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Forums : Boss Strats and Dungeon Info > Enter the Firelands...
Hellstryfe (Member) 8/9/2011 11:28 AM EST : STRATS: Enter the Firelands...
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we have seen and killed the trash now it's time to cleanup the bosses. this will be a break down for them all.


The Firelands is one of the areas - or domains - of the Elemental Plane. The entire plane was crafted by the Titans during the early days of Azeroth and it serves as a prison for the planet's native elementals. The Firelands, aptly named, is the "cell" for all fire elementals as well as their ruler, Ragnaros the Firelord. One of the many rocky islands that litter the surface of the endless sea of magma that is the heart of the Firelands hosts the Patch 4.2 raid instance. Here players will have a chance to match wits and strength with the Ragnaros' most powerful lieutenants, and ultimately face the Firelord himself in the very seat of his power, Sulfuron Keep.

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Hellstryfe (Member) 8/9/2011 11:33 AM EST : RE: Enter the Firelands...
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Beth'tilac <The Red Widow>

Strategy Guide & Video:
  • Below I have written a guide as well as demonstrate how we did this boss.
Our Group:
  • 2 Tank - | Druid | DK |
  • 3 Healers - | Paladin | Shaman | Priest |
  • 5 DPS - | Warlock | Mage | Hunter | Death Knight | Rogue |
General Boss Information:
  • This boss is a 2 phase encounter.
  • She summons adds and sprays fire/magma to try and kill the raid
  • It is a fairly simple encounter and mainly just a gear check
Boss Abilities:

---Phase 1: (Not % based)
  • Upon engaging Beth, she retreats to her canopy and begins casting a magma spew that damages all members of the raid until a player goes to the canopy with her... which is reached by mounting on the remaining webs of dead spiders.
  • Shortly after engaging, she will spawn groups of adds...
Cinderweb Drone
  • A large spider that needs to be tanked
  • He does a frontal cone AoE magma spew, so turn it away from the raid
  • Also casts Burning Acid on random players
  • We had our rogue on this add the whole time with help from everyone else when there was nothing to do.
4-6 Cinderweb Spinners
  • These are medium sized spiders that dangle from webs, and will remain there until taunted down.
  • They don't do much damage and have ~230k HP
  • Also casts Burning Acid on random players
  • Once these spiders die, their webs can be used to reach the top of the canopy... We usually send the tank first, followed by a healer and then 1-2 DPS.
  • We had our hunter solo these during this phase
15ish Cinderweb Spiderlings
  • Run around casting Seeping Venom if they get too close to a player.
  • Have very little health and can be AoE down easily
  • We had our DK solo these easily
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  • These adds will spawn as groups with the numbers stated above. You will get them after each Smoldering Devastation, which she will cast once her mana reaches zero.
  • You want to make sure that the people going up jump down through a hole in the canopy as she starts casting this ability. While up top, all you have to do is DPS and watch out for the Meteors that she casts. There is an effect on the ground and it's pretty easy to avoid
  • Smoldering Devastation will happen 3 times before entering Phase 2
---Phase 2:
  • Phase 2 starts after the third Smoldering Devastation cast.
  • Make sure the adds are dead when she enters P2 because she will consume them and get healed up.
  • This phase is 100% a burn phase.
  • Have everyone in your raid stack, except for the 2 tanks. This is due to The Widow's Kiss. When this happens, tank swap.
  • Alongside the kiss, Beth will begin to slowly enrage by casting Frenzy every few seconds. This stacks indefinitely until the end of the encounter.
  • Finally, the hardest part of P2 is Ember Flare, which is cast periodically and hits the whole raid. Stack up and use CDs to survive the latter part of this phase
Tips:
  • Send as much DPS up top as you can to get as much damage on her as possible without getting overrun below.
  • Execution is key, but fairly easy... just kill what you need to and avoid meteors
  • Don't be bad.
I wish you the best of luck, and feel free to critique my post and ask any questions.

Please uprate if this helped at all!

A link to our video on YouTube is HERE so you can see how it's done. Please rate and subscribe to see our upcoming videos!

~Wrex | Pseudonym | Executus-US

@Archh yea, the bottom healing isn't bad once someone is up top. We even contemplated sending 2 healers up. It's just up to your strengths and weaknesses. Also, I have the iLvLs of all of our members at the end of my videos... You can just go to the end if you want to see them.

