Learning Ragnaros – The Kill

We finally killed Ragnaros last night.  It was a great feeling to get Rag down.  Here is an update on my learning process for this encounter.

Phase I – Complete

We are consistently getting past phase I with only the random wipes during this phase.  The following summarizes some key aspects of this phase.

  • Tanks swap based on stacks of Burning Wound with fairly heavy tank healing (watch your range on the tanks)
  • Hand of Ragnaros does a 20K in damage plus knock back on the melee (and range if close enough).  Watch the DBM timers for this spell for 1) timing the traps since it will double up the 20K damage with the 50K trap damage; 2) timing of Sulfurus Smash since it will knock you back and may mess up your plan to avoid waves; 3) your position with relation to a trap so you don’t get knocked back into one.
  • Magma Traps are periodically positioned on a player.    The targeted player moves out of the way and the traps are specifically triggered by the designated player when raid health is high (everyone will take 50K when triggered).  This will be the focus of the raid healer.  Heal up the other damage to raid members before the trap is triggered, then heal up the trap damage afterward.  The player assigned to trigger the traps should have some sort of fall mitigation: Priests, Mages, Hunters (using disengage, maybe), Rogues (with shield), Warriors (maybe).
  • Sufurus Smash is the hammer that comes down with the three waves emanating for smash point.  The smash point is clearly visible with a yellow/orange three pronged circle on the floor before the smash occurs.  Getting hit by the hammer won’t quite kill you these days, but you should consider it as causing a wipe if you do get hit…so don’t get hit.  It’s seriously easy to avoid.  The waves coming out of the smash are just as easy to avoid.    The three prongs of the indicator on the ground clearly mark the direction of the waves which are always in the same pattern: 2 waves going out to the left and right (one in each direction to form a line tangent to the edge of the circle around Rag, offset slightly form the circle) and one wave that move directly away from Rag at the point of the smash.

We still have some people getting hit by waves, but our improvement in this areas was definitely a key element in getting the kill.

Phase I Transition – Needs Work Depending on Hammer Position

This is the phase where the hammer comes down and Sons of Flame spawn and run to the hammer.  When they reach the hammer, massive damage goes out to the raid. The Phase I transition is a weak spot depending on the position of the hammer. If it lands in the middle, we are generally getting through the phase consistently.  If it lands to either side, we aren’t adjusting well and we usually either wipe or lose at least one or two players, which later causes the wipe.

Here are the key points for this phase:

  • Mob assignments need to be clear
  • Players need to be able to find their mobs
  • Players need to perfect damaging their mobs to 50% fast and working together to get the mobs to 50% and subsequently killed
  • Players need to recognize where the hammer impact point will be and make adjustments as necessary based on position

The biggest issue is getting the mobs assigned to the DOT classes down to 50%.

Phase II – Complete

When we make it through the first transition, we are generally getting past phase II with only the random wipes during this phase.  The following summarizes some key aspects of this phase.

  • Pick a side for our initial meet up point but stay 6 yards apart
  • Wait for the red ball to appear then move quickly to the next meet up point
  • The secondary meet up point will be more grouped up.  It doesn’t need to be all the way across the platform, but should be some distance away.  The center should suffice.  We pick a point on the lip of the inner circle with a secondary point just outside the inner circle, for when the ground is on fire at the meet up point.
  • Molten Elementals will hit everyone with initial AOE damage when they spawn and (ranging from 6K to 20K based on distance), then continue to hit players hard with melee damage.  AOE them down fast while heavy AOE heals keep everyone up.
  • Dodge the Engulfing Flame (burning areas on the floor that cover 1/3 of the room at a time).  These will be circular bands.  Simply step to the next area that’s not covered at the time.  NOTE: if the burning area is up next to the tank, the tank must move back, but no further than the very edge of the burning area.  If they move back too far, a random player will be hit by Ragnaros.
  • Sufurus Smash is still happening during this phase.  Watch DBM timers and looks for the indicators on the ground to avoid this while staying 6 yards apart for seeds, dodging burning areas on the ground and collapsing for Molten Elementals.
  • Repeat the movement when the adds come out to stay together, but  6 yard apart and then move once the circles come out to get away and group up to kill the adds and raid heal.

The biggest issue to overcome with this phase was remembering the hammer and adjusting appropriately for it’s position while not messing up the other mechanics.  The next most deadly element of the phase is the burning areas on the floor. Players seem to panic when the occur and mess up the general movement of the phase, causing seeds to be spread out and cause more damage.

Phase II Transition – Lots of Luck Involved

This phase is similar to the Phase I Transition, and pose the same challenges with the addition of two new adds that will spawn and need to be tanked while the other adds are killed quickly.

Here are the key points for this phase:

  • Mob assignments need to be clear
  • Players need to be able to find their mobs
  • Players need to perfect damaging their mobs to 50% fast and working together to get the mobs to 50% and subsequently killed
  • Players need to recognize where the hammer impact point will be and make adjustments as necessary based on position
  • Tanks need to pick up the Scions and will be taking more damage during this time.  Therefore, Tanks and Healers will have less time to help dps on this transition phase.
  • DPS need to be responsible for killing more of the mobs with the Tanks and Healers providing less DPS.
  • Blazing Heat is a new aspect of the fight, starting with this transition.  Players with Blazing Heat must run to move out of a damaging flame that is placed below them.  This leaves a trail as they move.  Players should try to place these trails of flame away from the tanks / other players when possible.
  • We delayed the killing of the last Son (still making sure it didn’t hit the hammer) to allow a little more time to kill the scions before the next phase.

The biggest issue with this phase is luck with regard to where the hammer falls and then how players handle the extra movement and damage in this phase.  I found this a good time to use my pain suppression on my tank to reduce the incoming damage from their scion as I continue to DPS one of the Sons.  I got hit a couple of times with Blazing Heat.  This made it impossible to continue to DPS or Heal other effectively.

We only made it through this phase once…on our kill.

Phase III – What Just Happened????

We only got to phase III once, and that was on our kill.  To be honest, it was hard to tell exactly what was going on, and it has been awhile since I researched the phase.  Here are some things I noticed:

  • One tank needs to continue tanking the Scions in the back while the other tank gets to the front to avoid Rag targeting a random player.
  • Engulfing Flame is still covering 1/3 of the room with flames.
  • Blazing Heat is still randomly making players run around and create flame trails (or die)
  • Meteors are coming out of the lava and chasing a player.  Players need to kite the meteors away from the others, while avoiding flame trails and the burning floor.  Players can turn and damage a meteor to send it looking for another player.

Basically, the phase is pretty crazy.  I remember just trying to dodge stuff on the floor and keep the tanks alive as best I could.  I remembered I could get the meteor off of me by damaging it…I just didn’t remember to target the meteor first (dps is not my strong suit).  The meteor ended up bouncing me twice.  It hits for around 90K, so I was able to heal myself up, but the second hit bounced me into Engulfing flame and I just couldn’t recover from that.  The rest of the raid kept running around as needed and we pulled out the remaining 2% to get the boss down (he goes under at 10%).

I’ll be interested to see this phase again and start to make more sense out of it.  I guess the key is: “Don’t panic, keep up the dps on the boss as best you can, stay out of stuff, and heal the crap out of the tanks.”

Happy Raiding!

~Daff

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Comments
2 Responses to “Learning Ragnaros – The Kill”
  1. Jasyla says:

    Congrats on the kill!

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