Ready Check: WoW Insider guide to Ragnaros, page 2

- Sulfuras Smash
- Lava Wave
- Magma Blast
- Burning Wound
- Engulfing Flame Ragnaros covers one-third of the room in an explosion of fire. Players hit take massive initial fire damage and additional fire damage over time while remaining in the area.
- Molten Seeds Ragnaros creates a Molten Seed at the location of random players. Inflicts moderate fire damage to any player within 6 yards. After 10 seconds, the Seeds erupt into Molten Infernos.
- Molten Inferno A massive explosion of fire that inflicts massive levels of damage. Damage is reduced by range from the seeds. Spawns Molten Elementals.
- Molten Elemental Fixates and attacks a random player.
From phase 1, Sulfuras Smash and Burning Wound are all carried over, as is the deal that your tank has to remain in melee range of Ragnaros, but the rest of Ragnaros' previous abilities are gone. Instead, he now has two new abilities that you will have to contend with.
What you do for phase 2 largely depends on how your group wants to handle Molten Seeds. There are two tactics you can use; one is safer for mistakes, while the other is better for overall DPS. The first is the safe route, which is to have all of your players spread out on the sides of the platform. For this, no player can be in the middle at all -- none. Everyone has to go to one side or another, without exception. Once Seeds come, everyone will collapse into the middle. This avoids having multiple players hit by the initial Seed damage while also giving your group the range it needs to not have Molten Inferno kill you outright.
The other strategy is to have every player group up in the middle. Once Ragnaros finishes the cast of Molten Seeds, everyone must move to one side. There can be no delay in your movement; you absolutely have to move the moment that the Seeds start to fly in the air. Any staggering on your part will mean that you have all of the Seeds dropping on your head, and you're going to splat instantly. Overall, this method is best for dealing with adds, but it carries a high amount of risk, since any mistake means instant death. Your choice.
The great thing about phase 2 is that everything occurs in a highly specific order. Ragnaros will always start out with a Smash, then a Seed, followed by an Engulfing Flame. From there, it will always rotate the exact same way. It will always be Smash, Flame, Seed, Smash, Flame, Smash, Seed, Flame, and repeating on. Further, the ability that comes after Seeds will always occur right after the Seeds explode.
No matter how you choose to deal with Seeds, you will need to have two different cluster locations. Horizontally, they should be the same; the difference is in the vertical. When Flame is the ability that comes after Seeds, you want to have all of your players grouped up just at the edge of melee range. This way, there is no mistakes for getting hit by the Flame. If the Flames are close, then taking two steps back gets you out of them; if middle, then two steps forward and you're safe. The second location is the same as the first, but instead of being at the edge of melee range, you want to be up in Ragnaros' face. You will use this anytime Smash will be the ability after Seeds. Smash always hits just at the outer edge of melee; by being close, you totally avoid it.
This rotation of abilities will continue until you manage to push Ragnaros to 40% health.
Second transition
- Splitting Blow
- Sons of Flame
- Lava Bolt
- Lava Scion One Lava Scion spawns on each edge of the platform. They have high-ish health and need to be tanked. They will not interact with the hammer.
- Blazing Heat The Lava Scion targets a random player and debuffs them. Debuffed players will leave a trail of magma that inflicts moderate levels of fire damage to anyone standing in it. The pools also heal any Lava Scion or Son of Flame by 10% every 1 second.
The second phase transition is much the same as the first in terms of the Sons; however, there is one added twist. This time around, there will be two Lava Scions that need to be picked up by the tanks. These Scions will also debuff players to leave a trial of lava that will heal any of the adds that cross over them. Further, there's another small hiccup. Ragnaros will return to the surface once all of the Sons of Flame are dead or in 45 seconds; however, the Lava Scions will remain there until killed, and Ragnaros doesn't care if they are alive or dead. You want to put as much damage on the Lava Scions before Ragnaros reappears as you possibly can.
This is the RNG portion of the encounter that utterly sucks. Getting a Splitting Blow on either side is awesome; getting it down the middle sucks. You want this transition to play out exactly the same as the previous did, with one minor change. The farthest Son of Flame should be totally controlled, not killed, for as long as possible. Utilizing stuns, knockbacks, and Death Grip, you want the fathest Son from the hammer to stay alive yet away from the hammer for as long as possible. This allows you the maximum amount of time to DPS down the Scions as possible.
Traditionally, due to the high DPS requirement on the Sons and the Scions, this is when a majority of guilds will use Bloodlust. If this is where you struggle most, then I would suggest the same; however, holding off on Bloodlust for as long as you can eases the remainder of the fight. The choice is yours.