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Hellstryfe (Member) 8/9/2011 11:48 AM EST : RE: Enter the Firelands...
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 Lord Rhyolith

Phase one of this fight starts out different from most fights as there is no need to tank him. He ambles around slowly and does not attack directly; instead, the real threat is where he intends to walk. Consequently, you'll need to steer him where you want him to path by attacking his left or right legs--applying more DPS to the leg in which direction you want him to turn. Balance the amount of damage done to his legs and then apply a group of DPS to swap to whatever leg is needed to cause a turn, communicating on ventrilo. E.g., if you want him to turn left, call it out and have your DPS switch off their assigned leg to the left leg for a quick turn.

Your immediate goal in steering him is to make sure that he stays on the island itself; if he gets to close to the edges, he'll begin to drink the surrounding lava which results in potentially deadly raid damage from Drink Magma

Your secondary goal is to make sure that he is being led in the path of active volcanoes that crop up over time. Each time he walks over one, he will stomp on it, which removes stacks of Obsidian Armor and gives him Molten Armor instead. You will know it is an active volcano because he will shoot an orange beam towards a dormant one. He starts the fight with 80 stacks of Obsidian Armor and the goal is to remove them all so you can DPS him down to trigger phase two. Don't worry much about Molten Armor he gains in exchange, as he loses a stack whenever he casts a spell or summons an add.

As he is being steered around successfully in phase one, the ranged DPS, healers, and the tank handle the adds he summons. Lord Rhyolithspawns two types of adds: Fragments of Rhyolith and Sparks. He spawns these in an alternating pattern so you will never have two types of adds up at the same time, making this a single tank fight. Fragments begin with a debuff called Meltdown. When it expires, it does their remaining HP as AoE damage to the entire raid. As such, it's best to just AoE them down with ranged.

The other adds hit harder; a single Spark spawned each time with an Immolation aura, ticking for a base 10,000 fire damage to those within its range. The tank should pull it off to the corners of the island to tank it away from the ranged. It is important to have the ranged focus down theSpark as it contributes to too much raid damage and also takes up space where the melee couldn't steer the boss because of their ground AoE.

As mentioned earlier, throughout the fight active volcanoes spawn periodically. They put a stacking debuff on the raid that increases fire damage taken called Eruption. This debuff won't stop stacking until the volcanoes are dealt with and they make the damage the raid takes be quite severe as they buff all of it. You can easily wipe if it stacks to high. In addition, he casts Concussive Stomp time to time which hurts even more with the debuff. Volcanoes also shoot lines of magma across the zone which then flare up and become walls of lava. They hit hard and knock you up in the air, but are easy to avoid.

When Lord Rhyolith transitions into phase two after dipping to a low enough percentage, his model changes and the tank must pick him up. You cannot attack his legs anymore and he remains stationary. He also gains an Immolation aura similar to the one the Spark adds had. This ticks for a lot of and affects the whole raid. However, if he has Molten Armor stacks, he will hit for more. At this point, cooldowns should be used. This is the entire rest of the phase--dealing with the damage from his AoE and burning him down before it overwhelms your healers.

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Hellstryfe (Member) 8/9/2011 11:53 AM EST : RE: Enter the Firelands...
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Alysrazor, a treacherous fire hawk who saved Arch Druid Fandral Staghelm, is a boss in Firelands. She is a four-phase encounter that allows players to fly with Wings of Flame. She drops the coveted Flametalon of Alysrazor.

