Ready Check: WoW Insider's Guide to Lord Rhyolith

WoW players are not unaccustomed to tackling giant creatures. We've slain dragons, gronn, elemental lords, and even ogres infused with the raw power of the Old Gods. In our time, there have been some big bads that were, well, literally big. Lord Rhyolith now falls into that criteria -- a massive molten lord covered in rocks so thick and so sharp that spells and blades couldn't even think to but dink away at his hide.
This royalty of the Firelands is one of the first four "fluid" bosses in Firelands. You can reach Lord Rhyolith by following the road to the right, over the bridge and up the gauntlet ramp. There he stands, out on a platform surrounded by lava, begging for players to come and test their mettle against him. This is going to be one tough nut to crack; are you up for the challenge?
The pull
The pull is always a key part of any good boss attempt. No one wants to rush in all willy-nilly. Lord Rhyolith is an interesting boss to pull. To start, be advised that his aggro radius is huge. You can gather on the platform where he is located, but stick to the edge of it as much as possible. Just a few steps in, and you'll suddenly find a massive giant stomping toward you.
The other unique part of the encounter is that phase 1 Rhyolith is not tanked. The boss merely walks forward, and the raid must apply damage to each of his legs in order to control him.
Due to this, you don't want to have your tanks rushing in first. Instead, your melee should be mounted and lead the pack this time around. Ranged players, healers, and tanks should keep themselves grouped up in a designated area that we'll talk about a bit later. The important thing is to not aggro early, which is super-easy to do. Finish all of your buffing and eating before you head off onto his platform.
Abilities
As a massive giant constructed of nigh-impenetrable rock, Rhyolith is going to totally ignore your raid during the vast majority of the encounter. Instead, he merely stomps around, causing magma eruptions and swarms of adds to take down. Let's look at all of the abilities that you'll be faced with.
Phase 1
Lord Rhyolith
- Concussive Stomp Deals raid-wide fire damage and knocks back any player within 20 yards.
- Drink Magma Drinks from the magma surrounding Rhyolith, then spits it at the raid.
- Heated Volcano Ignites the lava under a volcano, causing it to erupt, spewing lava over random targets; increases fire damage taken.
- Lava Line Snakes out lines of lava from a crushed volcano; erupts for massive damage after a slight delay.
- Obsidian Armor Reduces damage taken by 1% for every stack; stacks up to 99.
Spark of Rhyolith
- Immolation Deals fire damage to anyone within 12 yards.
- Infernal Rage Increases damage done and damage taken by 10%; stacks.
Shard of Rhyolith
- Meltdown Deals all remaining health as damage to a random player.
Phase 2
Lord Rhyolith
- Immolation Deals constant fire damage to every target.
- Superheated Increases all damage done by 10%; stacks every 10 seconds.
Phase 1: Steering the boss
As noted before, Lord Rhyolith is not tanked during phase 1, but instead constantly moves forward. During this phase, the main targets are his right and left legs. Dealing damage to his legs causes him to turn in the direction that the most damage is coming from. Dealing equalized damage on the legs causes him to walk straight; dealing no damage also has the same effect.
The concept here is to drive Lord Rhyolith, which isn't exactly as easy as it sounds. Rhyolith turns rather slowly, as one might expect from a massive, rock-covered giant. Those driving Rhyolith need to be aware of two things. The first is that Rhyolith can never, ever touch the sides of the platform. Doing so causes him to drink from the magma pools there and deal massive levels of damage to the raid. This cannot happen. Period.
You might think, "Well, that's easy! I'll just constantly turn him in a circle and he'll never get close to the edge!" Smart thinking; however, it won't entirely work out. The other aspect to steering the molten lord around is that you need to force him to stomp on any active volcanoes that are around. Every time he uses Concussive Stomp, three volcanoes will spawn on the platform. Eventually, one of these will be activated, causing it to spew lava over the raid. The only way to stop the lava from dealing constant damage to the raid is to force Rhyolith to crush it.
There's an added bonus of causing Rhyolith to stomp down on an active volcano; it also causes him to lose stacks of his Obsidian Armor. At the start of the encounter, Lord Rhyolith will have 99 stacks of Obsidian Armor, making it difficult to DPS him down. Every time he crushes an active volcano, parts of the armor chip away. This is important because phase 1 ends once his legs -- which share a health pool -- reach 25% health.
By and large, you want to have your melee DPS handle driving Lord Rhyolith around. Legs should be assigned in so much as a neutral position for players to return to during times that you want Rhyolith to walk straight. Otherwise, you should have one melee player call out which leg needs DPS applied to it in order to turn the monstrosity. Ranged DPS can assist in damage on Rhyolith, but they should be extremely cautious when doing so. All adds should be down first and they should probably strive to apply equal DPS to each leg. For specs without DOTs, this can be difficult.