Finally, players with Blazing Heat absolutely must not drop them through the path of an elemental. The Sons of Flame run in a straight line; if you cannot get to an outer edge before you start dropping pools of lava, then run in between where the Sons path. This is another stupid RNG aspect of this transition, because getting Blazing Heat on a key player who needs to stun can totally mess up everything.
Once more, after all of the Sons are dead or 45 seconds, Ragnaros will return and begin phase 3.
Phase 3
- Sulfuras Smash
- Engulfing Flame
- Magma Blast
- Burning Wound
- Living Meteor Summons a Living Meteor that fixates on a random player and chases them.
- Meteor Impact Any player within 4 yards of a Meteor triggers an impact that deals massive fire damage to all players within 8 yards.
- Combustible Knocks a Living Meteor back and causes it to target a new player. Cannot occur again for 5 seconds after being triggered.
- Lavalogged The Living Meteor is now soaked by a Lava Wave. Only purpose is for an achievement; has no real effect.
Aside from the transitions, phase 3 is the only truly difficult portion of the encounter. This entire phase is one massive DPS race against the clock -- that clock being the amount of Living Meteors you have. Ragnaros will retain Smash and Engulfing Flame from the previous phases but loses his other abilities. While burning Ragnaros himself isn't too challenging at first, the largest factor for this phase is going to be the Lava Scions from the earlier transition. You want to have the Scions as close to death as you can before hitting this phase, and you need to take them down as quickly as you can.
After around 20 seconds and every so often after, Ragnaros will spawn a Living Meteor. The Living Meteors will lock onto and follow a random player until it crashes into them or they attack it in order to knock it back. Should the Meteor hit the player or any other player, it will explode and virtually one-shot that player and anyone around them. Each Meteor needs to be kited for as long as possible by the player it is targeting, which in and of itself isn't that bad.

Avoiding things at the start should prove pretty easy, but as this phase drags on, it gets harder and harder. Five Meteors is around what you want to shoot for getting; beyond that point, it gets ridiculous to try and avoid everything, and players are going to start hitting things and dying. This soft enrage comes relatively soon, so you don't have a lot of time. You must put as much DPS on Ragnaros as you possibly can -- it is absolutely essential.
Bringing the Fire Lord down to 10% wins the day, as he retreats back into his lava pool at that point. Manage to make it that far, and congrats -- you've cleared Firelands!
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.






Reader Comments (Page 1 of 2)
Rekijan Aug 19th 2011 1:09PM
"You absolutely must have either a mage or a priest."
A warlock works fine if not better, as they can port back to ground instantly reducing the time going up AND down.
Motater Aug 19th 2011 1:17PM
Mages can blink right after hitting it. No need to go up and down.
Vitos Aug 19th 2011 2:08PM
Could a pally engineer manage to do it solo?
miza Aug 19th 2011 6:42PM
weve also done it with a hunter disengaging right after he hits the trap or right before he lands back on the ground.
Tyler Caraway Aug 19th 2011 8:49PM
Yes and no. Warlocks can do it, but it isn't merely as simply as you make it out to be. Given that the locations of the Magma Traps are totally random, it is more likely that the warlock would have to walk near it, drop his Circle, then set it off. Overall, it's not that bad of a method and certainly viable, but it does come with a lot more set up than using a priest or a mage and carries more risk.
@Vitos
Yes they can. In fact, our guild uses just that in order to spring every single trap.
Dominic Hobbs Aug 20th 2011 4:19AM
It's a matter of what you have to hand. We have plenty of warlocks and personally I find them better than other classes due to less DPS downtime and less lag concerns.
That said, be careful. If he drops a trap on an already existing circle then recast the circle before stepping into the trap. It is possible to trigger the trap twice, it doesn't hurt the raid twice but does prevent you avoiding the rapid drop and sudden stop.
albanesp Aug 19th 2011 1:18PM
^^This. Glyphed lock portal has a 26 second CD. I handle all traps in P1 on my Lock.
Rekijan Aug 19th 2011 1:50PM
"Deals light fire damage to all members of the raid. The player who triggers the trap is launched into the air.Triggering a Magma Trap debuffs the player to take 50% additional damage from other Magma Traps; this debuff stacks."
The debuff is HC only, and I wouldn't call this damage light.
"Melee players shouldn't have to worry about Lava Waves at all"
Except you can still be knocked into one if you aren't careful.
Has our dear Tyler even done this encounter?
And Motater I was commenting on the fact that saying only a priest or a mage is viable is just plain wrong.
Dire Aug 19th 2011 2:07PM
As a melee player I dearly confirm that if you get hit by a lava wave you're doing something horribly wrong or have a lot of bad luck...
eel5pe Aug 19th 2011 3:26PM
melee can be knocked into a fire wave by raggy's knockback. some of it you can prepare for by making sure your back is never to the impact marks of rag's hammer. some of it is just bad luck, as you can get knocked back right when a wave is passing by.