Strategy Guide:
  • Below, I have written a guide on the abilities and how we defeated this boss.
Our Group:
  • Tanks - | Druid | Paladin |
  • Healers - | Shaman | Druid | Priest |
  • DPS - | Rogue | Hunter | RPaladin | Mage | SPriest |
General Boss Information:
  • This boss is a gigantic fire hawk that betrayed her people to gain her power from Ragnaros.
  • She will fly around her arena in do various abilities, alongside spawning adds to kill her foes.
  • She has a similar burn phase to Magmaw and is a VERY execution based fight.
Boss Abilities/Strategy:
  • Alysrazor is engaged by hitting Staghelm or by picking up the lone feather on the ground.
  • Upon engaging, Alysrazor will fly low to the ground in a straight line from her spawning cave causing a Firestorm as she comes. You will want to prestack to help healing here.
  • She also blocks the exits with Volcanic Fire, preventing any successful escape.
---Phase 1:
  • Phase 1 begins shortly after the pull in which she will have Molted and left Feathers on the ground in her wake. By picking up these feathers, you will gain 1/3 of Wings of Flame causing you to run 30% faster per stack and be able to cast while moving.
  • During this phase you will want 1 person to gain 3 stacks ASAP in order to gain Blazing Power by going through rings in the air à la Star Fox. Once that person reaches 25 stacks, he/she will gain Alysra's Razor, causing his Crit change to increase by 75%.
  • However, that person must look out for one thing... Firey Farts that she releases periodically. Easily Avoidable.
  • Meanwhile, on the ground, the other 9 players in the raid will need to deal with adds. 2 Blazing Talon Initiates who spawn periodically and 2 Voracious Hatchlings who only spawn once per phase.
  • You will want to assign 2 groups of 4. 1 group on each side with a healer going back and forth. 1 Healer/2 DPS (Split interrupters)/1 Tank in order to deal with the adds. 1 Initiate spawns on each side and has minimal health.
  • The initiates cast 2 abilities. One of which is Brushfire... a non interruptable spell that creates a small ball of fire that scoots around the arena floor. It is very avoidable. The other ability is Fieroblast... an ability that CAN and SHOULD be interrupted. It does moderate fire damage and places a DoT on it's target. Each successful cast of Fieroblast increases the Initiate's subsequent damage.
  • The Voracious Hatchings spawn shortly after this phase begins and are dropped in an egg via airmail by two phoenix'. You will need to have the tanks go stand by each of these due to it becoming Imprinted on the closest person at hatch. This causes the tank to do 1000% damage against that target... Use CDs appropriately.
  • Occasionally the Hatchling will become Hungry and have a change to go into a Tantrum. In order to deal with the tantrums, you will want your tanks to kite the birds overPlump Lava Worms which they will in turn eat and become Satiated. 4 Worms spawn at a time around the room and cannot be targeted or DPSed. You just need to watch out for their 360 degree Lava Spew.
  • This phase will last roughly 3:15 at which time, she will cast Fiery Vortex.
---Phase 1.5:
  • During this phase/transition, she will summon Fiery Tornados that orbit VERY fastly around the room in different directions. That is why you will want to have everyone grab as many feathers as possible. Do your best to avoid these tornados.
  • This phase lasts ~15 seconds.
---Phase 2:
  • Phase 2 is essentially a burn phase in which she is Burnt Out from causing her vortex/tornadoes... increasing her damage taken by 50%.
  • She will remain in this stage until her blazing power reaches 50. Her inner Spark is what returns her power, at a rate of 3 per 2 seconds.
  • Also, there will be 2 more adds during this phase which spawn on opposite sides and cast Ignition in an attempt to speed her recovery. You will want to have your tanks lock these down and prevent them from casting this.
  • In addition, we found it beneficial to stack behind her at the beginning of this phase due to the mechanics of the transition back into P1.
---Phase 2.5:
  • At 50 Molten Power, she becomes Ignited and raises from the ground. This continues to restore 2 power per second.
  • At this time she will also Buffet the raid causing mild fire damage every second. (Hence the stacking)
  • She must be tanked during this phase due to Blazing Claw which causes high amounts of damage. You don't want this in the raid, so have your tank face her the opposite direction.
  • Once she reaches Full Power, she will knock all players back like at the beginning and Phase 1 will begin again.
Rinse and Repeat

Tips:
  • Try and coordinate your interrupts for P1... this will give you the most trouble.
  • Have your tanks use Offensive CDs on the Hatchlings. It is imperative that they die before the tornadoes.
  • SPriests/Fire Mages are great for the air.
  • The tanks take a @#$% ton of damage, but since you get 10% mana back per ability during the burn phase... use your big heals to keep them up.
  • Watch my video, I feel it should help a lot.
I wish you the best of luck, and feel free to critique my post and ask any questions.

Please uprate if this helped at all!

A link to our video on YouTube is HERE so you can see how it's done. Please rate and subscribe to see our upcoming videos!

~Wrex | Pseudonym | Executus-US


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Hellstryfe (Member) 8/9/2011 12:00 PM EST : RE: Enter the Firelands...
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Shannox is the first boss in Firelands. He is summoned by killing trash mobs within the zone; once summoned, he patrols around the middle of the area with his two dogs Rageface and Riplimb. On heroic mode, he drops the heroic tier 12 leggings token.

