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Drunken Badgers of Feathermoon • View topic - Ragnoras

Drunken Badgers of Feathermoon

Knock one back for the Drunken Badgersh!
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 Post subject: Ragnoras
PostPosted: Mon Aug 08, 2011 10:59 pm 
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http://www.youtube.com/watch?v=Cc0kfS8-KB0

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 Post subject: Re: Ragnoras
PostPosted: Tue Aug 09, 2011 11:20 pm 
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I've made some diagrams to facilitate positioning.

When you engage Ragnaros, your tanks should be positioned at the far right side of the room, whereas melee should be on the left, and ranged DPS as well as healers should spread out over the rest of the room.


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 Post subject: Re: Ragnoras
PostPosted: Tue Aug 09, 2011 11:26 pm 
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After a little while of this, Ragnaros should hit 70% health and trigger the first intermission. He'll pick a spot to throw his hammer on the ground and he himself will submerge in the lava for 45 seconds. NEVER ever want to stand in the hammer. Once it hits the ground, 8 sparks will fly from it that illuminate the spots where the 8 Sons of Flame adds will spawn.

Once spawned, they'll slowly move towards the hammer. Should ANY of them reach it, you wipe. The Sons of Flame with more than 50% health will move incredibly fast, so an immediate stuns will be required. To counter this each spawn is assigned a number from 1- 4 (with 1 being closest to the hammer and 4 being the furthest.) Ideally the dps with the highest burst dps the 1 adds to 50% asap then move to 2 and so one down the line. While the dps kill the adds further from the boss the tanks should stun the adds closest to the boss** The adds can also be death gripped, but try to reserve that for an emergency.

After 45 seconds or when all Sons of Flame have been defeated, Ragnaros will re-emerge and trigger phase 2.

**Please note this strategy is a work in progress and subject to edits**


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 Post subject: Re: Ragnoras
PostPosted: Tue Aug 09, 2011 11:30 pm 
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At the start of the next phase, spread out 6 yards apart from each other. However, the entire middle area of the room should be completely left empty without anyone standing in it. This is because shortly into the phase Ragnaros will use an ability called Molten Seed and Fire Bubbles will spawn random players. Being within 6 yards of a fire bubble will hurt, so you absolutely want to mind your distance.

Once they spawn, everyone has 10 seconds before they explode to get to a designated stack-spot at the front middle of the room, still in range for Ragnaros to melee your tank. The further away you are from the seeds, the less damage you'll take when they explode - and that's exactly the reason why no one should be anywhere near the stack spot when the seeds spawn.

Once they explode, a Molten Inferno add will spawn from every seed. They need to be defeated quickly, so everyone must stay stacked and AoE them asap. Once defeated, everyone needs to spread back out to be 6 yards apart from each other for the next wave of Seeds.


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 Post subject: Re: Ragnoras
PostPosted: Tue Aug 09, 2011 11:34 pm 
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The last ability Ragnaros uses is called Engulfing Flame, and that's kinda exactly what it does. Periodically, Ragnaros will cover a third of the room in Flames and you shouldn't stand in it.

It's worth noting that stacking up for the Seeds will always coincide with either Engulfing Flame or Sulfurus Smash. If it's Engulfing Flame and affecting the stack spot, everyone needs to move slightly to ensure they're out of it. If it's Sulfuras Smash, everyone should move up a tad to the edge of the lava, since the Smash will never send a lava wave into that direction.

You should only have to deal with about three Seeds before Ragnaros drops to 40% health and triggers the second Intermission.....


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 Post subject: Re: Ragnoras
PostPosted: Tue Aug 09, 2011 11:37 pm 
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The next intermission is similar to the first, again you'll have to contend with 8 Sons of Flame, but this time you'll also have to deal with two adds called Lava Scions. One will spawn on each side of the platform.

One (or both?) of your tanks should pick up and hold them (one?) while the rest of the raid disposes of all 8 Sons of Flame. (This will make stunning the adds more difficult, not sure how to remedy this.) The Scions will randomly debuff a raid member with Blazing Heat, which will make him pop out lava puddles wherever he goes for a few seconds. If any add touches those lava puddles, they regen 10% of their health, so try to kite Blazing Heat away from the adds (at the bottom of the platform?)

Once all 8 Sons of Flame are dead, your DPS should work on taking out both Lava Scions while your other tank gets ready to pick Ragnaros up when he re-emerges from the lava. The scions can't be alive for too long as your tank needs to be available to taunt Ragnaros off the other tank when his debuff gets too high.


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 Post subject: Re: Ragnoras
PostPosted: Tue Aug 09, 2011 11:39 pm 
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No matter how much health the adds have left though, phase 3 triggers as soon as Ragnaros re-emerges. He'll still use Sulfuras Smash and Engulfing Flames, so mind your feet at all times. His new trick is called Summon Living Meteor. He'll start out by spawning just one, but over the course of the phase more meteors will spawn at an increasing rate, making the phase harder the longer it lasts.

The impending impact point of a meteor will be shown by fire on the ground, and once landed they'll start chasing a random raid member. This is indicated by a faint line going from meteor to target. If anyone at all touches a meteor - whether it be the meteor's targeted person or any other raid member - the meteor will explode and kill anyone within 8 yards of it.

Attacking a meteor will knock it into the opposite direction of the attacking player, and when a Meteor gets close to its target, either the target or another raid member should attack it to trigger the knockback, always minding not to knock it into another raid member. Once knocked back, the meteor will pick a different target and start chasing it. It's worth noting that meteors can only be knocked back once every 5 seconds.

Everyone should keep their distance to meteors at all times as best as they can. Ranged raid members should keep an eye out and help attack a meteor if it gets too close to the person it chases. Ideally, you'll want to defeat Ragnaros before the amount of meteors becomes overwhelming, so any kind of Bloodlust effect is useful in this phase.

When Ragnaros hits 10% health, we win!

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 Post subject: Re: Ragnoras
PostPosted: Fri Aug 19, 2011 4:58 pm 
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http://wow.joystiq.com/2011/08/19/ragna ... firelands/

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 Post subject: Re: Ragnoras
PostPosted: Sat Aug 20, 2011 2:59 am 
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Good strats, and nice work on the kill tonight everyone!


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 Post subject: Re: Ragnoras
PostPosted: Sun Aug 21, 2011 10:38 pm 
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Kill vid:

http://www.youtube.com/watch?v=d3psJ5ibd6A

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Last edited by Whateley on Mon Aug 22, 2011 12:56 pm, edited 1 time in total.

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 Post subject: Re: Ragnoras
PostPosted: Sun Aug 21, 2011 11:48 pm 
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Can you change whatever setting would be needed to allow the video to play on my iPad? I get an error when attempting to watch it that the author disallowed playback for it. Same for some of your other videos too, I think.


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 Post subject: Re: Ragnoras
PostPosted: Sat Sep 03, 2011 11:28 am 
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Interesting Meteor Strat..we should figure this out..would avoid an accidental target switch across the room gibb.



Oh, one more thing, but this requires a bit of training:

There is an "easy mode" for Meteors in P3. Basically you simply kite them so they will move through the lava pool Ragnaros is standing in. Once they're in there you just keep kicking them back in. If executed properly, this will basically negate Meteors as with only 5 seconds in which they can't be kicked, you can keep them inside the pool if you're raid members are properly positioned and Meteors are kicked back in on cooldown.

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