Tyler Caraway Aug 19th 2011 8:53PM
Hadn't noticed that with the debuff and I never spring traps myself so I wouldn't know to be honest. Either way, the debuff seems to be hardly worth having given that Magma Traps don't drop with any sort of frequency that it would matter. Instead of a single player you need two rotating at most? And, really, not even that because it's around 20 - 25 seconds between Traps, so you need one player to step in every third trap or so. Pointless.
As for melee, if you are getting hit by Lava Waves, you are most certainly doing it wrong. The only time that you could conviencably be hit by a Wave as a melee play is if you were also just knocked back by a Hand of Rag. Even then, there's only a few locations where the hammer can fall that would make this much of an issue in the long run. I've done this encounter many times on two different characters; melee never have to worry about Lava Waves.
Dominic Hobbs Aug 20th 2011 4:28AM
Saying "Lava Waves are easy for melee to avoid" and "melee never have to worry about Lava Waves" are two very different things. If your melee forgets about the waves then they are setting themselves up for being knocked into them.
When the hammer is next to the melee group they should either move away or at least check the timer to be sure they are not about to be knocked back. This can and does happen.
Cambro Aug 19th 2011 2:17PM
I have a few questions about the lava traps. The tooltip says 8 yards, but the article says 6 yards. Is the tooltip accurate?
How is the pathing in the encounter for a warrior using Heroic Leap? I've found very few times when I get "no path available" so it seems like that might be a viable survival solution. Also, will a hunter's Disengage work if popped at the last second? (I don't play a hunter, just curious.)
Last question, it sounds like a trap could appear in range of melee. How concerned should a tank be with a trap forming within 8 yards of (or worse, directly under) him?
Nagheen Aug 19th 2011 3:09PM
Heroic Leap gives the "no path available" error when there's a slight difference in height between the target and player. You can however Heroic Leap straight down to where you would be landing if you're fast enough. The minimum range is more a sphere around the character then a circle, same as with charge/intercept and intervene. I suppose you can also charge/intercept to Raggy instead of stance dancing to Intervene a raid member.
dj.clayden Aug 19th 2011 3:11PM
There is severe problems using things that reset your fall speed etc, it is why warlocks are often used - they can Portal on the way UP, so no risk of death. You fly so high up, that you often fall the last 40 yards so fast that latency will screw you over.
For example our warlock got knocked into one too early, and didn't hit his Teleport. I HoP'ed him as he came back down, and despite seeing the animation pop up on his head (and the spell's cooldown triggering), he took full fall damage and died.
Tyler Caraway Aug 19th 2011 9:09PM
1. The Lava Trap covers an 8 yard radius when it erupts, that tooltip is correct. The 6 yards in the article is for Wrath of Ragnaros which is a targeted knockback on a player that will send you 6 yards in a random direction. In order to avoid being knocked into a Trap by accident, you want to always be 6 yards away from the animation on the ground. This prevents Ragnaros from sending you flying into it.
2. Heroic Leap might work, but I doubt it. As mentioned, many abilities such as that tend to have pathing issues when used in such a manner. A Hunter might be able to Disengage out of it, given that a Mage can Blink in the same way, but it's a lot more risky because Disengage sends you upwards again. It's possible that Disengage works, but I won't say 100%.
3. Traps are thrown at ranged targets first, I've never seen them thrown at melee. I'm not sure if there's some type of minimum number of ranged targets that you'd be required to have or it will target melee, but ranged can't stand in melee range for this encounter anyway or they'll get their spell's interrupted. It's probably not impossible, but I have never seen a Trap go into melee, so I'd say it isn't something you need to worry about.
MattKrotzer Aug 19th 2011 2:52PM
Great job on the guides! I've been very impressed with them! They're a great resource, even if I more frequently use LearnToRaid's videos.
Tyler Caraway Aug 19th 2011 9:10PM
I think for the next raiding Tier I might try and do videos, not entire sure. Never made them yet and I've always been scared that my computer will just burn up and die should I try it, but I think I'll be able to manage it. We'll see.
The biggest downside I will always face, though, is that I'm limited to one per week, and people tend to eat through content faster than that. :\
MattKrotzer Aug 19th 2011 10:46PM
Not my guild. ;D
I'd do videos except in addition to your reasons, I also hate the sound of my voice.
drojounderhill Aug 19th 2011 3:14PM
How can this article make Ragnaros out to be this super easy fight, that if you can get to him, you can easily kill him? The other bosses are a COMPLETE JOKE compared to Ragnaros in terms of difficulty. "HERP DERP YOU STROLLED INTO FIRELANDS! HERES A FREE RAG KILL!"