
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 - When Garr's guards die, they 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.
Strategy
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 âdanceâ 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 Garrâs 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!
Baron Geddon is the 5th boss in Molten Core. He is a large fire elemental and you must fight him immediately after Garr.
Baron Geddons Abilities
Baron Geddon has several abilities that he uses in the fight. As with all Molten Core bosses, understanding their abilities is key to being able to defeat them. Baron Geddon has 3 major abilities, they are:
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 last 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.
Strategy
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 Garrâs 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 âLiving Bombâ 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 âIgnite Manaâ 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 âclusteredâ 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!
Deaden Magic: Protection spell that reduces magic damage dealt to Shazzrah. Can be dispelled / purged as it is a âmagicâ 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 Potâs), 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.
Strategy
To begin this battle, have the party assemble in the room where you fought Garr. The party then needs to be split into 4 âsub groupsâ that are placed in every corner of the room (north, west, south, and east). The spacing of these groups is to minimize damage from the blink/arcane explosion combo that Shazzrah has. The main tank should be in the middle of these well spaced out groups.
Second part of the fight is to pull Shazzrah into the room, best bet of course is to use a hunter for this. Attempting to tank Shazzrah right away will fail as he immediately will blink to one of the four groups.
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 AEâs (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 âdetect magicâ 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/shaman should be left far out of combat to do O.O.C. resurrections if needed; this will make the fight a lot easier.
Golemagg is a Molten Giant, with two Core Rager dogs for guards.
Golemaggâs Abilities
Golemagg has a few abilities of interest:
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.
Strategy
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 âattract ragerâ 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% âstadium runâ, 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.
Sulfuron himself has three abilities and his guards have three abilities. They are as follows:
Sulfuron
Demoralizing Shout â Shout attack that reduces the attack power of those in range by 300.
Inspire â An effect that can be dispelled; that doubles attack speed and increases his damage dealt by 25%.
AoE Knock Down â During the fight Sulfuron can do an AoE Knockdown to all those in range (10 yards).
Flamewaker Healers
Heal â 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 â 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 âExactly 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.
Strategy
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.
Majordomo has several abilities that he uses in the fight. They are as follows:
Teleport â 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 â 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 â 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 â 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.
Healerâs Abilities
Heal â Obviously, the healers can do healing spells. These heal any target mob, but can be broken by stuns.
Random Shadowbolts â The Healerâs will also dispense random target shadow bolts at raid members in range.
Purple Shield â 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 â While this shield is up, the healer reflects all magic damage back to those inflicting it. This spell lasts for 10 seconds before fading.
Eliteâs Abilities
Purple Shield â 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 â 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 â Elites can also unleash a damaging area of effect flame attack. This attack hits nearby players with moderate fire damage.
Strategy
The first thing to know about Majordomo is that he does not need to die. In fact you must not kill Majordomo, itâs his retinue of guards that must die for you to win this encounter. Once all the guards are killed, the âDomo 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 âchain-sheepedâ 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).
There are numerous âsuccessfulâ strategies on which order to go at the guards in. However the two that seems to work best are the following:
1-4-3 Method
-Kill an elite
-Kill a healer
-Kill a healer
-Kill a healer
-Kill a healer
-Kill an elite
-Kill an elite
-Kill an elite
2-4-2 Method
-Kill an elite
-Kill an elite
-Kill a healer
-Kill a healer
-Kill a healer
-Kill a healer
-Kill an elite
-Kill an elite
Of course I highly suggest that you practice, and find your own ways of dealing with this interesting encounter. There is no ârightâ way to do it, but we want to avoid the wrong ways (the ones that end with 10 minutes worth of ressing).
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!
Ragnaros is the final boss in Molten Core. He is a huge fire elemental that is summoned by Major Domo in the center of a rock and lava spiral room. He is also one of the hardest Bosses in the game to defeat.
Ragnaros's Abilities
Ragnaros has several abilities that he uses in the fight. They are as follows:
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.
Strategy - Ragnaros
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.
Strategy - Sons of Flame
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.
Strategy - General
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.
We have also created a position guide as a basis for the Ragnaros fight.
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.
NEXT ONE
1. Impending Doom:
Inflicts 2000 Shadow damage to nearby enemies after 10 sec.
Type: Magic
School: Shadow
Radius: 40 yards
2. Lucifron's Curse:
Curses nearby enemies, increasing the costs of their spells and abilities by 100% for 5 min. This cost increase applies to all spells and abilities, whether they cost mana, rage, or energy.
