Firelands Tanking 101: Ragnaros
(10man Normal Mode)
(Discussion/Strategy)
Hello and welcome to Firelands Tanking 101. My name is Grollix and in this video we will briefly cover Ragnaros, the final boss in The Firelands.
This fight requires 2 tanks due to Burning Wound.
In phase 1, tank's should position themselves on the small circles right in front of Ragnaros, with one tank on the left and the other on the right. Standing in this small area will prevent you from getting hit by Sulfuras Smash. The impact of Sulfuras inflicts 550k Fire damage to any player within 5 yards of the impact, and creates several Lava Waves which move out from the point of impact. These Lava Waves cause massive fire damage, so be sure to avoid at all costs. Ragnaros will also cast Hand of Ragnaros, knocking everyone back.
The first intermission phase kicks in when Ragnaros reaches 70 percent health, and at this time, he will cast Splitting Blow, planting Sulfuras into the ground. Eight Sons of Flame will spawn across the entire platform, and need to be lockdown and killed as fast as possible. Do note that when one gets to 50 percent, its speed is slowed so help your DPS out by trying to lock one down with a stun, or if one gets past you and gets close to Sulfuras, Death Grip the Son of Flame to prevent him from reaching Sulfuras. If a Son of Flame makes contact with Sulfuras, it explodes in a Supernova, inflicting 125k Fire damage to all players.
Once the ads are downed, Ragnaros will reemerge and reclaim Sulfuras to start phase 2. During this phase, everyone should run to far right of the platform and continue with the fight from here. Ragnaros will maintain the same abilities as phase 1, but now Ragnaros creates Molten Seed's at the location of all 10 raiders from the nearby lava, inflicting 55k Fire damage to all players within 6 yards of a seed. After 10 sec the Molten Seed bursts into a Molten Inferno. As soon as it's being cast, it is crucial that you make your way to the far left side to avoid Molten Inferno, which will inflict 135k fire damage to any raider in its blast radius. Each Inferno spawn's a Molten Elemental, which attacks and fixates on a random player, so be sure to have everyone stack on the tanks so they can be AoE'd then spread back out. Ragnaros will begin to engulf a random third of the platform in flames, immediately inflicting 70k Fire damage to raiders caught in the AoE then inflicting another 70k Fire damage one second later. If it drops in the middle of the room, be sure people move to the front, and if it drops to the front, do not back pedal but do strafe or turn and run. Tanks need to be careful if Engulfing is cast up front, due to potentially exiting melee range. If this occurs, Ragnaros will blast magma at his current target if he cannot reach and melee them, inflicting 75k Fire damage and increasing Fire damage taken by 50 percent for 6 sec.
Once Ragnaros reaches 40 percent, we will enter the last intermission phase. This phase works exactly as the first intermission phase, with the addition of two Lava Scions, one on each side of the platform. These need to be picked up by the tanks as soon as possible. Try to hold the Scion in one place while the rest of the raid kill's the Sons of Flame in the event the scion casts Blazing heat on the tanks. Blazing Heat cause raiders to create a trail of fire in their wake. Blazing Heat inflicts 50k Fire damage every 1sec on raiders standing in the trail, and will heals Sons of Flame and Lava Scions within the trail for 11 percent every 1 sec. Try to kill Sons of Flame as soon as possibly, but leave the furthest one up at 40 percent health so it buys your healers time to get people healed up, but also allows DPS to do as much damage to the scions before phase 3, but do kill the last son of flame before the intermission timer is up.
Ragnaros will emerge one last time, and now it's a race to the finish. During this phase, he will cast all abilities' he used in phase one and two and will now add Living Meteors to the mix. It is crucial that as soon as phase 3 starts, that dps kill the scions asap to help the tanks focus on taunt swapping and potentially avoiding meteors. Living Meteors will fixate on a random player and chase them. It is important that the person that is kiting the Meteor to take it to outer back edge of the room to prevent any proximity damage emitted from being within 8 yards of the meteor. The person kiting the meteor will need to eventually knock it back with a basic ranged attack, and it will the refixate on another random player, repeating the process. If a meteor gets knocked onto a player or comes within 4 yards of the meteor, it will explode and cause a potential wipe. If a tank gets targeted by a meteor, the other tank needs to taunt off despite having stacks of Burning Wound so the tank kiting the meteor can kite it to safety.
Thanks for watching, and good luck in Firelands.
what add ons doo you use? i love that HUD
RobPlaysXbox 2 weeks ago
@RobPlaysXbox
ElvUI, Omen, Skada, BloodShield Tracker
Xillorg 2 weeks ago