Shannox is a boss summoned by killing trash packs roaming around instance. You will be able to monitor your progress in summoning him through his zone wide yells. Once summoned, he patrols around the zone much like Auriaya did in Ulduar. An elemental hunter, he has two pets:Riplimb and Rageface. These pets play a large role in the encounter by causing Shannox to enrage upon their deaths so you will want to to bring Shannox to 30% HP before killing them; while technically you can push Shannox with the dogs alive, they enrage when they see their master go below that threshold and hit extremely hard.

When you engage Shannox, have ranged spread out and the melee clumped on the boss. Shannox uses Jagged Tear which is a stacking debuff making the fight one tank on the boss and one tank to handle the dogs; you can do the boss tanking with one single tank (which we did on heroic) or two tanks. Both strategies are viable. If you can spare the DPS on normal mode 25-man, two tanks is way easier--however, it won't work in heroic modes. Since Tankspot's video uses three tanks, we'll discuss mainly this way. This method involves the offtank switch to maintanking after a certain amount of stacks--we did to nine, but everyone will be different--or you can reset the stacks when he does his toss move. Of course, switching isn't as simple as taunting. Throughout the whole fight you will want the tanks to mirror each other's threat, usingHand of Salvation to help them switch between tanking.

Your third tank's job is kiting Riplimb. His main ability Limb Rip also inflicts Jagged Tear. There are two strategies you can use: either the tanks can do a three way rotation to help reset debuffs or you can purposely kite the dog into Shannox's traps which will buy the tank time to get away and reset their debuff.

As is normal for a hunter, Shannox's other staple ability are traps. Immolation Trap causes damage to those who run over it--including the bosses themselves, so it's good to try to make a dog trigger it. The other kind of trap is a lot more serious: Crystal Prison, which encases whoever triggers it. Players should never get trapped, as this causes the raid's DPS to be pulled off the boss to break the trap and also creates line of sight issues. Rogues can disarm these traps as well.

The other dog is Rageface. He can't be tanked and will run around, damaging random raid members. He will sometimes cast Face Rage and focus a raid member for enormous damage. A specific raid healer should be assigned to watch this debuff and ensure no one dies from it, while DPS should attack the mob to get his focus to be broken.

Throughout the fight, Shannox will cast Hurl Spear. The spear lands near Riplimb and you don't want to stand in it. It also triggers a wave of fire which are easy to avoid; just stand in-between them. since this happens on a set timer, make sure your raid healers are aware and also make sure tanks get topped off immediately during this event.

As he reaches 30% HP, you will want to kill his dogs before you push him into his burn phase. For each dead hound, Shannox will inflict 30% more damage 30% faster, so with both of them dead you're looking at a 60% increase in both damage and attack speed. You will want to have a cooldown rotation on the tank at this point as the damage skyrockets. Blow any longer cooldowns here as well and you should have a kill easily.




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Hellstryfe (Member) 8/9/2011 12:03 PM EST : RE: Enter the Firelands...
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Baleroc is the fifth boss in Firelands. He stands as a gatekeeper to the two final bosses of the instance; killing him allows players to head towards Ragnaros' lair.