A single healer, possibly more in 25-man, should also follow these players around, as they will be constantly moving and can easily get out of range of any position on the map.
Phase 1: Dealing with adds
The second part of phase 1 is dealing with the adds that spawn. Both types of adds, Sparks and Fragments of Rhyolith, need to be tanked and killed as quickly as possible. Sparks of Rhyolith are large, Fire Lord-looking adds that deal constant AOE damage to anyone within 12 yards. They must be picked up and carried outside of the group cluster. Due to the constant damage, it is not suggested to have melee assist on these adds. Sparks also increase their damage every so often, which is why they need to be killed quickly. Allowing them to stay alive will cause their tank damage to become unmanageable.
The second type of add that will spawn are the Fragments of Rhyolith. There will be five of these little buggers that come streaming out at any given time. They don't have any real special abilities, but they have the highest priority of any other target during phase 1. After 30 seconds, any living Fragment will explode and deal its remaining health as damage to a random raid member. A low-health add may not kill a player, but with all of the other damage that goes out during this phase, it easily can.
There are a variety of locations that you can group up at in order to deal with all of the adds. A majority of people seem to favor having their groups cluster in the middle of the room; frankly, I think that's a horrible idea. The benefit of this is that you will always have everyone within healing range. The negative effect is that tanks have to drag Sparks farther out to avoid melee, volcanoes spawn pretty much right on top of you, and Rhyolith's gigantic form is going to be taking up pretty much your entire screen.

In particular note is the damage of the Lava Lines. Their damage is ridiculously high, enough to nearly one-shot most players. Having Rhyolith covering too much of your screen can make viewing these difficult, which ends up causing people to stand in them. You do not want people to do that. Fire bad.
Phase 2
Phase 2, in direct contrast to phase 1, is ridiculously easy. Once you get the legs to 25%, Lord Rhyolith's rocky exterior will shatter, revealing his lava core. At this point, he needs to be picked up by a tank and burned down as quickly as possible. Any adds or volcanoes that were up from phase 1 will instantly despawn at the start of phase 2, so you don't have to worry about timing anything when pushing phases.
During this phase, players have to contend with two mechanics, and only two. The first is constant fire damage to the entire raid, much the same as with the Sparks of Rhyolith, save that this one cannot be out-ranged. The second is Rhyolith's increasing damage. Every 10 seconds, Rhyolith will gain 10% more damage.
Essentially, you are in a race to kill him before the raid-wide damage overwhelms your healers. The good news here is that it's exceptionally easy to do this. Save Bloodlust for this phase, and your guild shouldn't have to worry about the raid damage at all. Phase 1 of this encounter is the challenge; if you reach phase 2, then you're getting a kill. Good luck, adventurers!
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Raiding, Ready Check (Raiding)






Reader Comments (Page 1 of 1)
(cutaia) Jul 15th 2011 1:12PM
"All adds should be down first and they should probably strive to apply equal DPS to each leg."
Question...in the PTR I thought that there was also a targetable body which shared the health pool. Therefore ranged players who had a few moments could just apply DPS to the body and not affect his turning. Is this not still an option?
Sunaseni Jul 15th 2011 1:22PM
No main body on 10-man at least, just legs and adds.
Tyler Caraway Jul 15th 2011 6:15PM
There was on the PTr, which made having the ranged add DPS to the melee much more viable, however this was removed in Live. There is no targetable body section during the first phase, only his two legs. Ranged can still assist in DPSing him -- and it's often useful to burn the last 10% or so once his armor gets knocked off -- but they have to be careful that they aren't being counter productive towards moving him around.
For some people, they pay attention enough to manage that, others kind of float off into their own world. Either way, you don't really need ranged helping melee if you have a balanced raid composition.
NAfiletti Jul 15th 2011 1:26PM
killed him last night in 25m, had all melee on him split to even the dps on legs, ranged killed adds and were the extra push if one leg needed a good dps increase, not too bad only took 3 tries
Nina Katarina Jul 15th 2011 1:39PM
You failed to mention that this is the buggiest boss of this patch, and how likely he is to activate a volcano on the exact opposite side of the platform from the one you're aiming him towards.
And the invisible volcanos, and the fact that the first two times we got him below 30% he suddenly despawned.
We hates Rhyolith.
Tyler Caraway Jul 15th 2011 6:18PM
I've heard of some people experiencing bugs, but alas I've not seen any myself. This is not to say that such things do not exist, nor that they aren't a rampant issue, but that's neither here nor there. If he is buggy, then those bugs should be addressed and fixed. As they aren't bugs where I could suggest any method of dealing with them; i.e. I couldn't suggest some change in strategy to compensate for volcanoes opposite and behind Rhyolith becoming active, there's nothing I can do.
Presumably, such bugs will be fixed, in which case mentioning them does little. Given that I cannot suggest any alternatives to handle the bugs either, then I just don't know what to do.