Type: Curse
School: Shadow
Radius: 40 yards
3. Shadow Shock:
Instantly lashes nearby enemies with dark magic, inflicting Shadow damage.
School: Shadow
Radius: 20 yards
Flamewaker Protectors
1. Cleave:
Inflicts normal damage to an enemy and its nearest allies, affecting up to 5 targets.
School: Physical
2. Dominate Mind:
Takes control of a humanoid enemy for 15 sec.
Type: Magic
School: Shadow
Strategies
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In most cases, raids will first dispatch the first Core Hound Pack to give some room for the pullers and the main tank. It is important when Lucifron is pulled that he not come near the main raid group or there could be an instantaneous wipe. His guards have the ability to mind control, so it is sometimes easier to have one or two dummies move ahead of the main tank to suck up the mind control. Additionally, no one can move near the tunnel to the west, or the imps and surgers inside could chain aggro and wipe the raid.
Generally, two hunters will use one of their insta-cast shots to pull the Flamewalker Protectors, while the Main Tank must run up, tag, and pull Lucifron in the opposite direction of his guards. Generally the back cove is where the guards are pulled, while Lucifron is taken to another alcove on the east, far from the main raid. Each of the guards must then be picked up by two offtanks and dispatched accordingly before Lucifron is targeted.
Mages will not be contributing any large part of the DPS in this fight as they will be tied up with removing the curse that Lucifron casts on the raid every 15 seconds. Priests (and Paladins if Alliance) will also be tied up dispelling the Impending Doom debuff from healers, and especially the main tanks, and whoever becomes mind controlled. The core DPS for this fight therefore falls upon the rogues and warlocks.
Once the two guards are defeated, all DPS will shift over to Lucifron. Usually around 20-25%, it is safe for some of the mages to begin casting their nukes, depending on their mana andhow quickly they decurse the raid.
Lucifron's debuffs have a range between 35 and 40 yards. It is possible for every healer (except the MT-decurser) to stay out of Lucifron's curse-range, so with a good group you can minimize every curse-wave to about 10 raid members (melees). This makes the fight much easier and allows the mages to do damage too.
Gehennas
⢠Rain of Fire
Calls down a molten rain, burning all enemies in a selected area for 925 to 1075 Fire damage every 2 sec. for 6 sec.
School: Fire
Range: 40 yards
Radius: 10 yards
⢠Gehennas' Curse
Reduces healing effects for nearby enemies by 75% for 5 min.
Type: Curse
School: Shadow
Radius: 45 yards
Flamewakers
⢠Fist of Ragnaros
Stuns nearby enemies, rendering them unable to move or attack for 4 sec.
School: Physical
Radius: 8 yards
⢠Sunder Armor
Hacks at an enemy's armor, reducing it by 1000 per Sunder Armor. Lasts 20 sec. Can stack up to 20 times.
School: Physical
Range: Melee
⢠Strike
Strikes at an enemy, inflicting normal damage plus 35.
School: Physical
Range: Melee
Strategies
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Clear the entire area around Gehennas and then pull the guards to the south west and tank Gehennas in the center of the room. Make sure Gehennas is far enough away that the only people in range of his curse, shadow bolt, and rain of fire are the main tank and his healers/decursers. The two guards need to be tank far away from Gehennas and need to be kept a decent distance apart, otherwise the tanks and melee DPS will end up stun locked the entire battle from the two cleaves. The MT on Gehennas will need a dedicated decurser usually a mage, but a druid will work as well. The tank must have the curse removed as soon as possible. Gehennas deals a fair amount of damage and you will not be able to keep the tank up if he is only receiving 25% of the healing. Once the two guards are dead the entire raid should focus on killing Gehennas. The guards go down pretty quickly, Gehennas takes a while.
Mages and druids in this fight should be sure to adjust their decursing priority list to place the MT at the top, followed by other melee players, as the curse greatly reduces the amount of healing a player can receive.
⢠Magma Spit
Deals 93-107 Fire damage and an additional 75 Fire damage every 3 seconds for 30 seconds. Stacks up to 3 times.
School: Fire
Range: ?? yards
⢠Lava Breath
Inflicts 1157 to 1343 Fire damage to enemies in front of the caster.
School: Fire
Radius: 35 yards
⢠Panic
Panics nearby enemies, causing them to flee in fear for 8 sec.