Strategy Guide:
  • Below, I have written a guide on the abilities and how we defeated this boss.
Our Group:
  • Tanks - | Druid | Death Knight |
  • Healers - | Shaman | Druid | Priest |
  • DPS - | Rogue | Hunter | Death Knight | Mage | SPriest |
General Boss Information:
  • This boss is a gigantic fire hawk that betrayed her people to gain her power from Ragnaros.
  • She will fly around her arena in do various abilities, alongside spawning adds to kill her foes.
  • She has a similar burn phase to Magmaw and is a VERY execution based fight.
Boss Info:
  • Baleroc is the gatekeeper to Ragnaros' spire and is the final encounter you will face before crossing the bridge and on to the last 2 encounters.
  • Baleroc uses his two blades as his primary means of destruction... coupled with summoning crystals to torment raid members.
  • He is a fairly simple 1 phase encounter that takes some quick practice to master.
Boss Abilities/Strategy:
  • You will enter his single phase as you engage him.
  • The main mechanic of this fight has to deal with his two blades. In order to do deal with these abilities, you will need to coordinate Blaze of Glory stacks, which start getting applied shortly after engaging.
  • This ability will increase the tank's HP by 20% upon every application... however, you need to be careful, because it also increases physical damage taken by 20% and increases Baleroc's fire damage by 20% per application.
  • In order to deal with the increased damage and increased HP of the tanks, you will need to have your healers gain large amounts of Vital Spark which are gained via healing the players with Torment. (1 stack of Vital Spark per 3 stacks of Torment)
  • Torment is gained from the small purple spikes that Baleroc periodically summons. You will want to have 2 people assigned to each shard due to the exponential damage they take.
  • Since the shards last for ~25 seconds, and because Vital Spark stacks at intervals of 3, you will want to have each DPS try and take 12 stacks each... Giving the healer 4 stacks per direct heal.
  • You will want to assign pairs in order to deal with these, because after a player as left a shard of torment, they become Tormented causing them to take increased shadow damage... effectively preventing them from eating the torment for a while.
  • Tormented also reduces the healing output by 50% which is why you will only want DPS to take the stacks.
  • The only catch to this Vital Spark mechanic is in the way it activates Vital Flame. Upon healing a tank with the debuff, the healer will LOSE his stacks of Vital Spark and be unable to gain more stacks until the Vital Flame buff has disappeared 12 seconds later. This is where a careful balance between tank healing and torment healing will come into effect. Coordinate amongst your healers how you will handle this. You will want to gain as many stacks as possible, while still keeping your tanks alive.
--------------------------
  • Finally... the difficult part of this encounter... the blades.
  • Decimation Blade - When Baleroc imbues his weapon with decimation, he will no longer do physical damage, and only do shadow damage. During this blade he will have 100% slowed swinging speed, however when he strikes, he will do so for 90% of the tanks HP... and at least 250k damage. You will want to have your OT tank this phase, and the beginning of the encounter. Let him get to >250k HP and then only tank during decimation blade.
  • Inferno Blade - When Baleroc imbues his weapon with inferno, he will no longer do physical damage, and only do fire damage. Due to his stacks of Incendiary Soul, Baleroc will do immense amounts of damage to the tank. Have your MT tank during this blade and use any CDs you need to.
Tips:
  • Have one healer heal the first 2 torments with help from the others to gain stacks quickly, and then just rotate torment healers to gain stacks the rest of the fight.
  • Once you get torment healing/stacks/torment stackers, the rest of the fight will fall into place.
  • This fight is basically a gear check... bring your best DPS.
I wish you the best of luck, and feel free to critique my post and ask any questions.

Please uprate if this helped at all!

A link to our video on YouTube is HERE so you can see how it's done. Please rate and subscribe to see our upcoming videos!

~Wrex | Pseudonym | Executus-US


Characters: Gotyousucka Zarria Cyssnei
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Hellstryfe (Member) 8/9/2011 12:26 PM EST : RE: Enter the Firelands...
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Hellstryfe
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Majordomo Staghelm is the sixth boss in Firelands. He stands guard in front of Ragnaros' domain and is the final barrier in place before players can fight the Firelord himself.

Staghelm has two forms: Scorpion Form (raid collapse) and Cat Form (raid spread). Every third shift, Staghelm will shift into human form and then adapt to your raid's positioning afterwards with either Scorpion or Cat.

The longer Staghelm remains in a form, the faster his energy bar fills thanks to Adrenaline. Whenever his energy bar is full, he'll use a devastating ability that depends on the form he's in. Eventually, his energy is filling fast enough that you have to switch forms. 

Of course, the major caveat is that every time Staghelm switches forms, he also gains a stacking buff that makes him deal 8% more damage on those devastating abilities. This acts as a soft enrage, as eventually he just does too much damage to sustain.

You should start out the fight with the whole raid stacked together including the tank, with Staghelm facing everyone to trigger Scorpion Form. Whenever his energy bar fills up, he'll use an ability called Flame Scythe. This ability is devastating, especially as he casts it quicker and quicker. We were able to make it through eleven of them the first time; ten the second; and so on as he gained his damage debuff each phase switch. You will want to use cooldowns for the last few times he casts Flame Scythe. When your raid can not take another, call it out, and have everyone run out from the center and spread out around the edges of the room. This will trigger a phase switch.

In cat form, he'll use an ability called Leaping Flames instead of Flame Scythe. He'll pick a random ranged raid member and leap to them, leaving a puddle in his wake. These fire puddles don't vanish while he's in cat form and you'll need ample space in the middle, so make sure that all your ranged raid members are far away from the center.Every time he leaps, he'll also summon an add called Spirit of the Flame. These need to be killed as they come out, so make sure to assign some DPS to them.

After both phases, Staghelm will shift into human form, briefly stun your raid, cast Searing Seeds on everyone but the tank, and then shift intoScorpion Form. The Searing Seeds debuff will have a different duration on every raid member, from roughly 10 seconds to roughly a minute.