Revynn Jul 15th 2011 2:34PM
Hotfixes have made this fight much more manageable. Our kill the first week of 4.2 was simple enough once the melee learned how to steer him around ( a LOT of communication is required for this), but our second kill the next week took 13 attempts due to bad RNG and his obnoxious habit of activating Volcanoes behind him and on the opposite end of the island.
Now that he prefers to activate volcanoes in front of him, it's a much simpler fight.
Zayd Jul 15th 2011 5:27PM
In 10 man would an enh shammy be able to heal the melee group with a few chain heals/healing rains when maelstrom weapon hits 5 stacks?
Or is there too much damage?
Tyler Caraway Jul 15th 2011 6:19PM
Probably, or you could just send a restoration shaman/holy priest/restoration druid along with the melee. The damage isn't all that high, but it can become spiky from time to time. Most 10-man groups run with 3 healers, and there isn't a real need to switch up that composition for this encounter -- the DPS check of phase 2 is exceptionally weak -- and two healers should more than cover the main group.
Zal Jul 15th 2011 6:21PM
The 10 man version of this fight is insanely difficult due to the nature of the random number generator and mechanics. He is hard to turn without a huge amount of DPS on one leg which amounts to nearly all of it in 10 man, with the volcanoes stacking debuff and him activating ones so far away it leads to easy to pile up unhealable damage. This fight is just too RNG based and unpleasant.
Como Jul 16th 2011 4:27PM
It's not that hard, 2 people on dps is more then enough to turn him. If you can't turn him with out much more then that 3 at most then your issue is you simply don't have the dps. I'm half hard mode geared from the previous tier and this fight is cake to heal as long as people are not getting hit by the fissures.
It's a new tier, and I'm sure if you are pugging it then your gear level is just too low. Our group was running into enrage and dps issues and as I said before we're fairly geared. Get some more dps and I'm sure you will find that the fight is quite easy to manage when 2 people can turn him. We have issues with him turning to far sometimes :(
cheesesteak Jul 16th 2011 2:03AM
@Como
No, you are wrong. Many groups do have the DPS for it, and are in fact already in heroic mode, but still have difficulty turning him in 10 man starting the 2nd week of Firelands. Why? Because he launched out buggy, was hotfixed in the first week, and people downed him fine. The week after that until now, the hotfixes apparently went awry and rolled back the leg fix.
Search the WoW bug report and raid forums and you will find many, many bug reports on him that Blizzard has been studiously ignoring for 2 weeks now. This post is particularly interesting, as he pinpointed the missing buff that Rhyolith is supposed to be getting in order to make 'snap turns'.
http://us.battle.net/wow/en/forum/topic/2786568763?page=4#61
Moreover, he still retains several annoying bugs apart from the missing Turning Flame buff, the biggest of which is he does NOT prefer volcanoes in front of him, directly contrary to the hotfix notes last week.
chrissie Jul 23rd 2011 9:31AM
Moreover, he still retains several annoying bugs apart from the missing Turning Flame buff, the biggest of which is he does NOT prefer volcanoes in front of him, directly contrary to the hotfix notes last week.
^^^ This, so much this. It's not too hard to power through the bugs on normal mode, but on heroic mode it's just such a huge pain when you have to wipe due to one bad volcano activation. Not the toughest encounter ever, especially as gear ramps up, but I have to say it's the most unpleasant one I've had to heal thus far.
(WTB something that makes Rhyolith transparent so he'll stop blocking the damned magma flows from sight!)
kestrel77 Jul 16th 2011 3:25AM
Is it ok to have dps on both legs for the entirety of the encounter? I've considered having single melee dps on each leg and using the rest of the dps team as the turn burst. My raid group was focusing one leg at a time, with no dps allowed on the off-target leg. I found mention of constant dps being needed to keep him moving, but it was only in passing reference. So after reading that Rhyoith's default is walking forward I'm not sure how to proceed. We have had an awful time getting him moved around volcanoes fast enough to keep less than 2 active at a time. Any thoughts would be welcome.
hoombaba.feathermoon Jul 17th 2011 9:41PM
Doesn't really make sense to do that - the dps on the other leg will just be fighting against the people trying to turn it. And you don't need to do dps to keep him moving. He always walks at the same speed, it's just whether he's turning or not. For our group, about ilvl 353-358, it took 3 dps on one leg to make him turn fast enough to keep him on the platform.
cumamamdara Jul 21st 2011 11:28PM
What is the max turn degree you can turn him in a short distance? With 0 being straight.
Eladonra Jul 22nd 2011 1:24PM
Tradition involves me using /moon on each boss before the pull. Since I cannot target his body, I cannot properly /moon it. I believe this has been the reason for my guild wipes. The fire/volcano damage showing up on recount is just a glitch.
:-)