Type: Magic
School: Shadow
Radius: 30 yards
⢠Lava Bomb
Throws a Lava Bomb at an enemy, creating a fire that inflicts 3200 Fire damage over 8 sec.
School: Fire
Range: 100 yards
Fire Radius: 5 yards
Strategies
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The main tank should pull Magmadar so that he is facing towards the main group of healers, hunters, etc. Healers need to stand at max range behind the main tank. To find max range get to where you are too far away to heal the main tank and then slowly get closer until you are in range. If you are at max range you will be able to heal the tank, but too far away to be affected by the AOE fear. For Alliance groups, a dwarf priest should keep fear ward on the main tank. Hunters must use Tranquilizing Shot (a learned skill that comes from a tome with a 100% drop rate from Lucifron) when he frenzies, they must pay attention to the order they use it in and whether it is a hit or a miss. Melee DPS should come in on the sides and behind Magmadar. They need to be sure to avoid the Conflagulate and will be responsible for removing themselves from battle and bandaging since they will be out of range of the healers. If there is no dwarf priest (or for Horde groups), the warrior can "stance dance" in and out of berserker stance in order to use Berserker's Rage about every 30 seconds to avoid being feared. It is important that the main tank doesn't get feared--otherwise, the main tank will lose aggro, the healers will suddenly be in range of Magmadar, and it is unlikely that the raid group will recover
A guild new to Magmadar may wish to have 2 groups of MT healers, only one of which is on the MT at a time. If the group that is actually healing the MT gets feared, the other group rushes in. My guild used this method until the healers became better at staying just out of AoE fear range. We found that 2 - 3 healers per group is enough so long as the hunters are quick with the tranq shots
The BoJ setup method: The easiest way to control the encounter is having healers and ranged DPS classes outside the fear range from the start. The trick to this is setting up the pull. Have your main tank walk up to maximum bow range from Magmadar and stay there. Now have your healers adjust position so they are just in healing range of the main tank. Healing range is 40 yards, and AoE fear range is 30 yards, so this should be easy. (Hint - if you can cast dispel or cleanse on the main tank, you are too close.) Hunters and mages with extended range now move to the same radius as the healers, but may need to move in a little to get range once the encounter starts. The healers and ranged DPS should be in a semi-circle - spread out to reduce the chances of a multiple people being affected by a conflag puddle. Once the healers and ranged DPS are in position, the main tank pulls Magmadar with a bow/gun.
Garr
⢠Antimagic Pulse
Dispels magic on nearby enemies, removing 1 beneficial spell effect.
School: Physical
Radius: 45 yards
⢠Magma Shackles
Reduces the movement speed of nearby enemies to 40% of normal for 15 sec.
Type: Magic
School: Fire
Radius: 45 yards
Firesworn
⢠Immolate
Inflicts 760 to 840 Fire damage to an enemy and scorches it for an additional 380 to 420 damage every 3 sec. for 21 sec.
Type: Magic
School: Fire
Range: 40 yards
⢠Eruption
Firesworn explodes, inflicting 1850 to 2150 Fire damage to nearby enemies.
School: Fire
Radius: 15 yards
Strategies
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The hardest part about fighting Garr is getting targets assigned correctly. At a minimum you will need a total of 9 tank and/or warlock. The more warlocks and the more extra tanks the easier the fight will be. Each warlock will be assigned one of the firesworn to banish, it is a good idea to have a void walker out and to ensure it always has full life (by using Health Funnel). They will need to tank the firesworn until a warlock can rebanish if it breaks free. Since Garr gets stronger each time a firesworn dies the more that can stay banished the easier it will be. The remaining firesworn should be assigned a tank and the MT will get Garr. Garr should be tanked away from his minions so that debuff spell and magma shackles don't effect the rest of the group. The rest of the raid should focus on killing the firesworn that the weakest tank is on. They can be killed fairly quickly if the entire raid focuses on one of them at a time. When the firesworn gets low on health all melee dps, except the tank, should move on to the next target so they don't get hit by the explosion. Once all the firesworn that had a tank assigned to them are dead, the entire raid should focus on Garr and the warlocks should continue to keep their targets banished. Once Garr is dead the raid needs to kill the remaining banished firesworn one at a time.