When Searing Seeds expires, the raid member will explode everyone else within 12 yards for damage. Whenever someone's debuff is about to tick off, they need to run out of the raid and away from other people. 

The next time Staghelm changes forms after this, he'll briefly switch into human form again. This time, since you're transitioning into Cat Form, he won't cast Searing Seeds but instead use an ability called Burning Orbs. These will spawn orbs that focus on nearby raid members, you'll want to have people take a couple hits from the orb then switch with someone to combat its stacking debuff. More than five stacks will probably kill a person, so make sure you're watching out for it.

This is basically the entire fight; it gets harder and harder each transition.


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Hellstryfe (Member) 8/9/2011 12:33 PM EST : RE: Enter the Firelands...
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Ragnaros, making a repeat appearance from his vanilla days, is the final boss in Firelands. On normal mode, he is a three-phase encounter; on heroic, he's four. In between phases, players must deal with his ubiquitous Sons of Flame. He drops both normal and heroic tier tokens for helms, as well as Smoldering Egg of Millagazor.

In phase one, Ragnaros has two primary abilities. The first one is Sulfuras Smash. He targets the ground with his hammer and lava begins to boil on the ground; a few seconds later, he slams the hammer down. This impact causes Lava Wave to radiate out from the blast. They're easy to avoid, but when we did get hit, they were pretty minimal damage. They put a debuff that can be dispelled that causes periodic damage. It's likely in heroic it would hit for too much or be unremovable as a way to make the mechanic more punishing.

The second ability he uses are Magma Traps. He summons one on a random player in the raid. They function a lot like the Shadow Trapmechanic from heroic Lich King, except they don't remove you from the platform. This makes them relatively harmless. Unlike the heroic Lich King ones, they also don't despawn during phase transitions. We ended up clearing them with our priests--they would purposely set them off, take the initial damage, then use Levitate to avoid taking fall damage right before they came back down. 

Other than these two abilities, it was fairly simple. Hand of Ragnaros is casted every once in a while and it's a lot like Static Shock from theAl'Akir encounter. Casters just shouldn't stand in melee to avoid it. Ragnaros also casts Wrath of Ragnaros on a random player so players should be careful to not be in front of Magma Traps so they aren't punted back into one.

Phase two starts at 70%. Ragnaros spawns his Sons of Flame after throwing down Sulfuras. They speed towards the hammer and if they get close to it, they explode. They can't be slowed, but they can be stunned. We had ranged burst them down and melee get ones that were coming closer. They have a buff called Burning Speed which increases their speed if their HP is above 50%, so our melee just switched to ones that were high then switched off after and allowed ranged to finish them off.

After you clean up the Sons, Ragnaros comes back up and throws down a Molten Seed at every member of the raid. When they come down, we switched sides to the other end of the platform. After ten seconds, they spawn adds that can't be tanked. Luckily they don't hit for very much, either. We just gathered up and AoE'd them down then switched back to Ragnaros. 

Other than that, it was a fairly simple phase. He also casts Engulfing Flames on the platform to make certain areas obscured, this doesn't become much of an issue until phase three, but should still be watched out for.

The final phase starts out at 40% with another intermission similar to the last except for the addition of two Lava Scions. These two mobs can be tanked and are fairly harmless except for the fact that they cast a debuff that heals Sons of Flame on random raid members. Just make sure that players that don't need to be anywhere near the Sons aren't and that players who have to be close don't stand directly in their linear path.

Phase three's whole mechanic relies on Living Meteors. Ragnaros will summon on down from the sky and it will fixate on a random raid member. You can alter its path slightly by DPSing it--every time it's hit, it rolls away. However, if you're in the meteor's landing path or within a couple yards of it (regardless of whether it's following you or not), it will kill you. Thus only ranged DPS should try to alter its path. These meteors can't be killed and more of them continue to spawn, effectively making this last phase an intense burn one. The raid must run back and forth to avoid the meteors while finishing the Lava Scions that were left up from the intermission and also damaging Ragnaros.


Characters: Gotyousucka Zarria Cyssnei
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Vladracul (SuperAdmin) 8/13/2011 6:43 AM EST : RE: Enter the Firelands...
(Lurid) Archvampire
Vladracul
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Thanks for posting this GOTS!
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Characters: Vladracul Vampirus Shadowlich Bahaamat Lurid Shadowvlad Klavus Deathlich Ivan Gothos Valhala Everlasting
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