Attacks and Abilities
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⢠Inferno - a PBAoE that increases in damage with each pulse. The pulses come about 1 second apart and last for 10 seconds. Damage starts at 500 damage per pulse and increases by 500 every other pulse (500, 500, 1000, 1000, 1500, etc.). Baron Geddon will not move while casting this and he will be 9 pulses.
⢠Ignite Mana - a powerful magic-based DOT that removes 400 mana and does 400 damage to the target. Ignite Mana lasts for 5 minutes if not dispelled.
⢠Living Bomb - an effect that cannot be dispelled (It will be negated by Ice Block, however). The bomb will explode in 10 seconds and cause 3200 damage to the target and those players in the immediate area (it can crit for 4800!). The target of the living bomb will also be flung straight up into the air and take falling damage upon landing.
⢠At 2% Health Baron Geddon will emote "Baron Geddon performs one last service for Ragnaros." You have 5 seconds to kill him before he explodes like a living bomb, killing anyone in melee range (8500+ damage).
Strategies
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Baron Geddon is usually pulled to Garr's room for an easier fight. Typically the raid is setup in one of two ways:
1. This strategy involves the group making a line about 40 yards from the mouth of the cave after pulling him. We use a hunter and warrior to pull, getting the warrior the first bomb as a sacrifice. The line spreads out in order to avoid a wipe incase of a bomb that doesnt move, and so we have a clear, easy place to explode.
2. Semi-circle - This strategy is to arrange the group in a *very large* semicircle around the MT, with an opening directed at the tunnel Geddon will be spawning from. When you are the bomb, turn around and run backwards towards the walls of the cave, well out of range of anyone else.
When Baron Geddon starts his inferno all melee dps needs to leave, even the MT. No matter how well geared the MT is, he will have a hard time surviving the inferno (and if he does survive it will cost a lot of healer mana). Beginning groups in MC that can't take the damage may want to have all players do ranged DPS and only allow the MT to get into melee range. Ignite mana should be dispelled, but not from warriors or rogues. Druids, if not otherwise engaged, can shift to bear or cat to eliminate both the mana loss and the damage taken from Ignite Mana until the debuff can be dispelled. Whoever is the living bomb MUST run away from the group and blow up by himself. Some groups have everyone else run away from the person with the bomb. Mages and Priests can use Light Feathers to cast Featherfall or Levitate, which will mitigate the falling damage and increase those classes survivability from being the bomb. Mages can also Ice Barrier, and Priests can Power Word: Shield prior to the explosion to help blunt some of the damage. Mages can use Ice Block and Paladins can use Divine Shield to remove this debuff from themselves. Druids can shift to cat form while airborne to cut falling damage in half.
This fight is one of the easiest to MT in Molten Core. You must remember that he pulses 9 times each AoE. This fight will be frustrating the first two or three times, but it will quickly become cake when everyone figures out what's going to happen. Using CT_RA and Boss Mods will make identifying the bomb much easier.
⢠Arcane Explosion - Deals 900 - 1800 arcane damage with about a 20 yard range.
⢠Shazzrah's Curse - A 35 yard AOE that increases all magic damage by 100% for 5 minutes.
⢠Deaden Magic - A self buff that decreases magic damage cast on him by 50%.
⢠AOE counterspell with about a 35 yard range.
⢠Blink - About every 45 seconds Shazzrah will blink to random taget causing a memory wipe of the hate list.
Strategies
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Shazzrah is usually pulled to Garr's room for an easier fight. The raid group is typically set up into 4 large groups that create a circle around Shazzrah. There should be at least one tank in each group, excluding the main tank.
Because of Shazzrah's AOE the only person in melee range should be the MT.
All rogues, warriors, etc should thus be using their ranged weapons. any attempts to melee Shazzrah will result in death.
The curse and self buff need to be dispelled as soon as possible. A Mage should cast Detect Magic on Shazzrah so the self buff is visible. Typically one person is assigned the sole or primary job of keeping Shazzrah's self buff dispelled, one person dedicated to keeping the MT dispelled, and one per each of the four groups dedicated to keeping their group dispelled.
When Shazzrah blinks the warrior whose group she teleports to should taunt her and run her back to the MT. This allows the main tank to stay in the center, otherwise she will run through the group and the AOE can quickly kill the entire group. It is also important that DPS stops and healing at a bare minimum until the tank regains agro.
Golemagg
⢠Golemagg's Trust - Buffs the core ragers with 500 increased damage and increased attack speed by 50% if they are close enough.
⢠Magma Splash - A range ability that procs onto anyone attacking and will stack with itself. It does fire damage over time and reduces armor of the target. Magma Splash will start off doing 50 damage per tick 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 - Randomly deals 2000 damage to a member of the raid, includes a DOT that deals 200 damage every 3 seconds for 12 seconds.
⢠At 10% health Golemagg will also start casting earthquake doing damage to all around him and begin attacking much faster.
⢠Golemagg will also cast 'Attract Rager' onto every member of the raid when he reaches 10% health. This ability addes a certain amount of agro to all in the raid except for the warriors tanking the Core Rager.
Core Ragers
⢠Mangle - reduces movement by 50% and deals 300 physical damage every 2 seconds.
⢠If the dogs health is reduced below 50% they will emote a message "Core Rager refuses to die while its master is in trouble" and regen to full health.
Strategies
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The main tank will need a lot of Fire Resist to resist the magma splash other wise the DOTs will stack up extremely quickly. Two offtanks should fight the core ragers far away from Golemagg. The dogs can't die so there is no reason to DPS them, just keep them occupied. When they are out of range of Golemagg's buff their horns will stop glowing red. When golemagg gets to 10% life the melee should leave and he should be killed by ranged. It is often a good idea to have two tanks on Golemagg. If the main tank gets too many DOTs on him it will be simply impossible to keep him up. The second tank can either be ready to take over when the main tank dies, or when the DOTs start getting too high on the main tank the second tank can take over and let the main tank recover.
Sulfuron Harbinger
⢠Demoralizing Shout - Reduces Attack power by 300.
⢠Inspire - Self buff that doubles attack speed and increases damage by 25%. This previously could be dispelled, but as of patch 1.10 it appears it can no longer be dispelled.
⢠He also has an AOE knockdown attack.
Sulfuron's Guards
⢠Can heal any mob including themselves
⢠Shadow Word: Pain - A magic DOT that deals shadow damage every 3 seconds
⢠Immolate - A magic DOT that deals 380 - 420 fire damage every 3 seconds
Strategies
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For all strategies the Guards need to be seperated. The guards can have their spells interrupted so warriors and rogues should be kicking and shield bashing. There will need to be 5 tanks, one for Sulfuron and one for each guard. Mortal strike will also help ensure that if they get a heal off it wil be reduced.
Strategy 1:
The first approach is to have the four guards seperated into different corners of the room, while the DPS goes from one guard to another until they are all down and then to focus on Sulfuron. This strategy, however, requires five strong tanks and the healers to keep them up.
Strategy 2:
The second approach requires that the guards are all tanked in the same place and one at a time they are led away to be destroyed by the DPS. This can be an easier strategy because the tanks can share healers if one goes down or runs out of mana.
Strategy 3:
The last approach is to herd all guards in one spot and hit them with massive AoE from mages/warlocks. Whenever health of any one of the guards falls below 20%, all DPS is focused on him, hoping that he dies before other guards have a chance to heal him. This approach depends on a lot of firepower, and it will take longer time for guards to die, but it is easy to implement. Last run i was on we tried this, used curse of tongues on the guards, and assigned a rogue and tank to each. Tanks would shield bash and rogues would kick, preventing them from getting any heals off.
Majordomo
⢠Shield : The shield spells last for 10 seconds before fading. Majordomo will give the shield to all his followers.
1. Purple Shield â While this shield is up, up to 100 melee damage per hit reflects back to those inflicting it.
2. White Shield â While this shield is up, Each magic attack has a 50% chance to reflect back to the attacker.
⢠Teleport â Any enemy Majordomo is engaged with can be targeted with this random spell that teleports its target into the nearby fiery pit of Molten Core. There is nothing to counter this ability aside from running back. You'll also get randomly hit with 1-2K shadow damage while standing on it, so move out quickly.
⢠Blast Wave â A damaging area of effect flame attack which hits nearby players with moderate fire damage.
Elites
⢠Hits a tank for 800 - 1000 damage
⢠Fire Blast deals 900 - 1200 fire damage
⢠Shield â Same as Majordomo.
⢠Blast Wave â Same as Majordomo.
Healers
⢠Shield â Same as Majordomo. Do not cast Sheep on the healers while the white shield is up.
⢠Random Shadowbolts â The Healerâs will also hit random secondary targets with +- 1000 damage shadow bolts at raid members in range.
Strategies
Majordomo is not the target of this encounter, to win you must kill all his guards.
You can sheep the healers, however you can only keep them "chain-sheeped" for the beginning of the battle, but sheeping is disabled after 4 of the adds die. Use Stun and Counterspell when bringing down the healers. This is important for stopping spell casting and bringing them down fast.
Pull:
The MT, a hunter, and a paladin will engage Majordomo. The paladin will pull with divine shield. This paladin will attempt to stand closer to domo than the MT throughout the fight; Majordomo usually teleports the closest player to him to the fire pit. The hunter distracting shots domo whenever he charges off so that the tank can regain aggro. Majordomo is immune to Taunt and likes to randomly wander away from the MT and into the main raid.
Alternatively you can use a fifth Mage using Ice Block, or hunter pet to pull Majordomo.
Sheeps:
Mages will pull their adds from the group with Counterspell and then sheep them. Hunters will pull their adds to the Tanks. From a mage point of view, while sheeping, it is critical to drink a Fire protection potion 2 minutes prior to the fight. As well, while sheeping, you should ALWAYS have Mana Shield / Fire Ward up, as well as detect magic on the sheep. Never lose your target unless you are far away from all other sheeps and you keep your eye on it. Bandage right after casting a new polymorph. Do NOT Polymorph while magic reflection is up. Sheeping is fine with damage reflection. At the pull, mages should have fire ward/mana shield up. Get within max distance of Counterspell and use it to pull aggro, and immediately sheep.
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). We have mods which will give notification when the shields go up and down.
Each Paladin, except the portal B!&$^, is assigned to a mage. If the healer unsheeps while shield is up or the mage dies, pally needs to stun or off tank till shield is down. Alternatively you could use a hunter for this.
Powers:
Every so and then Majordomo will give his helpers a shield. the shields last for 10 seconds and either have a 50% chance of reflecting magic attacks, or reflect up to 100 melee damage when hit. Keep an eye on raid chat for these.
Killing the adds:
The 4 Flamewalker Elites are (usually) killed first, while the mages chain-sheep the healers. When the 4th elite is almost dead the unoccupied tanks need to move to the sheep to be ready to grab them.
When 4 adds have been killed all the Flamewalker Healers will become unsheeped. When it is time to kill the healers, the targeted one is pulled down the ramp and killed out of range of his buddies' heal spells.
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.
Once all 8 adds are down, Majordomo will submit to you.
An alternate strategy, however, is the 1-4-3 approach. This is where the Elites are offtanked and the Healers are sheeped. An elite is killed first, then all 4 healers one by one. After the 4 healers are killed, then the last 3 elites are then killed one by one.
Materials:
This battle is a test of the mana efficiency of the healers, who should bring as many Major Mana Potions as possible. Other raid members should be liberal in their use of fire and shadow protection potions, healing potions, and bandages.
Ragnaros's Abilities
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Ragnaros has several abilities that he uses in the fight, sometimes accompanied by yelling. They are as follows:
Wrath of Ragnaros - Melee Knockback.
25s cooldown. "Taste the Flames of Sulfuron!" .When this ability is used characters in melee range are sent flying, much like Garr's guardians when they die. It is common to be thrown very far and end up either in the lava or in the back row. It is resistible and on a predictable 25 second timer. Melee DPS should back out of melee range and only resume attacks once they are sure the MT or OT has aggro. Most melee deaths occur by melees engaging too fast; after the MT fails a resist and gets knocked back but before the OT engages. Because of Ragnaros's size, melee DPS can not see the MT and OT and must use a "target of target" mod.
Hammer of Ragnaros - Ranged Knockback and Damage.
20-30s cooldown. "By fire be purged!" This attack targets a random player and knocks back all players (including the target) within ~20 yards. They are knocked back from the impact point which is at the foot of the target.
Lava Splash - Localized Damage
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 partially resisted most of the time. It can be partially resisted with the standard mechanic; every 100FR equals about 25% damage reduction.
Elemental Fire - Damage Debuff
This is a debuff that Ragnaros puts on whoever has aggro. 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 - Massive Ranged Damage
If no one is engaged in melee with Ragnaros he will throw a ranged attack for 4000-6000 damage which will kill most non-tank players in 1 hit and quickly wipe the raid. It's advisable to have a MT stand by at the end of Phase 2 to pick him up immediately upon resurfacing.
Melt Weapon - Melee Durability Damage
Often Ragnaros damages melee weapons that strike him. This takes an estimated 30% off a weapon's durability per attempt. To counter this, 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 and Submerge. After 90 seconds or once they are defeated (whichever happens first) Ragnaros will reappear. This process continues after a further 3 minutes until either your group or Ragnaros is dead. Be aware that Ragnaros considers Banished sons as defeated and can resurface prematurely. See below for a detailed Sons of Flame strategy in Phase 2.
Combat Strategy
o Fire resistance is the "trick" to beating him.
o Your MT should have at least 300 (315 is recommended with buffs)
o Any melee classes should have at least 200.
o Any other class should have at the very least 100 (unbuffed), or they won't be around very long. In each case, more fire resistance is better.
o Everyone in the raid should use anywhere from 1-3 fire protection potions during the fight to stay alive. Preferred a few seconds before the sons of flame spawn.
o All ranged DPS (Mages, Hunters, Warlocks) should keep in mind that it is impossible for them to pull aggro from the MT. Ragnaros will always attack players who are in melee range first, regardless of their position on his hatelist. ( So don't hold back on DPS )
o HINT: Head your raid (up to 10 players at time) to LBRS and Mind Control one or more Scarshield Spellbinders ( you can find them just at the entrance under the bridge), at this point provide all players with his +83 Fire resistance buff. The buff lasts 60 Minutes. (Note, you can only do 1 spellbinder at a time, as their spell is on a 1 hour cooldown).
o Set Up,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. There are small patches of wall on the outer rings that, when stood directly against will usually prevent Ragnros's random fireballs from knocking you back.20 seconds before Ragnaros Submerges and spawns Sons of Flame, all melee (With the exception of the main tank, who should stay in melee until Ragnaros submerges to prevent him from magma blasting) should collapse to the southern lip of the outer ring, as to be ready to handle the sons when they spawn. Mages should already be positioned at the collapse point. Mages should conserver their mana so that they have at least 50% left when the first wave of sons spawns.
There are varying strategies on how Ragnaros is to be handled. Some groups go all out damage, getting him down to 30%-40% before the first wave of sons, to be able to kill him before the second. This strategy tends to make for far more casualties, and makes players less likely to survive the sons. The alternative is winning the fight through endurance, rather then all out DPS. All players must make it a priority to keep themselves alive through 2 waves of sons, after which Ragnaros is an easy kill. This puts less stress on the casters and healers. The priority for an endurance fight is not doing damage, it is keeping the entire raid alive, so that the Sons can be accomplished with minimal deaths. There should be no, or at least very few deaths outside of the Sons.By the time the sons spawn, the group should have collapsed to the ring south of Ragnaros. Mana users should be at the very endge of the ring, as to avoid the Son's massaive mana burn aura. Tanks should form a wall in front of the casters and group taunt, mages should then frost nova them in place and AoE them down. Ragnaros will spawn the second all the sons are dead, so it helps to keep one son at very low health chain banished until Ragnaros emerges on his own, to give the raid time to regenerate.
Lastly, from the time you get Domo to summon Ragnaros you have 2 hours to defeat him, after which he submerges. Majordomo Executus does not respawn.
⢠Stage 1:
⢠Have your MTs run in and attack, and have all your melee-ers and ranged DPS-ers assist. You have 3 minutes to get Ragnaros' health down as much as possible.
⢠Ragnaros will shoot random explosions that knock people into the air (often into the lava) and do a lot of damage, so healers need to be on their toes.
⢠Ragnaros also has an AoE knockback ability that he does on a regular basis. All melee-ers but your MTs should back out before this happens and then re-engage immediately afterwards.
⢠Stage 2:
⢠Ragnaros submerges and 8 "Sons of Flame" come out. They do purely fire-based damage and have an AoE mana burn, so you need to keep them away from your mana-users.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.
⢠Control them with warriors, mage frost novas, mage blizzard, hunter freezing traps and kill them all ( do not banish, there is no enough time. Some guilds do banish once however. )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 (or otherwise incapacitated) 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 whether they are dead or not. To accomplish this everyone 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.
⢠Ragnaros will come back after 90 seconds or when all sons are dead, whichever happens first. 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.
⢠Stage: 3
⢠Same as phase one. You have 3 more minutes before he submerges again for another minute-and-a-half session with the Sons of Flame.
⢠Generally, you want to kill him before the Sons spawn again or else you will probably die. If you don't get him to at least 40% HP before the end of Stage 1, then you probably won't accomplish this goal.